Variator, new upcoming PC shmup, demo available now on Steam

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ciox
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Variator, new upcoming PC shmup, demo available now on Steam

Post by ciox »

Hi everyone. I want to introduce you to a new upcoming shmup. It has a focus on grazing but it's designed to be enjoyable as a simple shooter as well. The design of the game is inspired by many classic arcade shooters, and pays attention to details that are important to shmups, such as very precise movement and a constant flow of action.

One obvious comparison is to the Psyvariar games, which I've been a long time fan of. They are a strong inspiration but it should be noted the balance of Variator is different and tries to put roughly equal amounts of grazing action and intense combat on your plate, as you must shoot down enemies to create good scoring opportunities, trigger bonus enemy spawns, and just keep yourself from being overwhelmed at times.

I'm doing all the design work on this game so feel free to ask me anything about it, tell me about any demo bugs, or anything that feels wrong... or good. :)

Steam/Demo: https://store.steampowered.com/app/2438140/Variator/



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Lethe
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Re: Variator, new upcoming PC shmup, demo available now on Steam

Post by Lethe »

I can't think of a better person to attempt something like this and you've demonstrated that right away. The system design choices here have the potential to instantaneously dethrone Psyvariar IMO.
I just hope that with the aesthetics being as they are, and its barely-compromised appeal (you are underselling it with that description), that it actually gains any fans beyond existing Psyvariar players.

Some issues.
- It didn't run well for me at all, and it's doing the retarded fake resolution shit all these second-party engines seem to do meaning that changing the settings doesn't do anything. I was able to fix this by DXVK-ing it, so the problem is probably due to DX9 limitations.
- The challenge mode text advances on any input, even directions, which is annoying, and sometimes even on seemingly no input. (buffered from the previous scene somehow?) You could put the text in the menu instead, but then I guess you wouldn't be able to do the challenges without backing out...
- I had a bug where I got trapped in the options menu after closing and opening it.
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Re: Variator, new upcoming PC shmup, demo available now on Steam

Post by PC Engine Fan X! »

When Success Corp. released Psyvariar Medium Unit back in March of 2000 on the Taito G-Net arcade hardware as a dedicated G-Card cartridge, it was truly groundbreaking and innovative with it's unique "Buzz" grazing game mechanic + Oreo 808's stylized techno BGM tunes (aka Tetsuo Sato whom was Success's in-house musician) that really elevated the arcade stg genre to lofty new heights. I was blown away by watching a guy play Psy-MU on a candy cab inside a Japanese game center and he got to the final boss but died and thus ended his potential 1CC attempt on it -- this was in late March of 2000 -- it was truly jaw-dropping to watch Psy-MU running at a silky-smooth 60fps arcade-spec framerate on an old-school 29" arcade crt monitor.

Variator's namesake is a play on the "varia" portion of Psyvariar with the "tor" added on to create a wholly new subtle stg game title -- I truly get it/dig it as a Psyvariar stg fan.

Too bad Success Corp. and Skonec couldn't have worked together again to create a proper third Psyvariar sequel after the release of Psyvariar 2: The Will to Fabricate -- perhaps it wasn't meant to be.

PC Engine Fan X! ^_~
Last edited by PC Engine Fan X! on Wed Oct 16, 2024 10:06 pm, edited 1 time in total.
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ciox
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Re: Variator, new upcoming PC shmup, demo available now on Steam

Post by ciox »

Lethe wrote: Wed Oct 16, 2024 5:03 pm I can't think of a better person to attempt something like this and you've demonstrated that right away. The system design choices here have the potential to instantaneously dethrone Psyvariar IMO.
I just hope that with the aesthetics being as they are, and its barely-compromised appeal (you are underselling it with that description), that it actually gains any fans beyond existing Psyvariar players.

Some issues.
- It didn't run well for me at all, and it's doing the retarded fake resolution shit all these second-party engines seem to do meaning that changing the settings doesn't do anything. I was able to fix this by DXVK-ing it, so the problem is probably due to DX9 limitations.
- The challenge mode text advances on any input, even directions, which is annoying, and sometimes even on seemingly no input. (buffered from the previous scene somehow?) You could put the text in the menu instead, but then I guess you wouldn't be able to do the challenges without backing out...
- I had a bug where I got trapped in the options menu after closing and opening it.
Thank you. I feel both games can easily coexist since my intention is to make something more approachable and balanced, with Variator kinda creating its own path.
As for aesthetics being a winner or not, I don't know. My guess is that putting in some effort across the board into backgrounds, enemies, animations, interactive and reactive elements in general, will pay off more than just having a specific "aesthetic" or style in the game. But there's only one way to find out.

The UI bugs should be fixed already, but I'm not sure how to improve the rendering/resolution issue. If it's a Windows emulation related issue then it may be difficult for me to fix, but we'll see.
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Re: Variator, new upcoming PC shmup, demo available now on Steam

Post by ciox »

PC Engine Fan X! wrote: Wed Oct 16, 2024 9:04 pm When Success Corp. released Psyvariar Medium Unit back in March of 2000 on the Taito G-Net arcade hardware as a dedicated G-Card cartridge, it was truly groundbreaking and innovative with it's unique "Buzz" grazing game mechanic + Oreo 808's stylized techno BGM tunes (aka Tetsuo Sato whom was Success's in-house musician) that really elevated the arcade stg genre to lofty new heights. I was blown away by watching a guy play Psy-MU on a candy cab inside a Japanese game center and he got to the final boss but died and thus ended his potential 1CC attempt on it -- this was in late March of 2000 -- it was truly jaw-dropping to watch Psy-MU running at a silky-smooth 60fps arcade-spec framerate on an old-school 29" arcade crt monitor.

Variator's namesake is a play on the "varia" portion of Psyvariar with the "tor" added on to create a wholly new subtle stg game title -- I truly get it/dig it as a Psyvariar stg fan. Too bad Success Corp. and Skonec couldn't have worked together again to create a proper third Psyvariar sequel after the release of Psyvariar 2: The Will to Fabricate -- perhaps it wasn't meant to be.

PC Engine Fan X! ^_~
Psyvariar indeed look great and quite enticing on an arcade cabinet, I feel it's not quite the same on the console/PC ports, something in the special effects is not quite there, perhaps some part of it is how the game uses some pixel-sized line effects which don't translate very well to high-res rendering.
Nice that you caught on to what the title is doing, it's certainly a reference like that though the title also references the game's mechanics.
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Re: Variator, new upcoming PC shmup, demo available now on Steam

Post by DMC »

Trailer looks nice, great job on the design. I thought I would catch some Bakraid references, but so far maybe just the list of enemy points on the top-left side. Perhaps the look of some enemy bullets too.
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Re: Variator, new upcoming PC shmup, demo available now on Steam

Post by ciox »

DMC wrote: Thu Oct 17, 2024 12:02 am Trailer looks nice, great job on the design. I thought I would catch some Bakraid references, but so far maybe just the list of enemy points on the top-left side. Perhaps the look of some enemy bullets too.
Thanks! I think my time playing Bakraid definitely had an effect on the game, the colorful score tracker and enemy designs certainly, and here and there I've tried to "emulate" chaining by triggering dynamic spawns if you clear the screen of enemies with a fast pre-planned route. There's a bit like that in the Steam trailer at the 1:00 mark. Chain all the destruction and movement correctly and some instant energy enemies drop from the top of the screen. :)
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Re: Variator, new upcoming PC shmup, demo available now on Steam

Post by sunnshiner »

Just a quick one and it's not meant to sound as negative as it does...

I love Psyvariar 2 and this looks pretty good but the player's ship isn't easily visible against a lot of backgrounds. I know the hitbox is lit up but the colour (camo) of the ship makes the actual model redundant because you can't see it easily. I can't see it in the first screenshot you posted and I had to search for it in the second. Maybe a solid colour with flashes of contrasting colour on the wings would work better? The camo breaks up the outline of the ship model (which I suppose is the point!)
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Re: Variator, new upcoming PC shmup, demo available now on Steam

Post by cody »

I dont play psyvariar so maybe this is sacrilege, but why not have dedicated buttons for roll, concentrated shot, etc?
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Re: Variator, new upcoming PC shmup, demo available now on Steam

Post by Lethe »

I don't like the sound of a roll button. This game promises more emphasis on pragmatic survival rolling than Psyvariar, and the executional dance is half the fun of these games anyway. I agree that the wide shot can be fiddly.

I would love a way to see my energy/judge the rate without glancing away from the ship. You could do it by colorizing the hitbox indicator so it gradually turns red (or whatever) as you get closer to a level. If you wanted to be wacky and eye-catching, you could have the player's camo texture hue-shift in a similar way.

About visuals, although there's plenty of progression in stage 1, it doesn't leave much of an impression on me when I'm playing. The stage is also uniformly brown. Lighting variation could help both things - for instance colder colors when the camera moves high up, as it can increase the impression of distance. Or varying the amount of fog.

Stage 2 is visually much better. The rain of pipes at the end where they're all static is weird... they should spin or something, it's trivial to avoid them.
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Re: Variator, new upcoming PC shmup, demo available now on Steam

Post by Shatterhand »

My computer isn't exactly new. Ryzen 5 2400G, RX580, 16gb ram. But I can run Street Fighter 6 at 60fps (the newest game I own).

Judging by how slow the timer moves in the boss battle, I'm running the game about 4 times slower than intended.
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Re: Variator, new upcoming PC shmup, demo available now on Steam

Post by ciox »

cody wrote: Thu Oct 17, 2024 12:55 pm I dont play psyvariar so maybe this is sacrilege, but why not have dedicated buttons for roll, concentrated shot, etc?
For rolling the idea was to keep the old feeling of performing a deliberate action that fits into your movement gameplan... you choose to roll by going left-right, up-down and so on depending on what fits best the current situation, bring down some enemies and avoid some obstacles in a fell swoop, before the barrel roll expires and you once again assess the situation and prepare for another swoop. Animation was pulled into this with the airplane rolling but also pitching whenever you activate a roll with up-down motions, making your gameplan and intentions more obvious in a replay.
Then, to refine the old feeling a bit I raised the duration of a barrel roll up to 1.5 seconds, this seems to line up well with the gameplay in the levels I had going on, you don't need to wiggle around all the time and your swoops are long enough that they tend to line up with your macro-dodging needs.

For the spread shot that you get by tapping fire, the idea was to make it a tool that you use when needed, rather than an alternate weapon. Much like the roll you won't need to apply lots of rapid inputs often during gameplay. You can just leisurely tap when needed to clear a popcorn wave, and the lack of an extra fire button lets you focus on the simplicity of pressing Fire to launch a barrage of shots, pausing for just a moment before your energy maxes out, then slamming Fire again to get a Reaction.

That's my feeling on it. If this issue comes up a lot though, then I will look into adding the extra buttons.

Lethe wrote: Thu Oct 17, 2024 4:53 pm I don't like the sound of a roll button. This game promises more emphasis on pragmatic survival rolling than Psyvariar, and the executional dance is half the fun of these games anyway. I agree that the wide shot can be fiddly.

I would love a way to see my energy/judge the rate without glancing away from the ship. You could do it by colorizing the hitbox indicator so it gradually turns red (or whatever) as you get closer to a level. If you wanted to be wacky and eye-catching, you could have the player's camo texture hue-shift in a similar way.

About visuals, although there's plenty of progression in stage 1, it doesn't leave much of an impression on me when I'm playing. The stage is also uniformly brown. Lighting variation could help both things - for instance colder colors when the camera moves high up, as it can increase the impression of distance. Or varying the amount of fog.

Stage 2 is visually much better. The rain of pipes at the end where they're all static is weird... they should spin or something, it's trivial to avoid them.
I was hoping the energy bar turning bright red at the top is enough, since I usually catch that out of the corner of my eye, but some kind of midscreen highlight may be needed if that trick doesn't work.

Stage 1 will certainly keep being iterated on along with the rest of the demo content. As for the pipes at the end of 2, I found they can be exciting at times since their placement has a random element and like all obstacles they move faster on 2-B and fastest on 2-C, but they may need a tune up after all.

Shatterhand wrote: Thu Oct 17, 2024 5:28 pm My computer isn't exactly new. Ryzen 5 2400G, RX580, 16gb ram. But I can run Street Fighter 6 at 60fps (the newest game I own).

Judging by how slow the timer moves in the boss battle, I'm running the game about 4 times slower than intended.
Strange, the hardware should be more than enough to run the demo. Maybe the game is using the onboard graphics somehow instead of the main GPU, or a similar problem.
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Re: Variator, new upcoming PC shmup, demo available now on Steam

Post by Weak Boson »

Wow as a fellow psyvariar fan I'm excited to see what you're cooking. Will delve into the demo as soon as I get the chance. :D
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Re: Variator, new upcoming PC shmup, demo available now on Steam

Post by ciox »

Weak Boson wrote: Sun Oct 20, 2024 1:21 am Wow as a fellow psyvariar fan I'm excited to see what you're cooking. Will delve into the demo as soon as I get the chance. :D
Awesome, I can't wait to hear what you think, especially regarding the rolling system and how it feels.
sunnshiner wrote: Thu Oct 17, 2024 8:48 am Just a quick one and it's not meant to sound as negative as it does...

I love Psyvariar 2 and this looks pretty good but the player's ship isn't easily visible against a lot of backgrounds. I know the hitbox is lit up but the colour (camo) of the ship makes the actual model redundant because you can't see it easily. I can't see it in the first screenshot you posted and I had to search for it in the second. Maybe a solid colour with flashes of contrasting colour on the wings would work better? The camo breaks up the outline of the ship model (which I suppose is the point!)
I remembered this feedback and while looking at a few solutions I actually settled on adding plane color customization, then linked that to the replay system so players can display their own signature color during some epic superplays. It will make its way into the demo build soon enough.
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Re: Variator, new upcoming PC shmup, demo available now on Steam

Post by BareKnuckleRoo »

Color customization is a nice quality of life feature to include, looks good!
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Re: Variator, new upcoming PC shmup, demo available now on Steam

Post by sunnshiner »

ciox wrote: Tue Oct 22, 2024 9:23 pm
I remembered this feedback and while looking at a few solutions I actually settled on adding plane color customization, then linked that to the replay system so players can display their own signature color during some epic superplays. It will make its way into the demo build soon enough.
That's really cool, nice work.
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