A minor question I've been toying with in the back of my head: will you be encouraging some form of boss milking in Chronoburst--e.g. at least allowing for some measure of milking strategies--or will you go the straightforward route? This is something I'm trying to play around with currently.
Actually this is a definite no
. But it really depends on your definition of "milking" - if you mean elongating play for tick points on indestructible parts then no. Milking scenarios would really be risk reward based. Destroying boss parts increases intensity of the fight, which in turn generates more bullets on screen leading to more potential points when you kill the next part.
Strategic destruction for maximum gains is how I'd put it - but definitely no long winded milking. In fact, bonus timers may be included to encourage speed killing. Of course if you CAN find a way to milk out those extra points, by all means - but there will be no milking by design.
Milking opportunities may be more like repeating a pattern for increased density once or twice, but beyond that it gets too dangerous and you're forced to kill the boss - but nothing snooze worthy.
You mean like the recharging burst shot in E.S.P. Ra.De.?
Sort of - I actually had a good conversation with Trap15 and this post was edited afters some valid points. I was making a lot of comparisons to other games and Esprade is certainly a good comparison for the recharging alt fire, but I'm hesitant to say "Like this game" as to not set expectations that the game should behave exactly like that. But yes, that sort of thing!
Coupled with the above, this reminds me of the multiplier chain from Blazing Star. Didn't really force anything like "stage lawng, gayme lawng chainin'" (blast you, Rob!
) but rather encouraged timing your charge shots carefully to take out the optimum amount of popcorns and destructible projectiles, racking up those x128s whenever possible.
Yep, that's the trick. I've heard a lot of people complain about things like SDOJ where the player MUST save hypers for THAT specific spot in the game, but the fact of the matter is when you have things like multipliers and weapons that give you nice flashy score - there will always be optimal places to use these weapons. So if you're just blasting away and having a good time you might see a flashy x16 come up, but if you really know what you're doing and have the stage memorized and conserve your weapons til the right moment - yeah, expect the big multipliers.
I'd love to see how this plays out in a demo or the final product. As much as I appreciate Raizing shooters, having to micromanage rank inflation is such a bother...but then again I've always hated intensive micromanagement in almost any game genre I play. This is also a current experiment of mine in my own game (and the next one after that, hopefully).
There will be no micromanagement of rank. It's pretty simple, you push the game - it pushes back. Pushing combat rating (It's not rank!) will be encouraged for score, as this will give you quite a meaty multiplier when you start getting in to the big figures. It is pure risk/reward. No management of item collection, no hidden rank increases - I'd say if you want something that would be a better comparison think of playing Crimson Clover boost mode (in terms of how the difficulty goes up), while this isn't an exact idea of what I'm going for - obviously just no miss no bombing through that game is ideal and it really starts to jack it up the longer you stay in boost mode. That's essentially what we're going for.
You should keep in mind that my favourite game (and mode) is Mushimesama Futari Black Label Original Mode. That big counter in the top left? That's basically the kinda thing our combat rating is.
edit: with the exception that use of resources is encouraged to score, rather than punished.
Basically if it turns out to be tedious, we'll ditch it and make something that isn't tedious. Rules for reworking this game:
1. Is it fun?
2. Is it awesome?
3. Is it intuitive, but can through exploration and repeat play lead to depth?
The samurai needs 100% more 5 o'clock shadow.
Beard and mankini coming up.