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 Post subject: Favorite bullet patterns?
PostPosted: Fri Nov 01, 2019 7:08 pm 

Joined: 01 Nov 2019
Posts: 1
Hello all, I'm a fairly new developer that has been working on a topdown shmup type game for the last couple months.
over this time I've creative some basic functions like acceleration and bullet shapes, however I am curious what are some really good/interesting bullet patterns/mechanics you have came across. Videos/Images would be appreciated.

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 Post subject: Re: Favorite bullet patterns?
PostPosted: Tue Feb 11, 2020 3:50 pm 

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Joined: 30 Nov 2016
Posts: 44
Ahoy there!

I've learned a lot about pattern design since I started making shmups.
Back then, most of my patterns were inspired by clips I had seen on youtube, or games I had encountered in some other way.

Nothing wrong with taking inspiration from others, for sure!
Here are a few examples.
Touhou 6- stage 1
-the patterns here are pretty simple, which is good for a first stage.
DDP DOJ Black Label- stage 2 - 5
-contrasting the last link, this is the last level of the game, and the patterns are much more complex
-notice how each enemy doesn't necessarily have a complex patterns, but all of the enemies' patterns complement each other to create something truly formidable.
Ten and Till- true last boss
-This boss focuses on tight, claustrophobic patterns to get through, although maybe a bit overdone.
Red Ship- true last boss (shameless self-insert, but I still think it's a good example)
-This boss does have a wide array of patterns with different dodging strategies.
-However, I think the take-away here is that I just made what I thought would be cool and fun. And went crazy, because it's the final boss.

-If you come up with something you think would be cool, make it!
-If it's too hard, maybe put it in a later stage or boss.
-And, don't be afraid to look to other games for inspiration!

Hope this helps, and good luck with your shmup!
Squire Grooktook wrote:
Make a game because there's something you want to exist that doesn't.

Shooting game never die!

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