What Makes A Great Shmup, well...Great?

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Fighter17
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Post by Fighter17 »

Is it fun?
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Rob
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Post by Rob »

j^aws wrote:inertia; which would need extra inputs...
No; no since no.

I'm not sure why a game should be designed around floaty controls. It's kind of like: pitiful starting weapons -> checkpoints.
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Post by j^aws »

Rob wrote:
j^aws wrote:inertia; which would need extra inputs...
No; no since no.

I'm not sure why a game should be designed around floaty controls. It's kind of like: pitiful starting weapons -> checkpoints.
Because it takes skill. Especially if you want to 'medal' chain with humanoids...

And the controls aren't "floaty"... Your ship has variable speed with inertia... which you have full control over... if you just want to auto-scroll, then don't let go of the 'thrust' button... but that won't get you very far...
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JoshF
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Post by JoshF »

Maybe it works for the game you're talking about.

In most cases, inertia would limit the design of a shooting game. For instance you'd have to use simplistic patterns with slow bullets, if you wanted to be fair. Or you could make a messy euroshmup but then you'd have horrible design.
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j^aws
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Post by j^aws »

JoshF wrote:Maybe it works for the game you're talking about.

In most cases, inertia would limit the design of a shooting game. For instance you'd have to use simplistic patterns with slow bullets, if you wanted to be fair. Or you could make a messy euroshmup but then you'd have horrible design.
Yep, I explained why it works with certain games earlier in the thread:

http://shmups.system11.org/viewtopic.ph ... 638#307638

... though some of the enemies in Stargate use very fast bullets; and they can have very smart and aggressive AI too... the bullet patterns can be simplistic and fast; yet the enemy 'patterns' can be complex... the emphasis is in 'shooting' with a very different style to dodging... And to be fair to the player, you have an 'invisio' button, which makes your ship disappear for defense against said projectiles and enemies (in limited supply; kinda like 'reflect' in Takumi games); and you can use your entire ship as a 'melee' weapon in this state too...
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Post by bVork »

What makes a shooter great is pace. The player has to feel that they're both a stupendous badass and one misstep away from certain destruction - at the same time.

Beyond this, a scoring system that will keep the player coming back to do better will give the game longevity.[/list]
bVork it up!
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Post by Blue Peace »

doodude wrote:uh, cave, whatsa cave :?:
cave is a natural underground void large enough for a human to enter and apperantly Cave is also a great company that makes awsome shmup games, I wonder why Cave is called Cave,maybe because they're making those games from a cave?
Just a couple more shots!
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Gorecki
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Post by Gorecki »

Stargate isn't a shmup.
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j^aws
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Post by j^aws »

Gorecki wrote:Stargate isn't a shmup.
Don't let go of the thrust button (it'll auto-scroll); don't use the reverse button (it'll lack inertia)... There you go; it's so far ahead of its time, that it can fulfill some arbitrary definition, from some random forumites, nearly 30 years from its release...
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Post by Shatterhand »

Exerion is a shmup made around Inertia, and it works pretty well.

But other than Exerion, it's always a bad idea. And Stargate isn't a shmup indeed. :)
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Post by j^aws »

Yep, it's better than any shmup! :)
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Post by Shatterhand »

your love for Stargate is sillier than my love for Compile.
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j^aws
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Post by j^aws »

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Forgot I posted this before; this is just a FYI post regarding the control panel setup of Stargate in the Arcades.

Directional inputs: Up/ down and reverse (left/ right) are on the left side.

Action inputs: Your speed is controlled by thrust on the right side, along with 3 weapon buttons... The lesser used hyperspace button takes a central position...
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Rob
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Post by Rob »

Left side looks painful. And also too many buttons.
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Post by j^aws »

It's initially intimidating; but actually becomes intuitive with practice...
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Post by shoe-sama »

bullets that you actually have to avoide
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Rob
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Post by Rob »

^Yeah, I don't like that.

If I wanted to press 6 buttons I'd play a fighting game.
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Post by j^aws »

On the right side: You only really use 3 buttons; fire, invisio and thrust... the other 2 are really for 'special', rarer occasions...

On the left side: You don't need to think of them as buttons; they just change the 'orientation' of your ship and this really isn't that difficult...

And technically it does have a 'melee' weapon; so fighting aliens isn't that far off! :)
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Post by moozooh »

j^aws wrote:It's initially intimidating; but actually becomes intuitive with practice...
I thought "intuitive" commonly meant "initially comprehensible without prior knowledge". Which I'm afraid is quite the opposite to the case here.
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shoe-sama
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Post by shoe-sama »

STARGATES MECHANICS DO NOT MAKE A GOOD SHMUP END OF STORY
<Sidwell> TSS is manlier than a jet figher made of biceps.
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Post by j^aws »

moozooh wrote:
j^aws wrote:It's initially intimidating; but actually becomes intuitive with practice...
I thought "intuitive" commonly meant "initially comprehensible without prior knowledge". Which I'm afraid is quite the opposite to the case here.
E.g. Driving a manual transmission car becomes "intuitive" after "practice"...
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Rob
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Post by Rob »

I created the best control scheme of all-time:
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With practice you'll wonder why you ever bothered with "normal" controls.
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Post by j^aws »

Back to trolling I see?

Carry on... don't know why I'm trying to be helpful trying to relay any tips in a civil discussion.

*shakes head*
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Post by professor ganson »

j^aws wrote:It's initially intimidating; but actually becomes intuitive with practice...
The same is likely true of Steel Battalion-- wouldn't know-- but that's still no excuse.
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Post by j^aws »

professor ganson wrote:
j^aws wrote:It's initially intimidating; but actually becomes intuitive with practice...
The same is likely true of Steel Battalion-- wouldn't know-- but that's still no excuse.
Excuse for what?
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Post by moozooh »

For that control scheme being unintuitive and also very bad?
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Post by j^aws »

moozooh wrote:For that control scheme being unintuitive and also very bad?
I've explained that it becomes intuitive with practice...

And bad is a matter of opinion and skill level...
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Post by FIL »

If you have to practice, its not intuitive, it just means you learned how to use it.
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Post by j^aws »

FIL wrote:If you have to practice, its not intuitive, it just means you learned how to use it.
That's exactly what I said:

"It's initially intimidating; but actually becomes intuitive with practice..."
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FIL
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Post by FIL »

Controls do not 'become' intuitive, they either are or they are not.
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