Latest demo link : [22 July 2020]
https://mknight.itch.io/remote-weapon-gunfencer
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Original post :
Hello everybody !
Well, turns out I am making a shmup.
I thought about the idea a long time ago but didn't act on it until I picked up Unity3D last December. I already tried one of the tutorials a few years ago but didn't do much beyond it.
So, I've been working on something during my free time for a year now, learning things about the engine's intricacies, trying my hand at 3D modelling, and I put together something.
Spoiler
The game (for which I don't even have a title yet) is a 16:9 hori with a caravan-style scoring : kill waves faster to spawn the following ones. It is inspired by some of my favorite shmups : Radirgy, Dangun Feveron and Thunder Dragon 2 in particular but there are some other influences.
The scoring system in entirely focused on moving all over the place speedkilling and destroying as many enemy waves as possible. For each wave, a time bonus is given to you depending on your performance. On top of that, each wave has a frame threshold that has two effects if you clear the wave under it. Not only does it increases the wave bonus, it also changes the next wave to be a slightly tougher variant. It's like a very basic rank system.
As for bosses, they also have a time bonus.
The weapons follow the Radirgy system, more or less: There's a main forward shot which is narrow on purpose to make you move a lot, a powerful close-range sword, and a rechargeable circular bomb that surrounds you just like Radirgy's ABSNet expect it does more damage to enemies. The bomb is recharged by getting autocollected items from defeated enemies and they drop more items the faster they are killed, like Dangun's discomen. One big difference from Radirgy's system is that the bomb can only be recharged when not active, so having a bomb ready when the previous one hasn't worn off yet is impossible. Oh, and there's no shield if you stop firing.
All of the weapons are available from the very beginning without any need for power-ups.
In short, here's what I am aiming for :
-Fast movement
-Focus on quick dispatching of enemies
-Bombing is rewarded and useful
-No boss milking whatsoever
Here are two videos displaying the differences between a safe run that mostly uses the shot and focuses on survival, and a score-oriented run with lots of melee point-blanking and aggressive bomb usage :
https://www.youtube.com/watch?v=x_Yi8cCY9gk
https://www.youtube.com/watch?v=LL30FR8pg90
So far, I have a playable demo with a minute long stage with a boss. You can get it here :
https://drive.google.com/open?id=1HIfvB ... -_mbiF6cLW
Zipped game filesize : 33.9 MB
Unzipped game filesize : 295 MB
Default Controls :
W / Z : Confirm and Toggle some options (in menus) / Shot (in game)
X : Cancel (in menus) / Sword (in game)
C : Bomb
Directionnal arrows : Move cursor up and down (in menus) / Move (in game)
Spacebar : Pause (in game)
The game was mostly tested on a 1920x1080 resolution with a 60Hz screen refresh rate. If you have issues with different configurations, let me know. Impressions in general would be more than welcome !
Despite the time I spent on it, many elements are still temporary, such as the half-assed opening "animation", or many of the menu graphics. The stage background itself is pretty empty and lifeless compared to what I have in mind. Even the boss patterns may be completely reworked.
Besides, there a few specific issues/topics on which I would like to have other opinions if possible :
- Is the hitbox visibility fine or is it difficult to pinpoint where it is without looking at the mech ? The white sphere in the middle is the hitbox, but even though it is aligned with the player shots, it is not the perfect center of the player's 3D model. Do you think a rectangular or circular indicator around the hitbox should be necessary ?
- Does the sword feel overpowered in range and/or power ? Optimal play involves a lot of point-blanking with the sword, to the point that many enemies don't get to fire their shots. As the stage 1 mostly contains frail enemies, this is particularly noticeable but I am not sure it is necessarily a problem. I also plan to have bulkier enemies as well as enemies coming from the sides or even behind to make the player move all over the place and not just near the right side.
Thanks for reading !