[All Done] Flesh

A place for people with an interest in developing new shmups.
oab
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Joined: Tue Mar 19, 2019 4:14 am

[All Done] Flesh

Post by oab »

`Flesh` is released on Steam.

Thanks for interest in my project for the past two years.

Steam page ready for wishlist
https://store.steampowered.com/app/1660850/Flesh/
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Image
Hi, I start making another shmup game. :)

Flesh by @im_oab is a 2D-horizontal shmup game with hand-drawn animation and implement using tetra. It still in the development stage but have a release date set in October 2021.
This game takes place inside the flesh of mysterious organisms that players will fight through multiple levels to get out.
Last edited by oab on Tue Aug 01, 2023 12:15 am, edited 3 times in total.
I am making a vertical shmup game: USG

Released Flesh and miniStrike
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BulletMagnet
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Re: Flesh

Post by BulletMagnet »

Best of luck finishing the game. Just going by the snippet in the GIF you posted I might suggest two things:

1) Even with the hitbox visible the player craft seems really big and distracting IMO, I'd probably find it difficult to keep track of my vulnerable spot in the heat of things.

2) If you're going with an organic/fleshy theme for the setting you might want to reconsider making enemy shots a reddish-pink color.
oab
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Re: Flesh

Post by oab »

BulletMagnet wrote:Best of luck finishing the game. Just going by the snippet in the GIF you posted I might suggest two things:

1) Even with the hitbox visible the player craft seems really big and distracting IMO, I'd probably find it difficult to keep track of my vulnerable spot in the heat of things.

2) If you're going with an organic/fleshy theme for the setting you might want to reconsider making enemy shots a reddish-pink color.
Thank you for the feedback. I am curious about bullet colors. If colors too similar. Does it make the player have a difficult time to identify behaviour for each butler types?
I am making a vertical shmup game: USG

Released Flesh and miniStrike
oab
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Re: Flesh

Post by oab »

Image
last week progresses. :)
- add a new enemy type.
- support gamepads.
- update hit point visual to improve visibility.
I am making a vertical shmup game: USG

Released Flesh and miniStrike
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BulletMagnet
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Re: Flesh

Post by BulletMagnet »

oab wrote:I am curious about bullet colors. If colors too similar. Does it make the player have a difficult time to identify behaviour for each butler types?
The most basic way I can put it is that ideally players should be able to immediately tell exactly where enemy shots are even when the screen is crowded and the action gets heavy, since they need to keep their focus on split-second reactions and can't often afford to switch gears from "here's what I can easily see" and "now where's the stuff I need to squint to pick out?" I'm sure someone else could phrase it better than I could.

Apart from the color itself, some shooters make bullets "flash" or "pulse" to make them easier to pick out, so you might want to look into that as well as the overall palette.
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BareKnuckleRoo
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Re: Flesh

Post by BareKnuckleRoo »

I'm kind of fond of the chunky, large player sprite with small hitbox size aesthetic. There's a several games that do this, such as Battle Traverse.
I am curious about bullet colors. If colors too similar. Does it make the player have a difficult time to identify behaviour for each butler types?
Shmups generally try to use a very limited colour palette for enemy shots, with clear distinctions between attacks. And when player colours overlap with enemy shots (such as red on red), they're of a clearly different shade. Examples include:

• Dodonpachi limits enemy shot colours to pinks and blues. There's one part in the game that has green bullets. Player shot colours consist of orange/red, green, and blue.

• Giga Wing has player shots consisting of Purple, Green, Blue, Red, enemies are limited to Blue and Pink, again with limited green bullets for one or two specific attacks.

• Progear uses nothing but yellow and grey for player shots, with enemy shots being blue.

Generally, limiting yourself to two different colours allows you to make different bullet types look distinct and identifiable, without being too much visual overload like games that do rainbow coloured shots.
oab
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Re: Flesh

Post by oab »

Thanks for the feedback. I will keep using 2 colours for enemy bullets.
- Purple, enemy aims at the player when firing bullets
- Pink, enemy fire bullets in random directions.

If it does not work. I have planned to change it in next iterations.
I am making a vertical shmup game: USG

Released Flesh and miniStrike
oab
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Re: Flesh

Post by oab »

Image
Last week, progress.
- add a mid-boss. It has many animations that take a lot of time to draw.
- add bullet assets and a new bullet type.
- damage cap
I am making a vertical shmup game: USG

Released Flesh and miniStrike
oab
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Re: Flesh

Post by oab »

Image
Last week, progress.
- add a new enemy type. (A wall)
- fire at point-blank deal triple damage.
- dynamic change scrolling speed.
- fix minor glitches.
I am making a vertical shmup game: USG

Released Flesh and miniStrike
oab
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Re: Flesh

Post by oab »

Image
Last week, progress.
- add a simple title screen.
- add a first level boss.
I am making a vertical shmup game: USG

Released Flesh and miniStrike
oab
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Re: Flesh

Post by oab »

Image
small progress after a long break. :)
- add a menu on a title screen.
I am making a vertical shmup game: USG

Released Flesh and miniStrike
oab
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Re: Flesh

Post by oab »

Image
Another update.
- add level editor for generating JSON file instead of manually create :)
I am making a vertical shmup game: USG

Released Flesh and miniStrike
oab
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Re: Flesh

Post by oab »

Image
This week update. add a new enemy.
I am making a vertical shmup game: USG

Released Flesh and miniStrike
Ark
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Re: Flesh

Post by Ark »

nice animation
oab
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Re: Flesh

Post by oab »

Ark wrote:nice animation
Thanks :D
I am making a vertical shmup game: USG

Released Flesh and miniStrike
oab
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Re: Flesh

Post by oab »

Image
This week progress.
- add a weapon level up system. collect coins will upgrade a weapon.
- preparing a demo build for collecting feedbacks.
I am making a vertical shmup game: USG

Released Flesh and miniStrike
oab
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Re: Flesh

Post by oab »

Image
This week progress. I am working on an (internal) demo for collecting feedbacks.
- redesign UI.
- score system.
- add new enemy types.
- enemy waves.
I am making a vertical shmup game: USG

Released Flesh and miniStrike
oab
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Re: Flesh

Post by oab »

Image
small progress.
- add easing for enemy movement
I am making a vertical shmup game: USG

Released Flesh and miniStrike
oab
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Re: Flesh

Post by oab »

Image
This week update. I released demo build 01 with the development journal. For more detail please check `readme.md` file in the folder.

download here

Welcome any feedbacks :)
I am making a vertical shmup game: USG

Released Flesh and miniStrike
oab
Posts: 61
Joined: Tue Mar 19, 2019 4:14 am

Re: Flesh

Post by oab »

Image
This week progress. I finished setup the steam page and add a game logo on the title screen.

https://store.steampowered.com/app/1660850/Flesh/
I am making a vertical shmup game: USG

Released Flesh and miniStrike
oab
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Re: Flesh

Post by oab »

Image
Life happens and I had to take a break from development. :')
- add melee weapons.
I am making a vertical shmup game: USG

Released Flesh and miniStrike
Ark
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Re: Flesh

Post by Ark »

Hang in there
oab
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Re: Flesh

Post by oab »

Ark wrote:Hang in there
Thanks, It's all good now. :)
I am making a vertical shmup game: USG

Released Flesh and miniStrike
oab
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Re: Flesh

Post by oab »

Image
Small update for this week.
- add a warning message before a boss appear.
I am making a vertical shmup game: USG

Released Flesh and miniStrike
oab
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Re: Flesh

Post by oab »

Image
Image
The first update for 2022. :)
- finished making the first level boss. it has 2 phases with the last phase can spawn another enemy.
I am making a vertical shmup game: USG

Released Flesh and miniStrike
Ark
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Re: Flesh

Post by Ark »

The boss looks cool and original, I'm wondering what I'm looking at. Its like a fleshy black hole.
oab
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Re: Flesh

Post by oab »

Ark wrote:The boss looks cool and original, I'm wondering what I'm looking at. Its like a fleshy black hole.
I try to hide the boss appearance by draw the black circle over it. :oops:
I am making a vertical shmup game: USG

Released Flesh and miniStrike
oab
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Re: Flesh

Post by oab »

Image
This week, I start working on the second level and finished the bottom part of the background.
I am making a vertical shmup game: USG

Released Flesh and miniStrike
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Joel
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Re: Flesh

Post by Joel »

I'm liking the way this game looks, very unique! I'll be exited to try it.
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oab
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Re: Flesh

Post by oab »

Image
This week, I finished working on the background of the 2nd level and implemented new enemies.
I am making a vertical shmup game: USG

Released Flesh and miniStrike
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