My style for this is going to be influenced by a couple of specific things:
Cave, Psikyo, and Giga Wing.
So it's gonna be a bullet-hell type of game, and since Im apparantly very cruel, this is gonna be a really hard one. Though I do intend on implementing difficulty settings.
Scoring system and mechanics are influenced by the "shield" concept in Giga Wing. The "ship" (that's not what it'll be in the end), can throw out a field that absorbs all bullets in a small radius around it. This then powers the secondary attack, and the more bullets you suck in, the more of a multiplier you get for destroying or finishing things with that attack (but you'll still often have to use the main shot alot to damage them enough first). The idea being to get players to dive into the most congested sections of the screen to try to get a high score. Risk VS Reward and all of that. Still working on the exacts of it. There's alot to do.
Here's some screenshots of what I have so far, the 3 rather mean bullet patterns I've jammed into the "test" fight just to see what I could do with it:
http://img.villagephotos.com/p/2004-12/ ... creen1.jpg
http://img.villagephotos.com/p/2004-12/ ... creen2.jpg
http://img.villagephotos.com/p/2004-12/ ... creen3.jpg
Yeah, the graphics are kinda suck at the moment. I cant draw, so I gotta work something else out (I think I know what to do about it though), so for the moment, the "ship" and boss are just placeholder sprites.
And the interface isnt even STARTED yet, thus the half assed indicators at the top, and the equally half-assed boss health bar at the bottom. I'll worry about the interface later on, I know what Im gonna do with it.
Comments and such are very welcome, any assistance I can get like that is very appreciated
