I'm not a shmup expert, by any stretch, but I've played enough shmups in my nearly 29 years to know that some of these points are VERY exclusionary & not condusive to overall design (unless you're talking strictly manic shmups). Let me answer a few points:
nexic wrote:
1. Tiny player and bullet collision size.
While I would agree with this concept for some games (namely manics with more bullets on-screen than any ship-sized hitbox could possibly evade) what about more traditional twich-style shooters? Most of those use ship-size hitboxes (or a near equivalent), & it suits them fine - especially horzis that include terrain or obstacles that must be dodged. Other than the bullet or object "grazing" the ship, it doesn't make sense for half your ship to be able to touch the mountain or whatever without blowing up.
nexic wrote:
2. Large, bright enemy bullets that you can see easily. Should be fairly slow moving, especially early in the game.
Then Pyskio hasn't made any good shmups, & nothing made before DonPachi was any good either. This is a bit too restrictive. I think shmups have gone through phases, & certainly we're in the "manic" era right now, but to say all bullets should be slow-moving is to downplay the importance and/or playability of a number of classics.
nexic wrote:
3. Level design that requires you to think a bit, and plan ahead in some cases.
I would agree with this in most instances, though there's nothing wrong with "mindless blasting" once in a while.
nexic wrote:
4. Have varied backgrounds and terrain (not just space). Make sure the backgrounds don't blend with the bullets.
Agree for the most part, unless you're talking about a shmup that is entiely based in space. Then, I'd say throw in some asteroids, a nebula, or at least something visually interesting once in a while.
nexic wrote:
5. Level design should be fairly original in at least some places.
Yes.
nexic wrote:
6. Have a decent, but not overly complicated scoring system.
I can't comment for all because I barely understand the more complicated scoring structures (I'm more of a blast & survive kinda guy), but some are drawn to the highly-complex scoring systems, while others (like myself) don't generally care. The scoring system should reflect the target audience.
nexic wrote:
7. Make sure explosions don't cover up enemy bullets!
I would agree with this. The other way to expound upon this is perhaps to leave it open for large enemy explosions to destroy nearby bullets (enemy and perhaps even your own) to add a bit of variety.
nexic wrote:
8. Don't be repetitive. 5-8 short but varied levels is better than 100 long ones.
By this logic, 1942 & 1943 are not good games. I refuse to believe that's true, because they are classics that have withstood the test of time (though arguably 1943 has done a better job of that). I think as long as it's balance or the large # of levels has bearing on the goal of the game, it works.
nexic wrote:
9. Your player ship should die in one hit (or maybe 2-3 if using a forcefield type upgrade) - none of this life bar crap. (see point 10)
I disagree 100% with this statement. I think the theme of the game should decide this. Many shooters work well with a "one-hit wonder" concept, others do not. Take 1943 again for example. It's a loose interpretation of WW2 combat - do planes in real life normally get shot down with one bullet? Of course not. Unless that bullet is precisely placed to a part of the engine (or a fatal shot to the pilot), that rarely happens. The point is, if a ship has armor or shielding (which again, goes along with the theme of the game), it should be able to withstand several hits.
nexic wrote:
10. Don"t allow the player to kill too much without having to dodge anything. If this happens they will begin to concentrate on killing rather than dodging, and will get frustrated if they get hit by a stray bullet.
Once again, it depends on the style of gameplay. If shmups weren't frustrating (by & large), we wouldn't play them. The challenge presented must be one that we can overcome, but eliminating a few frustrating "stray bullets" is not the answer to a more balanced shmup.
nexic wrote:
11. Warn the player of all dangerous incomming attacks (tons of bullets, big beam lasers etc)
I would agree with this to an extent, but again, this assumes that you're not plaing a "memorizer" like R-Type. I think a good balance to this is to either have a visual/audio warning for something coming offscreen (like a large laser) or have the incoming bullets/lasers not fire until the object firing them is on screen.
nexic wrote:
12. Make sure there is a way out of any situation providing you know the correct tactic.... never make death certain.
I think everyone can agree on this
nexic wrote:
13. Have a variety of weapons to use, each one should behave differently and each should be useful in certain situations. Don't just have 10 types of standard laser with varying damage.
Once again, the theme of the game needs to determine this. Weapon choice & usage varies so much from game to game. Some games don't have more than a couple weapons for each character (Shiki games), while some give you all the weapons up-front. Others allow you to collect them (Thunderforce games), while some make you buy them (Fantasy Zone). Making this rule hard & fast would eliminate some really great games.
As I said, I'm not a self-proclaimed expert, but I've been playing shmups for over 20 years. Long enough (as far as I'm concerned) to have some insight into the matter.