[Devlog] Super Gemini Bird

A place for people with an interest in developing new shmups.
Alvarop
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Joined: Tue Jul 05, 2016 11:47 pm

[Devlog] Super Gemini Bird

Post by Alvarop »

Super Gemini Bird
Image
Hi guys,

Untitled shmup is a perma-death, procedurally generated horizontal shmup, in the vein of Gradius and R-Type. I have been working on this project for about a month and this is my first non drag-and-drop game. The challenges have been many and I plan on keeping track of the development of this project on this thread.

I plan to be as transparent and as open as possible during the development of this project, so if you have any questions, advice or ideas, let me know! I am currently streaming the development as I go on livecoding.tv/alvalol or twitch.tv/alvaro_as so make sure to follow me there so you can catch a livestream during the week.


This is my first shmup, so I want to hear from you guys : fellow developers and players of the genre. I want to get advice and good practices tips so I can make this game as good as I'm able to :D

About
With Untitled shmup (wish I had a better title), I am trying to create a unique arcade experience every playthrough. The procedural aspects of it are not meant to create the depth that a traditional roguelike has, but instead, to test the player on his pure skill and understanding of the mechanics of the game. This is meant to be a pick-up and play sort of game, which is what I love about most shmups I play.

One core dynamic that I'm trying to implement in the game is the idea of using the scrolling screen as a gameplay mechanic. Just like the hunger clock in a traditional rogue-like, the scrolling screen limits the agency of the players. If it collides with it, it will damage it, and the scrolling speed increases depending on the player's current HP. Another core idea is that the hazards that affect or limit the player, should also affect enemies. So, the player can either dodge or use hazards (lasers, blocks, etc) to his advantage, making for different gameplay styles.

There are currently 10 different enemies (from turrets to sine-wave enemies), as well as 5 different upgrades (from range to HP up), but I'm currently planning a lot more.

Level generation
The level generation is inspired by an article I read about Derek Yu's Spelunky. Basically I am using templates for "level chunks" which I am then putting together based on some rules (which I still have to work on, a lot) to generate the whole level. The chunks in themselves have some randomness when it comes to choosing what entities will be placed in the map. And the entities themselves do some checks to adjust their placements and other propreties. This is my first time doing any sort of dynamic level generation so I still have to iterate a lot, but I am confident that I will find a way to generate interesting and engaging levels as I keep working on the project.

Targets
Windows, Linux, Mac. There is a possiblity that I might make the game playable on iOS and Android if the controls end up being as simple as they are right now. I am not limiting the design in order to adapt it to these devices, so this may not happen.

Tools
I am using Haxeflixel and Haxe to develop this project, Pyxel Edit for graphics (which are all placeholder as of now) and might be using Bosca Ceoli for music, unless I discover something I'm better at.


Image
Last edited by Alvarop on Wed Dec 21, 2016 9:21 pm, edited 3 times in total.
Alvarop
Posts: 26
Joined: Tue Jul 05, 2016 11:47 pm

Re: [Devlog] Untitled roguelite shmup

Post by Alvarop »

Quick update

Nothing to show image-wise, but I've been re-working the level generator to allow for a better gameplay experience. The one I have right now is pretty basic, so I'm adding a couple of conditions and level "chunk" types so that all levels can be finished, for instance. So, everything else is on hold until I get this to a point where I'm satisfied with it.

If anyone has some resources they would recommend about level generation (I've read quite a few articles and am getting a lot of inspiration from Spelunky's level generator), I'm all ears.
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Darckonte
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Re: [Devlog] Untitled roguelite shmup

Post by Darckonte »

keep up with it!! :) looks great ;)
Alvarop
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Re: [Devlog] Untitled roguelite shmup

Post by Alvarop »

Thanks Darkonte :D


Update :
Reworked level generation from the ground up. Currently using Tiled to create the "map chunks" and then using the data to place entities and set their properties. It's a real time saver and allows for a more visual creation of chunks, which used to suck when I had to enter everything manually in templates.

New feature : seeds!
Alvarop
Posts: 26
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Re: [Devlog] Untitled roguelite shmup

Post by Alvarop »

Been tweaking the level generation system and honestly I'm a bit over my head here.
I'm currently splitting all the possible level chunks in 5 categories : start, exit, tunnel, open and sandbox.

Start and exit are the first and last chunks of the level. Sandbox is a special type of chunk that I use in debug mode to test new features and enemies, so it doesn't really count. The actual content is in tunnel or open.

Open, I can almost choose randomly because they will all be chunks without any sort of entrance or exit, so the player will never get stuck and they all fit together somehow. However, for tunnels  I have to match their exists and entrances.

It seems simple enough as it is written here, but I get confused with all the different bits of information here and there that I have to keep track of to allow the level generation to flow well and come out with an interesting (and playable) result.

Can't wait to be done with this part so I can rework on enemies and hazards - so, designing the actual chunks will be fun :D
I also can't wait until I get some sort of presentable graphics in the game so that I can show off a bit more of what it's alla bout instead of writing about my coding process.
Alvarop
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Re: [Devlog] Untitled roguelite shmup

Post by Alvarop »

Alvarop
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Joined: Tue Jul 05, 2016 11:47 pm

Re: [Devlog] Untitled roguelite shmup

Post by Alvarop »

There is a bug currently in level generation, so I made this to view levels quickly.

Image
Now wondering if it would be neat to have a mini-map...
Alvarop
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Re: [Devlog] Untitled roguelite shmup

Post by Alvarop »

A bug brought me into a whole new idea for the look of the game. Inspired by ‏@lorenschmidt's work.

Image
Alvarop
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Re: [Devlog] Untitled roguelite shmup

Post by Alvarop »

So yesterday I came up with the idea of having arabic / bollywood sounding music as the soundtrack. Since my music making skills are very basic, I looked up a bollywood song and played it on top of my game. This is what it sounds like

https://www.youtube.com/watch?v=n_v2E4bOXoE

I think something like this, but in chiptune mode + a bit of a slower tempo would do wonders and I really like how it sounds. I'm really liking how putting such diverse elements creates this other-worly feel for the game. I'm gonna go deep into that.
Alvarop
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Re: [Devlog] Gemini Bird [shmup + proc gen]

Post by Alvarop »

made a mockup of the main menu. I'm really digging this new art style. Giving me a lot of creative energy.
Image
Alvarop
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Re: [Devlog] Gemini Bird [shmup + proc gen]

Post by Alvarop »

I'm making the executable folder public. If anyone wants to try the most recent build, they're welcome to do it.
https://drive.google.com/open?id=0By79F ... 3BxWW1qZjQ

(the highest number in GeminiBird.zip is the most recent build. I update often)

In other news, I'm really unhappy with where the game is at the moment. I started adding chunks and trying out content and it's such a mess, it's depressing. Time to work on basic features that are totally needed + rethink the game's design gameplay wise to make it all fit nicely.
Alvarop
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Re: [Devlog] Gemini Bird [shmup + proc gen]

Post by Alvarop »

Image

You can shoot eggs and die now.
Ixmucane2
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Re: [Devlog] Gemini Bird [shmup + proc gen]

Post by Ixmucane2 »

It's obvious from the GIF that the player needs to go very close to walls very often. Then, why don't you make collisions with the walls harmless? The player would be able to be less careful with walls and more careful with aiming and dodging, focusing on a more fun and less frustrating activity.

Enemies fly through walls, a grossly unfair rule choice: they are effectively much faster than the player because they don't need roundabout paths and they are invulnerable for a potentially large portion of their presence on screen.

Scrolling is very fast, which doesn't appear suitable for mazes and roguelike tactical depth.
Alvarop
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Re: [Devlog] Gemini Bird [shmup + proc gen]

Post by Alvarop »

Thanks for the feedback. I will consider these points.
Also the gif is at x2 speed for some reason, sorry about that. So the scrolling is a bit slower than it looks.

If you want you can give the game a try, it's available here : https://drive.google.com/open?id=0By79F ... 3BxWW1qZjQ

The enemies behaviour is sort of placeholder, I might have to throw in some pathfinding to allow for more fairness, that's for sure.
Ixmucane2
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Re: [Devlog] Gemini Bird [shmup + proc gen]

Post by Ixmucane2 »

Even at normal speed, scrolling remains very fast: given the short range of the weapon, time to do anything is very limited.

Many enemies don't offer room to dodge. If you have a shot from below, the screen edge on the left, another shot on the right, and a low ceiling above, where can you go?

I repeatedly died while attempting to collect powerups. Apparently, dead enemies leave behind almost invisible bullets along with powerups.
Alvarop
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Re: [Devlog] Gemini Bird [shmup + proc gen]

Post by Alvarop »

Thanks again for your feedback. You have no idea how valuable this is. I think I will have to put some deep thought in the way the hazards and enemies are dealt with in the game, to allow for interesting encounters that are not unfair to the player.
Alvarop
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Re: [Devlog] Gemini Bird [shmup + proc gen]

Post by Alvarop »

Image

Small mockup of what I imagine parts of the game to look like, but higher res rendition of the bird.
Alvarop
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Re: [Devlog] Gemini Bird [shmup + proc gen]

Post by Alvarop »

Still working on this
I like videos better than gifs so check this ; https://www.youtube.com/watch?v=eWBiSBu ... e=youtu.be
Alvarop
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Re: [Devlog] Gemini Bird [shmup + proc gen]

Post by Alvarop »

Hey guys,

I've decided to design this game for mobile first, so I'm trying to come up with an interesting control scheme that will also allow for interesting gameplay.


I implemented an idea of it in the latest build, which I would be very appreciative if I could get some feedback on : https://drive.google.com/open?id=0By79F ... XNjR3E4UzQ

Controls

UP / DOWN / SPACE
W / S / M

Please let me know what you think. As you play it, imagine that you can tap on the upper part of the screen to move up, lower to move down and right side of the screen to shoot. Obviously this is still a rough implementation of the idea and the game hasn't been changed yet around it, but before I commit I need to get some feedback as it would require an overhaul of the whole level design / enemies, etc. Please refrain from giving feedback regarding content and all that stuff, as it's all just thrown together to make sure the systems work and nothing is balanced.

Thanks!
Alvarop
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Re: [Devlog] Gemini Bird [shmup + proc gen]

Post by Alvarop »

Weapon spread is now a thing
Image

it can get pretty crazy, pretty fast.
Alvarop
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Re: [Devlog] Gemini Bird [shmup + proc gen]

Post by Alvarop »

New build available.
Please try it out and give me some feedback!
Added a lot of new content, fixed bugs, etc. There are a lot of issues left and some level chunks are too difficult I find. Will tweak for the next build.

Image

[size=18pt]Download here[/size]
Alvarop
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Re: [Devlog] Gemini Bird [shmup + proc gen]

Post by Alvarop »

bug gone wild

Image
Alvarop
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Re: [Devlog] Gemini Bird [shmup + proc gen]

Post by Alvarop »

New players will have to go through the painful process called HATCHING.

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Alvarop
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Re: [Devlog] Gemini Bird [shmup + proc gen]

Post by Alvarop »

Announcing Super Gemini Bird!

I've been joined by @thronecode to work on the game, which is now called Super Gemini Bird. The design goals remain the same, but he has lend me a hand with the art and is doing an amazing job. We're gonna go all in and try to make it into a commercial project, getting it on steam and such.

I think this is a big step forward into getting the game to the next level and I'm very happy with where it's going! Hope you will like it too.


our pixellated cast
Image


some gameplay
Image
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MommysBestGames
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Re: [Devlog] Super Gemini Bird

Post by MommysBestGames »

The new pixel art is looking sweet!
Making a run 'n' gun with a transforming grappling hook: ChainStaff. Also made a shmup with multi-ships: Shoot 1UP DX, and more .
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Alvarop
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Re: [Devlog] Super Gemini Bird

Post by Alvarop »

Thanks, I'm loving it so far :D
Alvarop
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Re: [Devlog] Super Gemini Bird

Post by Alvarop »

You will now get the help from a bunch of friends during your adventure.

Placeholder graphics for now, obv.

Image

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intensify
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Re: [Devlog] Super Gemini Bird

Post by intensify »

I like the graphics and art. Let us know when it hits steam :)
Alvarop
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Re: [Devlog] Super Gemini Bird

Post by Alvarop »

Super bad news. The artist abandoned the project for personal issues - nothing to do with me or his work in the project. So, moving forward I will be working on the project alone until I find an artist for hire and go from there.

Wish me luck :)
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MommysBestGames
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Re: [Devlog] Super Gemini Bird

Post by MommysBestGames »

That is bad news. The game looks pretty cool!
I can do a variety of art styles. PM me if you're interested! -Nathan
Making a run 'n' gun with a transforming grappling hook: ChainStaff. Also made a shmup with multi-ships: Shoot 1UP DX, and more .
Image
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