Verticen wrote: ↑Sat Jun 20, 2026 2:21 am
While ik the purpose is to have a light, minimal engine, I’m curious how challenging do you think it would be for devs to make a game perform TATE rotation with this engine?
Thanks for the kind words. In a past version chips were much easier to collect but I made it more difficult to add risk/reward, like you said.
With regards to tate, I am going to add an engine-level feature to rotate the game so that I can have tate for my games that need it. NEOGEAR is square, like Cho Ren Sha, so there's no benefit in tate in terms of screen real estate. But I think it's inevitable that it ends up being in the engine itself.
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I've gotten lots of thorough feedback on the Summer Caravan '26 demo in various places, which has been so incredibly helpful. To summarize it and my takeaways: enemies are too small, enemies HP is too high, chips too hard to collect, the limited bombs but using them to cancel leads to a weird dynamic that's not very fun, and the scoring is a bit busted and exploiting it to get the highest isn't very fun and doesn't necessarily reward skill play. Also, the time-based spawns is wrong for a caravan mode, it should be largely wave-based where clearing a wave spawns the next wave.
All of this makes sense to me. I'm going to work on revising this for the caravan mode that will be in the full game. I'll also likely change some of the core systems too. This was my first attempt at scoring and caravan, so I've got a lot to learn. I've been studying Soldier Blade and Raging Blasters more lately to really figure out what I want NEOGEAR to be.
As part of taking a break, I wrote a free tutorial on how to code a caravan shmup that covers the basics:
https://book.usagiengine.com/02-shoot-em-up.html Might be of interest to some people.
My plan with NEOGEAR is to redo the caravan mode and the core systems and get that polished and release that as a demo. Then work on the stages. Currently planning for 5 stages. The sprite work will be the most challenging part I think. But I should grow a lot by taking the project on. While the current caravan leans more danmaku than PC Engine era, I am actually going to shift the game to be more like the Hudson classics and Raging Blasters, as I enjoy that style more and want to explore it further. But there will be some more intense bullet patterns from bosses and mid-bosses.
Hopefully more to come in the next few weeks!