Hi guys,
So a month ago I decided to drop everything I had going on in my life work wise and focus on my dream of becoming an indie game developer with my first project being a shmup. At the ripe age of 32 I felt it was now or never.
"Well good for you but why should I care?"
That's a good question! The thing is that shmups are the genre that I've enjoyed my whole life. I grew up on Silk Worm on the Amiga, Armalyte and friends on the C64 followed by the highlights of my youth Raptor and especially Tyrian on PC. After that I didn't pay much attention until I discovered Jamestown and fell in love with the pixely graphics and fun gameplay.
"Thanks for the history lesson but I still don't see why you are telling me?"
I'm getting there hold on! So I just discovered there is a whole world of shmup's out there I never heard of ranging from casual euroshmups to hardcore danmaku's. To develop I good shmup I feel like I first need to really dive in and understand what the genre has to offer and what really makes it tick.
I've been trying to catch up by playing some more shmups (so far Blazing Star and Crimzon Clover have been really really fun) but I need some more recommendations.
My question for all you guys:
Which three games do you feel were pivotal for the overall progression of the shmup genre. Which games must I play to understand the development over the last decade or so and to get the best taste of the broad spectrum of shmups now available to us.
Extra kudos if you can recommend games I can actually play on systems I own (PS Vita, PS4, Nintendo Switch, PC or an emulator).
I've also been working on a list of 'Core rules' that I think my shmup should adhere too based on the games I've played so far. This is personal but if you feel there is something that should absolutely go on there, or should absolutely be removed let me know. You can view them by opening the spoiler below.
Spoiler
- Large bullets that are distinct from the bullets the player is shooting
- Dynamic backgrounds and various things to look at without drawing too much attention away from bullets.
-Explosions should never be in the way of the bullets; bullets should always been drawn over the explosions and if possible explosions and bullets should not blend colorwise.
- As a general rule small ships should die fast, larger ships should be beefer. This way players will know on the first play through how much time a ship will take.
- Enemy ship designs should have some thought behind it. For instance If a small ship shoots a giant laser then how is it getting the energy? Small ships should have lower output weapons. Unless perhaps they are -grounded on a space station etc. Every design should make sense in some way or other.
- Make it clear where the player’s hitbox is
Animation
- Bullet impacts on enemy’s should be ‘felt’. Particles flying of the ships, ship flashing white, bullet breaking up etc.
- Ship animation should be smooth when steering left and right.
- Ship should interact with the world around it. If it flies through a cloud, perhaps the cloud swirls with it.
- Starting a level, ending a level and engaging bosses should all have a satisfying animation to go with to set the mood for each stage.
Gameplay
- Player should feel all-powerful at all times
- Player should have a very small hit box
- Player should be able to select a weapon (per level / per run?)
- Player should be able to charge a weapon shot
- Player should have a chance of weapon upgrades during play
- Player should have a chance of getting extra lives during play
- Gameplay should never be paused for anything outside of the player’s power
- Player should always be playing if possible; for instance if there is going to be some kind of reward selection at the end of a stage it should preferable happen from right within the level by navigating the player a certain way.
- Levels should be almost fully deterministic so they can be learned to do well.
- Bosses should not just be bullet sponges; they should be designed with tactics in mind.
- There should be a good mix of very high intensive and ‘cooldown’ areas of a level so that players can relax.
- There should be a good mix of popcorn enemies and larger more powerful enemies.
- Enemies should not appear behind the player and definitely shoot from behind the player.
- There should always be a way to hit a enemy regardless of where it is on the screen.
- There should be an interesting scoring system in place.
- The scoring system should not reduce the overall fun of the game.