Tektite Symphony - A 'double play' shmup for mere mortals.

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Kolba
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Joined: Sun Oct 19, 2014 9:37 pm
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Tektite Symphony - A 'double play' shmup for mere mortals.

Post by Kolba »

VIDEO UPDATE: 13th Feb 16: half of level one, including most gameplay mechanics, but only one weapon so far: https://youtu.be/XZBEu2mOd5g

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Genesis of the idea

I thought of this game years back, after watching the famous videos of VTF-INO double playing Ikaruga, like this one https://www.youtube.com/watch?v=ToBdzV7w5Pc. Those videos are impressive because Ikaruga wasn't designed to be played this way, and is already difficult enough for a player controlling a single ship. But it ocurred to me, what if there WAS a game where it's whole design was based on the presumption of double play? The difficulty would be adjusted accordingly, so that the average shmup player could play it and not just rare talents like VTF-INO. But more than that, it would open up a whole load of mechanics that could play on this idea of controlling two ships at once

Tektite Symphony

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Tektite Symphony is a dual analog-stick controlled shmup where the player controls a single ship which he may split in two or recombine at will. A combined ship’s bullets deal twice the damage, however a single ship covers much less ground.

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As the enemies move downward, a single ship will not be able to move fast enough to destroy all of the enemies here.

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That's better!


Weapons

The weapon system is completely designed around the double play idea:

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By sending blue's bullets to the red ship, the player can aim at enemies which pass between the two, like some kind of high energy garroting wire. But what happens to those bullets which red is absorbing?

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Well every shmup needs its smart bomb. By moving the red ship at the moment of release, the blue bullets may also be directed in a concentrated 100-degree wide arc.

Each weapon will behave uniquely across the three firing states of Forward, Send, and Release.


Abilities

Tektite Symphony is not a bullet hell shooter. It's unrealistic to control two ships at once in a bullet hell game, unless you're VTF-INO of course. Instead, bullets in Tektite Symphony are fewer while moving at a slow pace, so the challenge is one of spacial awareness, and choosing the correct moment to split or combine ships.

Still, even allowing for this, the eye has difficulty tracking two objects at once, so we need to help the player further with some special abilities.

1. Focusing
2. Teleport
3. Pin


1. The Focus System

While a ship-half is close to danger, a spotlight will grow around the ship and the rest of the screen will darken according to the proximity of that danger.

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This attracts the eye towards the danger area, allowing the player to take evasive action.

If both ship halves are close to danger, the ship in the more immediate danger will have a brighter spotlight.

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In-game the gradual blend to darkness is a subtle effect, allowing it to aid the player without being obtrusive, though focusing can be disabled if the player wishes.


2. Teleport

At any moment, the player can teleport either ship to its other half.

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This is obviously useful as an evasive technique, but also allows for strategic play, such as using a ship as a decoy. Imagine a situation where a turret in the middle of the screen fires a wall of bullets at any ship that approaches it, preventing passage. Blue as bait approaches on the left side and draws fire towards the bottom left corner of the screen. Meanwhile red has safe passage to pass the turret on the right. Blue, now trapped in the corner by the hail of bullets, ports to red at the last moment. Both ships advance safely.

In addition to situations like the above, the beginning player will find it useful to port on occasions where they become disoriented by controlling two ships simultaneously (this is especially liable to happen if the blue ship, controlled by the left analog, moves to the right half of the screen, and the red ship moves to the left, in effect cross wiring the analog sticks. By porting and becoming one ship, the player’s bearings are restored in an instant.


3. Pin

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Pinning locks the movement of separated ships to one analog stick, as though the ships are connected by a rigid bar. There are times when the player will face symmetrical enemy formations, or environmental hazards, etc. Pinning ships removes the burden of controlling two ships, while still maintaining two points of attack.

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More updates to come. In the meantime i'll be glad to answer questions and so forth! Thanks for reading.
Last edited by Kolba on Sat Feb 13, 2016 8:14 am, edited 2 times in total.
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Ebbo
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Re: Tektite Symphony - A 'double play' shmup for mere mortal

Post by Ebbo »

Hello and welcome to dev forum!

One thing I'm somewhat concerned about is the amount of different mechanics and systems at play here. It seems you've certainly put a lot of thought on them yet I feel things are getting too complex for their own good. Controlling two ships at once is an ordeal on its own and when you throw in plethora of different firing modes, control options and teleportation... It just sounds pretty overwhelming for a game that's supposed to be aimed at mere mortals. You might end up with a game that's unnecessarily complex to control which then affects how much you can do with your level and enemy design etc.

Ikaruga might not have been designed around double play but in a sense its readily simple core mechanics makes it much more easier to adapt to that kind of style of play. I believe it's the combination of level design and scoring system that makes Ikaruga double play even more impressive as well. While the game doesn't have to be straight up bullet hell, level and enemy design along with score system should provide enough depth so that player has room and drive for an improvement.
Kolba
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Joined: Sun Oct 19, 2014 9:37 pm
Location: UK

Re: Tektite Symphony - A 'double play' shmup for mere mortal

Post by Kolba »

Hello, thank you for the welcome as well as the feedback.

I've wondered about the mechanics being complex too. The way I've designed my game is that the player can play how they want. The first level (the only one designed so far) is possible to complete without teleporting, pinning, or using any other firing mode besides straight forward. And yes, it's even possible to complete without splitting the ship even once. In fact, it's easier that way.

The point is that if you play this way, you can complete the level easily, but your grade will be poor because you won't have shot down many enemies, your chains will be low, and you'll defeat the bosses slowly. It's my intention the player will play it quite safe at first, then once they improve and become confident they'll take more risks, separate the ship more often, use more abilities, play with the weapons in creative ways etc.

But I haven't decided yet if I should introduce the abilities gradually. Can I trust the player not to overwhelm themselves when it's not necessary? I look to a game like Radiant Silvergun for inspiration, which gave the player seven different weapons from the very start, because it trusted the player to experiment with them in their own time.

But I haven't made my mind up on this yet. I hope to have a playable version ready in a few weeks to submit for feedback.
Last edited by Kolba on Sat Feb 13, 2016 12:47 am, edited 1 time in total.
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Captain
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Re: Tektite Symphony - A 'double play' shmup for mere mortal

Post by Captain »

If you want to look at a game full of mechanics that manages to pull it off properly, check Hellsinker.

It has stuff like two different bombs, charge attacks, special attacks, rapid fire, drone positioning and shields all at once, and you actually get used to it really quickly.

I have to say that you have the right idea when it comes to being able to beat the level/game without using all mechanics. This encourages the player to become better through mastery of said mechanics.
In search of great justice, sailing on a sea of stars.
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Kolba
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Re: Tektite Symphony - A 'double play' shmup for mere mortal

Post by Kolba »

https://youtu.be/XZBEu2mOd5g

Here is a video of the first half of level 1 which shows off the above mentioned mechanics.
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