Elemental Exogear

A place for people with an interest in developing new shmups.
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To Far Away Times
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Elemental Exogear

Post by To Far Away Times »

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An unfortunate bit of unemployment has left me with some unexpected free time to pursue hobbies, and I thought I'd take a crack at making a shmup. I haven't been posting about it on the shmups farm, but I've been working at it every day for the last couple of months. I always liked surprise drops as opposed to announcing something too early. Anyways, the game is finally at version 1.0 and ready to be revealed and played.

Full game for free at: https://to-far-away-times.itch.io/elemental-exogear

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Welcome to Elemental Exogear.

Inspired by a love for arcade games and shmups, Elemental Exogear features five stages of explosive action and a synth rock soundtrack. The game features a scoring system that works by building the Boost Gauge through shooting enemies or picking up a Boost power up. Once the Boost Gauge is full, players can cash in with the Hyper shot that builds up to a 5X multiplier as long as it is hitting an enemy.


No Continues? No Problem.

In the spirit of the best arcade games, Elemental Exogear is designed to be played start to finish on one credit. While this may seem daunting at first, Elemental Exogear is targeted towards beginner and intermediate players in the genre. Players can earn additional lives through engaging with the scoring system, or take a less scoring optimized approach to gain more bombs. The game also features a stage select mode, so players can jump into the later stages for practice.


Controls:

Keyboard (remappable):
Arrow keys - Move
Shift - Focused Movement
Z - Shot
X - Activate Hyper Shot
C - Bomb
P - Pause
Esc - Super Pause

Controller (remappable):
Joystick/D-pad - Move
R1 - Focused Movement
[] - Shot
/\ - Activate Hyper Shot
X - Bomb
Select - Pause
Start - Super Pause
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BulletMagnet
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Re: Elemental Exogear

Post by BulletMagnet »

Sorry to hear about the job situation, but congrats on finishing the game. :) Had a couple of goes at this, and offer a handful of thoughts: hopefully they're not too scrubby in nature, but you do say that the game is targeted at beginner and intermediate players, and, well, I am definitely one of those two things! :oops:

- At least in the early going I'm having some trouble getting a proper handle on the ship's hitbox; perhaps an option to render it visible (even if only during focused movement) or just an open display of it during the mode select screen or something would be helpful to this end.

- I personally found the ship's default movement speed a bit on the slow side for my tastes, though obviously that could just be me; for whatever it's worth I found it made "macro-dodging" seldom worth the risk, and perhaps it was your intention to keep things focused on the "micro" side, but make of that what you will.

- I do always appreciate a gentleman with a refined fondness for big flashy lasers and such, but in certain situations (particularly boss fights) I found the bright blue "clouds" that mark when your attacks hit an enemy a bit distracting; they never get in the way of bullet visibility or anything like that, but I'd be curious how an option to tone those down a bit might affect the feel of things.

- What exactly does the "bonus" pickup do? Presumably it's some sort of one-shot point award or the like, but I haven't been able to figure it out for sure.

- A minor nitpick, and I assume you've balanced the game with this in mind, but it feels a little weird to me that medium-sized enemies seem to leave behind the same amount of gems as popcorn baddies when destroyed; it almost makes it feel like taking the former down isn't entirely worth the effort, since a swarm of small fry will fill up your hyper meter a lot faster than plugging away at a bigger target. I get that the main "purpose" of tougher enemies is to "milk" score from them when Hyper is active, but when fighting them "normally" the reward, at least viscerally, feels kind of paltry.

Hopefully none of that is too off-kilter; let me know if I ought to clarify anything on this end, and best of luck going forward. :)
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To Far Away Times
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Re: Elemental Exogear

Post by To Far Away Times »

Thanks for the feedback. All great suggestions.

I will see about adding a visible hitbox. This is something I've really struggled with. I did have one at one point, but I couldn't make one where I was happy with the visual presentation of it. The hit box is quite small, it's the upper third the cockpit area of the ship. Problem is, if I put the visible hitbox in the the upper third of the cockpit it looks rough, and visually you kind of want it in the middle of the cockpit, but if I move the actual hitbox to the direct center of the cockpit it doesn't feel as nice since the with bullets cross pretty deep into the ship and the ship is already pretty tall. Might be one of those situations where you have to oversize the visual hitbox and "lie" to the player about the precise location of the actual hitbox, but then that defeats the utility you get out of the visual hitbox, so I'm kinda stumped here.

The "bonus" is a one shot 50,000 points, perhaps this should be adjusted or better clarified?

The number of score gems left behind on some enemies definitely needs adjustment and is one of the first things that will be updated.

Thanks again.
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BulletMagnet
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Re: Elemental Exogear

Post by BulletMagnet »

To Far Away Times wrote: Mon Jun 24, 2024 6:15 pmI will see about adding a visible hitbox. This is something I've really struggled with.
If you do go ahead with this I'd suggest first trying just leaving the hitbox near the top of the cockpit where it is; since the "prongs" of the ship are so long it'll still feel fairly close to the center of the "full" ship sprite, I don't think making it visible will come off quite as wonky as you posit. Of course, heaven knows if I'd still be singing the same tune after actually trying it, heh.
The "bonus" is a one shot 50,000 points, perhaps this should be adjusted or better clarified?
Off the cuff it kind of pales in comparison to the potential point rewards of progressing the hyper bar instead (though of course you need to stay alive for that to happen) - not sure if you'd consider outright alternatives, but perhaps borrowing either Cho Ren Sha's shield or the "partial 1up" items from the later Touhou games in some form might prove more tempting alternatives?

The number of score gems left behind on some enemies definitely needs adjustment and is one of the first things that will be updated.

Thanks again.
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BareKnuckleRoo
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Re: Elemental Exogear

Post by BareKnuckleRoo »

Had a go at this when I saw it in your signature. I can tell it's a promising game, but I think it needs a few tweaks to really hit the level of polish you're aiming for.

• The powerups swirl way too fast relative to your ship speed, I found it tricky to time it and get a specific powerup, and because the powerup sprites actually rotate as they spin, it's hard to visualize what they are. I eventually recognized the lightning bolt as a lightning bolt, but I've still no idea what the bomb is, and I think the bonus is a green coin of some sort? The timing to get them is quite strict; you need to approach it as the item is on the right of center to get it reliably.

• Hyper meter is not retained between stages. If I get my hyper meter recovered just before a boss dies, I lose it at the beginning of the next stage, thus wasting it. :(

• Bombs don't appear to do any actual damage, they're just temporary invulnerability. I get why games that give you a lot of bombs often do this (such as Over Obj) but I still like them to do some degree of damage, more satisfying that way somehow.

• The game doesn't allow you to map some keys to the keyboard. Non-issue with Autohotkey though (I was using C for shot, X for focus, Z for bomb, LCtrl or Numpad 0 for hyper, game won't detect LCtrl or Numpad 0 so I used AutoHotKey to remap those to a letter key). Not a big deal, likely an engine limitation.

• The game appears to be packaged as a standalone folder, but the settings file that's created is either hidden away in a user folder (and there's no consistency as to where those are stored, I swear I've got like 5 different folders my user folder where games decide to put their own settings). Deleting and reinstalling the game retains settings, which makes it apparent deleting the folder does not do a "clean" uninstall. I'm generally of the belief that game settings should usually be contained in a config file within the game folder itself, but I guess user folders are used for multi-user installs...? Again, not a big deal, likely engine limitation.

Also some stuff that's already been mentioned:
BulletMagnet wrote:- I personally found the ship's default movement speed a bit on the slow side for my tastes
I agree with this, and it's probably my biggest issue with the game, particularly in a game with a focus/slow button. The default speed is way too slow for my tastes for some of the high speed spreads fired at you, particularly the ones where the spread in fired in a curve that forces movement. A speed config option similar to Dangun Feveron or some extra ship types to choose from might assist with this.
To Far Away Times wrote:but then that defeats the utility you get out of the visual hitbox, so I'm kinda stumped here.
I don't think you absolutely need a visible hitbox option (though one when using the focus shot would be nice) and there's plenty of good games that don't have one, but modern games without a visible hitbox work best when the ship incorporates a design that eliminates the guesswork. The ship sprite should make it totally clear where it is using visual elements to reference. If you want it to be where it is currently (apparently the upper third of the cockpit) then you should redraw the ship sprite so the cockpit is in the center of where the hitbox is, rather than off-center vertically. Games like ChoRenSha, Giga Wing, Battle Bakraid, and Barrage Tribe all work well because their hitboxes are clearly defined on the sprite, all of the ships in Dodonpachi do this with certain distinct coloured bits on where the hitbox is centered, and once you realize that there's limited guesswork as to their size/position. I think if you make the cockpit as the hitbox, you should make it so the hitbox is centered as much as possible on the cockpit both horizontally and vertically.

The other issue with the cockpit as hitbox is in this case, it's quite pale, similar in brightness to the surrounding metal, and the blue "arms" of the ship stand out a lot more. A heavily contrasting colour that stands out more would make it easier to visualize when dodging and moving around aggressively I think. The ship sprite also rotates a LOT when moving, making keeping an eye on the hitbox tricky using cockpit alone.
BulletMagnet wrote:- I found the bright blue "clouds" that mark when your attacks hit an enemy a bit distracting
I agree, the glow/bloom/whatever it is covers up the enemy sprites rather aggressively.
BulletMagnet wrote:Off the cuff [a one time 50,000 point bonus] kind of pales in comparison to the potential point rewards of progressing the hyper bar instead
Yeah, having two score items on the powerups seems superfluous, and the meta seems to always favor going for the hyper or bomb anyways.

EDIT:

I've uploaded an unlisted vid to YouTube showing my current best. There's a couple deaths on stage 4 that showcase the difficulty of macroing attacks, how the cockpit/hitbox can't be seen when moving left and right, and the death on the boss where I thought I was gonna be rammed and then got killed by "memo or die, lol". Hopefully this helps you somehow seeing someone else playing.

https://www.youtube.com/watch?v=5lAkmhVhxUc
Ixmucane2
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Re: Elemental Exogear

Post by Ixmucane2 »

BareKnuckleRoo wrote: Fri Nov 01, 2024 7:00 am • The game appears to be packaged as a standalone folder, but the settings file that's created is either hidden away in a user folder (and there's no consistency as to where those are stored, I swear I've got like 5 different folders my user folder where games decide to put their own settings). Deleting and reinstalling the game retains settings, which makes it apparent deleting the folder does not do a "clean" uninstall. I'm generally of the belief that game settings should usually be contained in a config file within the game folder itself, but I guess user folders are used for multi-user installs...? Again, not a big deal, likely engine limitation.
Writing configuration files in the bowels of user profile folders is standard behaviour on Windows and POSIX, and much safer than data files in the installation directory,that risk accidental deletion, for the purpose of preserving not only configurations but hard-earned high scores and other progress. When the game is uninstalled, you want no detritus in the installation directory (which invites deleting it completely), but when the game is reinstalled you want all data back.

There's also the security concern of not allowing unprivileged users (the player, who runs the game executable and writes its configuration files and saved games) to write to privileged locations (where applications are installed); they should write to their own user profiles instead. Windows makes quite a big deal of this approach.
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Lander
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Re: Elemental Exogear

Post by Lander »

Writing to OS-specified folders is fine for a fully-integrated application that has a formal installer / uninstaller, Steam-like launcher frontend, or other package management framework. That establishes a contract which explicitly shifts responsibility to the system and tells the user they don't have to care, barring specific cases like needing to tweak an option that isn't exposed in UI, or other fiddling with configs and saves.

But if it's a program downloaded and unzipped to a free-standing directory within a space the user already has privileges for, and exists as a manually-invoked executable, then stepping outside that established boundary - whether sanctioned by Windows / POSIX / XDG or otherwise - may be standard, but is certainly not good behavior. If memory serves, Unity is quite capable of local config, but requires some extra work to point at the containing directory instead of C:/Users/Me/AppData/Roaming/GameCompany/Game/BakedRelease/Engine/Config/FinallyAFuckingConfigFile.ini.

Ceding that sort of control to the machine should be elective (and is, in gold-standard cases), not implicitly justified by the same faux-benevolent 'industry standard' that brought us closed app stores, jailed UWP, and 3+ different XKCD flavours of containerized Linux package!
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BareKnuckleRoo
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Re: Elemental Exogear

Post by BareKnuckleRoo »

Ixmucane2 wrote: Tue Nov 05, 2024 10:21 amWhen the game is uninstalled, you want no detritus in the installation directory (which invites deleting it completely), but when the game is reinstalled you want all data back.
What? No I don't. Who on earth wants non-clean uninstalls to be a default? If I'm uninstalling something I usually want everything gone, period. If you make an uninstaller it's one thing to ask "would you like to remove user configurations and settings" during the uninstallation process but it's another to refuse to offer to remove any user settings, save files, registry entries, etc.

Why are so many uninstallers so bad about uninstalling cleanly? It's awful, and it's why I love portable versions of programs where it's all contained in a single directory. Anyways, like I said, with respect to this game it's not a particularly big deal and it's not even necessarily in the creator's control depending on the engine. It was just meant to be a minor gripe.
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