DUX for Dreamcast

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RHE
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Post by RHE »

it290 wrote:Some of those games are just as harder or harder than Last Hope; they're just not as frustrating. 'Try harder' is fine, but if it's not _fun_ to try harder, there's little incentive to come back to the game.
That's right to an certain extent.

Nevertheless, ther're different ways how a game can reward someone for trying harder/better. In score games you will get a higher score what most people will find rewarding. Personally I prefer the rewards that Last Hope gives the player for spending more time with it. To me, and many other player as well, it's more motivating to beating the beast instead of getting higher numbers in a chart.

Also mind Last Hope is some kind of alternative to most modern games. So, its clear from beginning that most players will be turned off. That's not a big problem and understandable actually. It's just not good thing to spitting on the game and cursing at the devs. Especially since the reason why Last hope is so frustrating to most people has something to to with the misunderstanding of it's gameplay. Last Hope is so simpel you only have to understand a few things for being able to progressing further. Once you got it, it becomes reasonable to you.
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Post by Udderdude »

RHE wrote:Last Hope is so simpel you only have to understand a few things for being able to progressing further. Once you got it, it becomes reasonable to you.
If by this you mean "Trial and error", then yes, it's simple. It's also boring, frustrating and does not challenge the player at all, only makes them memorize everything after dying to things he/she couldn't see coming.

Some people I guess like trial and error gameplay, but the vast majority of gamers have moved on to something more enjoyable than cheap death fests.
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Post by 320x240 »

Plasmo wrote:Worst off-topic ever regarding 320x240's sig:
"Wittgenstein is the popcorn enemy of philosophy"
I don't get it, what do you mean?
It's just a play on the whole Icycalm vs the rest drama.
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Post by stanski »

1. In response to your point about "games being easy for the first half then hard as hell for the second," could you please tell me why 90% of the genre does not suffer from this? I'm pretty sure that the majority of games that are made for this genre do not have this problem, and that they do offer a gradual improvement in difficulty. Believe me, even really good shooting game players can die in stage 1 or 2 the first time they play a new game from cave, raizing, g.rev, etc.

2. The fact that you say that "last hope becomes simple once you understand it" should show you that the game design is poor. A game that is really hard to master and simple once you do master it is poor design. Read David Sirlin's advice about this (making super street fighter 2 turbo more accessible to the beginner by making commands easier in the remixed version coming out this summer, while at the same time balancing it for those that play the game professionally). There should be a reward associated with mastering the gameplay, you can see this with nearly every game in the genre. For example, in Battle Garegga, a very hard game indeed, mastering the gameplay leads to a better score, getting a better score leads to more lives and a better chance for survival, but then you get to a point where you need to take huge risks in order to get the greatest score and to complete the game.

3. Stop saying "you just don't understand." As someone who has 1CC'd numerous games, can loop many toaplan games countless times, can counter stop galaga multiple times, has numerous speedrun records to my credit, and plays ssbm at a tournament level (and used to play other fighting games at a tournament level), I feel that I am a person that can judge the difference between cheap and difficult. I love being challenged by games, and even play games that I know I will never be able to beat. After beating stage 2 of Last Hope, I did not feel like stage 3 offered anything different, and there was no real reason to play on. There was nothing "hard" about it, there were just cheap gameplay tactics that destroyed the player to start and became much easier when you started to memorize what to do. This is not fun at all, and not a good game design! The reason people don't play cheap and hard NES games is that there is no reason to beat them at all. Why do you think games like bayou billy and battletoads aren't made anymore?


We are trying to help you make a game that will appeal not to the masses, but to those that are in this community, i.e. hardcore shmup players. When you put your heart into something and it turns out bad, as a developer you have to look and say "ok, what can I do different next time?" Instead, you sit here and defend your game and reputation when Last Hope was clearly a failure. Every game will be loved by someone, so using a select few as an example is a terrible excuse (for example, I speedran Dark Castle, notoriously one of the worst games for the sega genesis, and actually enjoyed playing the game like that. The developer could go "look, stanski enjoyed the game, what is wrong with the rest of you?" But the game would clearly still be terrible and a commercial failure).

I guess my conclusion is this: stop being so stubborn about your game, the only reason we bash your game is because you are still defending it when the majority clearly thinks it was a poor game.

I doubt this message will get through to you, and you will sit here and act like I am bashing you, your games, whatever, but I make this post in the hopes that it might influence your future outlook on game development even in the slightest bit. Making balanced games that gradually increase in difficulty, reward the person who spends an enormous amount of time on the game, has great depth, innovative graphics and music, and are FUN is what makes a great game in this genre!
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Post by RHE »

Udderdude wrote:If by this you mean "Trial and error", then yes, it's simple. It's also boring, frustrating and does not challenge the player at all, only makes them memorize everything after dying to things he/she couldn't see coming.
No I don't mean this. Since trial and error is what people do when they don't know what they do but still want to progressinf furhter. In Last Hope trial and error is to be replaced with tactical approaching. the more cou can do this, the more you know what Last Hope is about.
Some people I guess like trial and error gameplay, but the vast majority of gamers have moved on to something more enjoyable than cheap death fests.
The next step on this ladder is an invisibility/immortality players ship. Not very enjoyable but very cheap.
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Post by 320x240 »

Udderdude wrote:Some people I guess like trial and error gameplay, but the vast majority of gamers have moved on to something more enjoyable than cheap death fests.
The saying used to be: "Easy to get into but hard to master", something that have always been true for the games I have liked and the games (read: prototypes) I have developed.

You have to wonder though, with shmups being both such a niché genre and simultaneously so old and highly developed, if there isn't room for games that does not adhere to this philosophy? To me, the real question is: Does games such as Last Hope fail to observe something that is, and should be, fundamental for all such games, thereby becoming failed experiments, or do they just fill a niché within a niché?
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Post by Plasmo »

1. In response to your point about "games being easy for the first half then hard as hell for the second," could you please tell me why 90% of the genre does not suffer from this? I'm pretty sure that the majority of games that are made for this genre do not have this problem, and that they do offer a gradual improvement in difficulty. Believe me, even really good shooting game players can die in stage 1 or 2 the first time they play a new game from cave, raizing, g.rev, etc.
Sorry but this is completely wrong. Most Cave and Psikyo games for example are just extremely easy during the first loop and then get very difficult during the second one. It's very boring and frustrating to play the first loop over and over again just to practice 2-4. Typical examples are the DDP and Strikers series.
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Post by stanski »

Plasmo wrote:
1. In response to your point about "games being easy for the first half then hard as hell for the second," could you please tell me why 90% of the genre does not suffer from this? I'm pretty sure that the majority of games that are made for this genre do not have this problem, and that they do offer a gradual improvement in difficulty. Believe me, even really good shooting game players can die in stage 1 or 2 the first time they play a new game from cave, raizing, g.rev, etc.
Sorry but this is completely wrong. Most Cave and Psikyo games for example are just extremely easy during the first loop and then get very difficult during the second one. It's very boring and frustrating to play the first loop over and over again just to practice 2-4. Typical examples are the DDP and Strikers series.
Easy for someone who is one of the best in the world at the game, yes. I don't think you will find a single person who will say no bombing-no missing the first loop of DDP or the strikers series is easy (well, maybe Mills and a few random other people). Sorry, but the top players in the world need to deal with it being a little bit easier to start just to make the game accessible. Harder game modes are the solution for the expert player.
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Post by RHE »

320x240 wrote:Does games such as Last Hope fail to observe something that is, and should be, fundamental for all such games, thereby becoming failed experiments, or do they just fill a niché within a niché?
Personally I think that Last Hope is just filling a nisché in a nisché. Last Hope is nothing that a game should have as an idol or something. It's just the way it is. Still some people try telling the game bad per se which is impossible to do.
stanski wrote:1. In response to your point about "games being easy for the first half then hard as hell for the second," could you please tell me why 90% of the genre does not suffer from this? I'm pretty sure that the majority of games that are made for this genre do not have this problem, and that they do offer a gradual improvement in difficulty. Believe me, even really good shooting game players can die in stage 1 or 2 the first time they play a new game from cave, raizing, g.rev, etc.
This indeedly applies to about 90% of the games of the whole genre. And I don't like this. Many other people don't like this either. Just a personal preference. I think a game should make clear from beginning what it is about.

However, I don't understand why some people here feel offended by my postings. I'm not offending anyone, I'm just stating facts/personal preferences/views.
2. The fact that you say that "last hope becomes simple once you understand it" should show you that the game design is poor. A game that is really hard to master and simple once you do master it is poor design. Read David Sirlin's advice about this (making super street fighter 2 turbo more accessible to the beginner by making commands easier in the remixed version coming out this summer, while at the same time balancing it for those that play the game professionally). There should be a reward associated with mastering the gameplay, you can see this with nearly every game in the genre. For example, in Battle Garegga, a very hard game indeed, mastering the gameplay leads to a better score, getting a better score leads to more lives and a better chance for survival, but then you get to a point where you need to take huge risks in order to get the greatest score and to complete the game.
You got me completely wrong with this. Simple doesn't mean easy. Just do-able. the more time you put into Last Hope, the more it comes do-able, less frustating and more rewarding.
3. Stop saying "you just don't understand." As someone who has 1CC'd numerous games, can loop many toaplan games countless times, can counter stop galaga multiple times, has numerous speedrun records to my credit, and plays ssbm at a tournament level (and used to play other fighting games at a tournament level), I feel that I am a person that can judge the difference between cheap and difficult. I love being challenged by games, and even play games that I know I will never be able to beat. After beating stage 2 of Last Hope, I did not feel like stage 3 offered anything different, and there was no real reason to play on. There was nothing "hard" about it, there were just cheap gameplay tactics that destroyed the player to start and became much easier when you started to memorize what to do. This is not fun at all, and not a good game design! The reason people don't play cheap and hard NES games is that there is no reason to beat them at all. Why do you think games like bayou billy and battletoads aren't made anymore?
I have to dissappoint you on this. It doesn't matter how much games you can 1cc. You can still, maybe just accidentally, don't understand simple things. When you don't understand, you must know this and the reason, to understand. It's no offense.
We are trying to help you make a game that will appeal not to the masses, but to those that are in this community, i.e. hardcore shmup players. When you put your heart into something and it turns out bad, as a developer you have to look and say "ok, what can I do different next time?" Instead, you sit here and defend your game and reputation when Last Hope was clearly a failure. Every game will be loved by someone, so using a select few as an example is a terrible excuse (for example, I speedran Dark Castle, notoriously one of the worst games for the sega genesis, and actually enjoyed playing the game like that. The developer could go "look, stanski enjoyed the game, what is wrong with the rest of you?" But the game would clearly still be terrible and a commercial failure).
You does'nt seem to follow this thread. That's not a good start for an disucssion.

I don't know how mich I must tell that I welcome constructive critism about DUX but still some people don't get it. Strangely, those poeple who don't get it dislike Last Hope to the same time. And most of them even sound rude.

You're also confused a bit but I'm helping you out. This thread is about DUX and critism is welcome as stated several times - you kinda missed that somehow. But now, Last Hope is debatet here in this thread as well. Two completly different games, besides being the the same sub-genre, with different approaches. Last Hope is a finished game and it's managable to bee good at this game to make fun out of it. Many players doing it. Still player's who disliking the game have the opportunity, to give it a try to find the reason for disliking it. Maybe you even will have some fun during that. :wink:
Every game will be loved by someone, so using a select few as an example is a terrible excuse (for example, I speedran Dark Castle, notoriously one of the worst games for the sega genesis, and actually enjoyed playing the game like that. The developer could go "look, stanski enjoyed the game, what is wrong with the rest of you?"
All you're saying is that the whole shmup genre is bad. Shmups just don't belong into the world of mainstream anymore. Everbody plays Halo 3 and Call of Duty 4. So when some who plays Halo 3 says that shmups are bad and only about a select few thoundand instead of 6 million enjoying it, then you will belive that?

There's a also different between Dark Castle and Last Hope. The edge between enjoying Last Hope or not is very small. You only have to change your attitude and playing it tacticly. Which is what I mean with simple. The game is simple to understand, yet hard to master.
But the game would clearly still be terrible and a commercial failure).
You're not up to date on this. Last Hope is an commercial success. LH DC did/does better then we ever thought it will do. And it is still doing well.

How can you tell if Last Hope is complete failure without beating it? Don't you see the problem? You're talking about something you just don't know. How can you do this? Games are not like soft drinks where you only have to sip on it and you know how the whole bottle is tasting.
I guess my conclusion is this: stop being so stubborn about your game, the only reason we bash your game is because you are still defending it when the majority clearly thinks it was a poor game.
The majority didn't play the game long enough to know this. The average playtime is about 10min. How long did you play it? Last Hope is an alternative, so the majority doesn't belong into this disussion anyhow.

Also, I'm not defending Last Hope at all. As a good game is always definding itself. I'm just stating facts so poeple can understand what the're doing wrong with the game. Your whole posting is completely negative toned without any sense. You sound pissed off but I don't know why. Maybe Last Hope kicked your ass too much, and youwere thinking you would do good at shmups to find out that's not the case.
I doubt this message will get through to you, and you will sit here and act like I am bashing you, your games, whatever, but I make this post in the hopes that it might influence your future outlook on game development even in the slightest bit. Making balanced games that gradually increase in difficulty, reward the person who spends an enormous amount of time on the game, has great depth, innovative graphics and music, and are FUN is what makes a great game in this genre!
An well articulated message will always get through to me. If my word will helping you is completly upon on you. However, I aldready stated several time tht DUX will be different to Last Hope. Do you know why? Because Last Hope is bad? No. It's because it's time for a different style. Yes, it's about style and taste and so on.

On a side note, what are innovative graphics and music?
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Post by undamned »

RHE, the reason there is all this comparison of your game and Last Hope is for 2 major reasons:

- They are both low-budget, postmortem DC releases

- They are both R-Type rip-offs

What people don't want is something they've already played. If you can wow players with some amazingly fun gameplay, I think the graphical element can pass (look at games like Recca or Omega Fighter, which have fun/action packed gameplay in spite of dated graphics). If all you have to offer is another R-Type rip-off that happens to run on the DC, only collectors need apply (how many copies would sell if you released it for PSX?). Gamers will scoff.

I'm not trying to make you feel bad, I just want you to make your time worthwhile and not release something that is half baked, which thus far (unless you want to reveal some major selling points) is just that.
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Post by lgb »

I remember there was an old Sega game with the letters "DUX" in it. Not sure what it was though.
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Post by Turrican »

Last Hope began its life as $459 game, iirc. Dux is priced at $20.

That's a most welcome improvement.
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Post by shoe-sama »

standard shmup discipline is to know the game and specific enemy formations well
Well it should actually apply to every game, but shmups tend not to have save points which makes longterm memorization of the entire game more widespread.

This is why games with shitloads of slow bullets suck, unless they are supplemented by chokepoints that are hard to react to but not too hard to learn and anticipate. There's so many games that have no chokepoints at all nowadays



On the other end of the spectrum are old school memorizers. For old school memorizers, which try to defeat the player with surprise enemy placement, try not to overdo or underdo it. There should be chokepoints, but don't put a new one in every 15 seconds lol. And later stages should have trickier chokepoints. You don't necessarily have to add more, but it might help to make the final stage more epic.

And it shouldn't be memorization only chokepoints of course. Maybe make some boss battles and stuff interesting and impressive to give the player motivation to keep playing.

I haven't played Last Hope or Soldner X, but lol who cares.
Just stating what a shmup should be like.
Needs a good balance between pure chokepoints (memorization only), reaction type chokepoints (memorization and skill based), and regular areas (memorization makes these easier, but may not be necessary).
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Post by Stormwatch »

LGB wrote:I remember there was an old Sega game with the letters "DUX" in it. Not sure what it was though.
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"Dux" is latin for "leader", and may refer to anyone who commands troops.
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Post by RHE »

undamned wrote:RHE, the reason there is all this comparison of your game and Last Hope is for 2 major reasons:
Comparing those games is not wrong per se.
- They are both low-budget, postmortem DC releases
Right.
- They are both R-Type rip-offs
Wrong. :)
What people don't want is something they've already played.

There's no such game as Last Hope. Not even R-Type. Some people just thinking it plays like R-Type and that's why they fail. It plays completly different and you have to know this when playing the game. When trying to paly Last Hope like R-Type you can harldy progress. Some people know this while others including you don't. You have to consider R-Type as a sub-genre to understand this.

So for all and one time - Last Hope is not a R-Type clone/rip-off.

I also have a question for you and everyone else of course. How much does the latest cave release differes from the previous? Just in detail. So why not the same for R-Type like games? That's not fair.
If you can wow players with some amazingly fun gameplay, I think the graphical element can pass (look at games like Recca or Omega Fighter, which have fun/action packed gameplay in spite of dated graphics).
Last Hope is not about wowing players. Ist just about pure tacticial gameplay which does not need any special effect. I don't have a problem that many people disliking Last Hope but they're disliking it for the wrong reasons.
If all you have to offer is another R-Type rip-off that happens to run on the DC, only collectors need apply (how many copies would sell if you released it for PSX?). Gamers will scoff.
I don't know why youre asking me this. When Treasure would release RSG3/Ikaruga2 for CD-I not many people would get it. It also has not much to do with collectors either.
I'm not trying to make you feel bad, I just want you to make your time worthwhile and not release something that is half baked, which thus far (unless you want to reveal some major selling points) is just that.
Naturally an half-baked game looks half-baked. :P
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Post by shoe-sama »

memorizer + too many chokepoints = suck

after a gazillion hours of play you get to the next level and it's all like lol u dead

I'm inferring that's how your game is like since you've compared it to R-Type a gazillion times and are all like "LOL TACTICS". And from comments people have posted. For all I know it could be completely different (never actually played LOL cuz i'm poor), but that's what your games sound like judging from all the past and present discussion on it
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Post by ubersaurus »

shoe-sama wrote:memorizer + too many chokepoints = suck

after a gazillion hours of play you get to the next level and it's all like lol u dead

I'm inferring that's how your game is like since you've compared it to R-Type a gazillion times and are all like "LOL TACTICS". And from comments people have posted. For all I know it could be completely different (never actually played LOL cuz i'm poor), but that's what your games sound like judging from all the past and present discussion on it
I don't know about that, they're pretty awesome style of games. Way better than those manic games that seem to get pumped out and lapped up by the folks here.
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Post by shoe-sama »

memorizers rock they're just bad if you overdo the chokepoints

because then they're just unfair lol

Normal shmup players see that they die and they're all like

hmmm where did i die
what can i do to change that

well if they're dying all the time, uh lol

lol backwards scrolling in R-Type III stage 3
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Post by nimitz »

If someone hates Irem and Tecnosoft.

Is there a slight chance they will like DUX?
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Post by pixelcorps »

RHE wrote:
pixelcorps wrote:this level of arrogance from the developer of such an average game is amazing
.

I'm not as arrogant to the players as players are arrogant to Last Hope. You're an player. You should know how to make fun out of a game instead of giving up it up after 10 mins of playtime. Some player just need a reason for quit playing this game, so there'y try stating it as bad per se. It's just easier to play a game with 1 pixel hitzone instead of picking up the controller again and trying harder at Last Hope.

I don't think that you even have seen half of the game but still try judging about it. That's just not fair.

Why did you say avarage anyway? Normally you should say it's complete garbage to make yourself looking more cool. :)
ah, yeah sorry.. you`re right I was having an attack of mildness.

you see the thing is, when you make a game, and release it, it`s no longer yours, it`s open to debate and post mortem, and people are making very valid statements, and I did play it, and I thought it was a very average euroshmup in every sense of the word.

and to hear "you don`t understand" again and again and again is so condescending and pretentious its ridiculous, you`re coming across as the Uwe boll of shooter development.
So for all and one time - Last Hope is not a R-Type clone/rip-off.

I also have a question for you and everyone else of course. How much does the latest cave release differes from the previous? Just in detail. So why not the same for R-Type like games? That's not fair.
so its`s non an r-type clone, it`s an "r-type like game".. I get you now..

I guess it`s like the difference between pure ham and that cheap, nasty "ham and water product"
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Post by maxi »

Also, if you want to make the game different from R-Type but not to much, try to change some things in the mechanic, like for example the option. In R-Type, it defends you ship from the shots and enemies and causes some damage on they with its self shot or weapons. On Dux, until now, looks the same thing. How about make it change not only the powers, but also the forms? Maybe it can increase its size and destroy more easily the iron boxes, or become two little options when the player gets the double laser of the video. This double laser needs to be a laser or it can be various energy balls?
I hope you can see my point of view.
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Post by Shatterhand »

I haven't played Last Hope, so I won't judge it.

I just want to add 2 cents for the difficulty discussion. 1st levels of shmups are usually easy because they had to cater for the arcade audience. You need a 1st level that's easy, a 2nd level that's harder and a boss that will take the last life of the average player, so he can have the feeling that he didn't do that bad and could do better on the next run, so he will add another coin on the machine.

Home games, in the other hand, don't need this. I think that's why Compile and Technosoft shmups are so devastating on non-shmup players, but most shmup players will find they very easy.... they indeed *are* easy, but they start at a high difficulty level, but don't get a *lot* more harder as you progress.

I don't think the 1st level of a shmup has to be easy if the game is being made for the home market. And like I said, I haven't played Last Hope ,but the "Ships leave screen and shoot your ass" thing isn't very cool (I have seen this on a C64 shmup before and it's damn annoying).
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Post by RHE »

nimitz wrote:If someone hates Irem and Tecnosoft.

Is there a slight chance they will like DUX?
Not a chance at all. :wink:
pixelcorps wrote:ah, yeah sorry.. you`re right I was having an attack of mildness.

you see the thing is, when you make a game, and release it, it`s no longer yours, it`s open to debate and post mortem, and people are making very valid statements, and I did play it, and I thought it was a very average euroshmup in every sense of the word.
No problem, I was'nt offended by you.

But what does make LH an euroshump to you? Most people mean some kind of health bar and other chlichés but theres nothing of that in LH.
and to hear "you don`t understand" again and again and again is so condescending and pretentious its ridiculous, you`re coming across as the Uwe boll of shooter development.
When poeple consistently don't understand, they need to know this. Some people just cant accept other peoples opinion since the're thinking they can make a solid stateman based on taste.
maxi wrote:Also, if you want to make the game different from R-Type but not to much, try to change some things in the mechanic, like for example the option. In R-Type, it defends you ship from the shots and enemies and causes some damage on they with its self shot or weapons. On Dux, until now, looks the same thing. How about make it change not only the powers, but also the forms? Maybe it can increase its size and destroy more easily the iron boxes, or become two little options when the player gets the double laser of the video. This double laser needs to be a laser or it can be various energy balls?
I hope you can see my point of view.
I can see your point of view. Hoewever, the wep system is something I want to keep as its should be some kind of standard is this type of games. You just have to live with that. :)

I also think the x-ray looks much better as a laser then energy balls.
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heavymetalme
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Post by heavymetalme »

In case this hasn't been posted yet...

http://www.racketboy.com/retro/sega/dre ... -game.html
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maxi
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Post by maxi »

Ok, it was juts a example. :wink:
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Turrican
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Post by Turrican »

heavymetalme wrote:In case this hasn't been posted yet...

http://www.racketboy.com/retro/sega/dre ... -game.html
GGT is indeed awesome, glad to hear Martin is involved! :D
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PC Engine Fan X!
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Post by PC Engine Fan X! »

For RHE,

Do have you have any plans to release DUX on the Sega Naomi 1/Naomi 2 arcade hardware? And do you think that it would fare well in the arcade/game center type of enviroment if you didn't release it straight to the DC console?

PC Engine Fan X! ^_~
RHE
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Post by RHE »

PC Engine Fan X! wrote:Do have you have any plans to release DUX on the Sega Naomi 1/Naomi 2 arcade hardware? And do you think that it would fare well in the arcade/game center type of enviroment if you didn't release it straight to the DC console?
I think it's better to have DUX on a video game console then in the arcades. R-Type style is just not in demand in the Arcades and I don't have the resources do do that anyhow.
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Plasmo
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Post by Plasmo »

The boss design looks awesome! Great bossnames, too! :)
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RHE
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Post by RHE »

Yeah, i'm really proud of this. I think thery'e even look better then those in Last Hope. All in all the whole boss fight are improved in DUX also. More attacks and so on. :D
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