Article: Building a Better SHMUP!

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durias
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Article: Building a Better SHMUP!

Post by durias »

I happened along an article titled Building a Better SHMUP! and the author is taking shmup recommendations based on certain criteria. I can't think of a better place for him to get informed than from this lot.
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TKGB_Mental_Gear
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Re: Article: Building a Better SHMUP!

Post by TKGB_Mental_Gear »

Sounds like opinion to me. In fact I believe he called it a rant.
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iatneH
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Post by iatneH »

Idea: You can play on either side of the conflict.
LOL. Where you control thousands of popcorns against one ship, and you still lose. This is not a RTS.
Customization
Are we playing a shooter or Need For Speed? About that machine gun spread, games like Sol-Deace let you do that in-game. Wow! R-Type Delta/Final and other games also let you modify your ship speed in-game.
9. Silly powerups
re: powerups at beginning of level, return to mothership... sounds like Silpheed.
Maybe have just one life, and a long life bar that you have to keep up.
Or how about a lifebar that only takes 3 hits. Though Guwange did the lifebar pretty nicely, I must admit.

Just sounds to me like this guy hasn't played enough shooters. Lots of ideas, but if he played more he would find they've already been done. Some with good success, but most with mediocre or downright crappy results. And the MMO one... dear Lord.
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Frederik
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Post by Frederik »

Meh, kinda fuzzy.
Bosses: Yeah, they need big guns, but they also need memorable gimmicks.

SHMUPS: Yeah, it´s got to be a hard game, but it should also be fun.
PROTIP!: Learn 2 play
THE BULLETS ARE NOW DIAMONDS!
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shoe-sama
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Post by shoe-sama »

zomg suggestions
3) Border Down, Darius series, Homura, Radiant Silvergun etc.
Also possibly things with arrange modes that have different patterns like Espgaluda.

10) Border Down, Giga Wing, Mars Matrix, uh every single Irem shmup etc.



Also I agree with his #1 to an extent because super slow masses of bullets = lame. Everything else is wtf though.
<Sidwell> TSS is manlier than a jet figher made of biceps.
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Ganelon
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Post by Ganelon »

Wow, I disagree with every one of those points. Honestly, they seem to be entirely geared towards casual fan interests.
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BIL
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Post by BIL »

Heh. I was going to recommend Rayforce to him for its seamless level progressions, glad someone beat me to it.
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-Bridget-
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Post by -Bridget- »

Read it.....

and I'll agree with the "learn 2 play" idea posted above.


It sounds like he just doesnt really know much about the genre.....


I mean, telegraphing attacks?


I dont even have a witty response to that one.
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nZero
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Post by nZero »

Hmm... the Raiden series pre-RIII did the whole seamless level progression thing. Rayforce was a great example as well, and I think Metal Black did it too?

Under Defeat, Trizeal and Soldier Blade gave you the feeling of not being alone in the conflict. Some of the Darius games, as well.

I somewhat agree with a few of his points, but implementation becomes a sticky point, as keeping the design intentionally limited in scope helps prevent breaking games in what has become a heavily scoring oriented genre.

Also: lol @ meatspace
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BulletMagnet
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Post by BulletMagnet »

-Bridget- wrote:I mean, telegraphing attacks?


I dont even have a witty response to that one.
I can at least semi-agree with that one...I've never been a fan of "You have zero chance of dodging this if you haven't memorized the stage already" instant death lasers and the like.
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