What are your thoughts on Raiden III? It's 3D, so it also have a bit of that immersion feeling. And did you try Raiden Fighters? Glad to see that you've kept yourself updated.Jason wrote:We want something like an enhanced Raiden.
Emph
What are your thoughts on Raiden III? It's 3D, so it also have a bit of that immersion feeling. And did you try Raiden Fighters? Glad to see that you've kept yourself updated.Jason wrote:We want something like an enhanced Raiden.
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
It has been done in console ports as wobble mode. It is generally despisedMatthew Doucette wrote: Cons:
- nobody has done it before
Raiden Fighters Jet would be a game you would do well to examine for inspiration. It has this old skool HxCx asthetic that you like so much, but it also has modern features, like a plethora of ships to choose from (and therefore many different playing styles), bullet scraping, chaining etc.Zebra Airforce wrote:http://www.youtube.com/watch?v=6qL50i6A9pIWe want something like an enhanced Raiden.
I have played Raiden III. Here's my thoughts:emphatic wrote:What are your thoughts on Raiden III? It's 3D, so it also have a bit of that immersion feeling. And did you try Raiden Fighters? Glad to see that you've kept yourself updated.
Thanks for the compliments!Lordstar wrote:any cool multiplayer modes other than just co op? For a while playing two player has always been a bit odd as it effects your score (and that's what most people who play a lot of shmups play shmups for)
It would be really cool to see this. Best two player shmup would have to be Twinkle star sprites. it plays like nothing else![]()
Looks great by the way I will be keeping an eye on it for sure.
Thanks for the information. Right now, our implementation isn't perfect, and we're aware of that. It's something we're going to make sure is right before release. Do you know any games that have implemented it, so I can check them out? Thanks!bkk wrote:It has been done in console ports as wobble mode. It is generally despisedMatthew Doucette wrote: Cons:
- nobody has done it before
Ok, thanks! We've ran through a Raiden Fighters game, not sure which one, at an arcade once. I didn't like the choice of jets, since being a newcomer, I had no idea which was best. I'd prefer the game to be as simple as possible. But, I understand that it allows for different weapon systems, so it adds to the longevity, which is nice. It's a trade off. For our first game, we want simplicity. We'll get more complex afterwards for our next game.MX7 wrote:Raiden Fighters Jet would be a game you would do well to examine for inspiration. It has this old skool HxCx aesthetic that you like so much, but it also has modern features, like a plethora of ships to choose from (and therefore many different playing styles), bullet scraping, chaining etc.Zebra Airforce wrote:http://www.youtube.com/watch?v=6qL50i6A9pIWe want something like an enhanced Raiden.
Yeah, it probably has a few too many ships, but I imagine the game was aimed at shooting fans who were already familliar with some of the ships through the Raiden series. In general I prefer a more simple selection of ships. If you want to compare both ends of the spectrum, Treasure's Ikaruga features only one ship and one shot type (discounting the 2 colour play mechanic of course), while Raizing's Armed Police Batrider features literaly about 100+ different ship combinations, alowing for some crazy flexibility.Jason wrote:Ok, thanks! We've ran through a Raiden Fighters game, not sure which one, at an arcade once. I didn't like the choice of jets, since being a newcomer, I had no idea which was best. I'd prefer the game to be as simple as possible. But, I understand that it allows for different weapon systems, so it adds to the longevity, which is nice. It's a trade off. For our first game, we want simplicity. We'll get more complex afterwards for our next game.MX7 wrote:Raiden Fighters Jet would be a game you would do well to examine for inspiration. It has this old skool HxCx aesthetic that you like so much, but it also has modern features, like a plethora of ships to choose from (and therefore many different playing styles), bullet scraping, chaining etc.Zebra Airforce wrote: http://www.youtube.com/watch?v=6qL50i6A9pI
What does HxCx mean, btw?
With little or no story to hold players I guess next to playablity the scores are really important. you mention online play and if there was any kind of leader board it will mean the score is a lot more important.Jason wrote:P.S. It's also interesting that you mention people play for the score. I've often wondered how important score is. It's important for some games, and other games not so much, and absolutely critical for a select few. It's a funny thing.
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
Strikers 1945 II for Playstation and Battle Garegga for Saturn both have this. Great games, get them.Jason wrote:Thanks for the information. Right now, our implementation isn't perfect, and we're aware of that. It's something we're going to make sure is right before release. Do you know any games that have implemented it, so I can check them out? Thanks!bkk wrote:It has been done in console ports as wobble mode. It is generally despisedMatthew Doucette wrote: Cons:
- nobody has done it before
There will be no achievements or leaderboards in XBLCG (Xbox Live Community Games).Lordstar wrote:With little or no story to hold players I guess next to playability the scores are really important. you mention online play and if there was any kind of leader board it will mean the score is a lot more important.
For me when I play shmups I'm not very good but i do aim to get better so i play them with one credit and see how far i can get.
Thanks for the ideas.emphatic wrote:A good way of attracting casual players as well as the more hard core ones is to reward risks with points. For example: If you are closer to the enemies, you get more points. If you kill them fast and without pause/gaps you can "chain" and get more points. Casual gamers can play it and get a kick out of the design etc, and when they play it long enough they can evolve their strategies to excel in scoring.
A good example of that is CAVE's ESPGaluda. If you play it like a regular shooter it's fun and really wants you to play it again. If you play for points, it gets much harder. The scoring mechanic is very much relying on timing, and you have to train for a long time. First couple of times I played it I reached stage 3 or so and got about 3-4 million pts. Now I can get almost 4 million on stage 1. And it's much more fun to play.
The trick is to get both of these ways of playing the game fun and rewarding.
Incorrect. The bullets are capped at a certain number of instances, so they shoot faster as you approach the top of the screen or an enemy.It enforces a delay between every 4th fire, to emulate the old school arcades where you had limited bullets.
a) Who cares abour casual gamers? You should make games for people who play games.Why? Because the causal gamers see that they are being rated by this, and feel stressed that they should be doing better. I believe no stress should be applied.
I think Raptor: Call of the Shadows is actually a bad example! I completely agree that stage chaining is a hardcore only approach to scoring but there is middle ground to be had here. I think a good scoring system is one that brings about a reward a player will like in addition to a number increasing. Progear has a nice scoring system (until you realise how important survival and max bombs are) because it revolves around cancelling bullets - naturally something the player wants to do, and the various scoring tricks (such as letting the screen fill with bullets before cancelling) are immediately apparent from that.Jason wrote:I've disliked chaining for points, or getting points for proximity. Why? Because the causal gamers see that they are being rated by this, and feel stressed that they should be doing better. I believe no stress should be applied. A great example is Raptor: Call of the Shadows, which would leave tons of icons all over the screen, which you would collect because they are glowing and look nice and must be great to have, so you actually miss enemies because you are collecting them, only to find out that they do nothing but increase your score by 50 pts. :roll:
Armed Police Batrider looks pretty nice.MX7 wrote:Yeah, it probably has a few too many ships, but I imagine the game was aimed at shooting fans who were already familliar with some of the ships through the Raiden series. In general I prefer a more simple selection of ships. If you want to compare both ends of the spectrum, Treasure's Ikaruga features only one ship and one shot type (discounting the 2 colour play mechanic of course), while Raizing's Armed Police Batrider features literaly about 100+ different ship combinations, alowing for some crazy flexibility.
What you just described is pretty much the polar opposite of Armed Police Batrider (or pretty much any post-Garegga Raizing games released) in a sense that a whole lot of memorizing even the SMALLEST details in the game is essential for acceptable score runs.Jason wrote: Armed Police Batrider looks pretty nice.
I'd like to have my game require as little thinking as possible. This means you just collect all power up icons, without thinking what they are, or waiting for them to be proper. By not having any ship selection, you just play, and not think. I want our game to be totally about arcade skill and reaction. No thought allowed.hehe
Amen brother.Pixel_Outlaw wrote:It is a collective dream to wipe the casual "gaymrz" off the face of the Earth. Their lower member should be fodder for a meat grinder-just after it is slammed between a solid core door and the door frame.
RegalSin wrote:Street Fighters. We need to aviod them when we activate time accellerator.
No, the bullets aren't capped. Watch 1:08 onward in this video:Zebra Airforce wrote:Incorrect. The bullets are capped at a certain number of instances, so they shoot faster as you approach the top of the screen or an enemy.It enforces a delay between every 4th fire, to emulate the old school arcades where you had limited bullets.
Everyone is a newbie / casual gamer when playing your game for the first time. They only become experts after getting hooked. I want to make sure I hook as many people as I can, so I don't want to pressure them with anything. So, it's not about casual vs. expert. It's about not overwhelming newcomers. I think it's far better to simply reward the players for good play without showing it in their face, in real-time, as a constant reminder that they are being judged. I don't want the game to feel like a test. It should be pure pleasure.Zebra Airforce wrote:a) Who cares about casual gamers? You should make games for people who play games.
Ranking players by difficulty and points scored for how quickly they finish off bosses is completely different than giving bonus points because you timed the death of two enemies in a row to get a chain scoring. I want the player who kicks the most ass to have the highest score. I don't want puzzle game aspects in the game, where you score more points if you know how to get the multiplier. I want the guy who dominates the game, kills the most enemies, kills the bosses the fastest -- the guy who does best what the game is primarily all about -- to have the highest score. And that's how you can rank your play. I've never agreed with score multipliers, since the people who get the highest scores are the people who know how to manipulate the system best.Zebra Airforce wrote:b) I've never felt pressured by a scoring system. If you feel that way you might as well take out points or difficulties, because those are also ways of ranking players.
Thanks for the input. Right, I see that there's even more ways to influence the score. And the guy who discovers all of this will get higher scores. But, again, this is not what I want. I want the guy who is best at killing bosses fast to have the highest score. However he finds out the best way to do that, regardless of what weapon he chooses, or attack pattern, or anything else, if he achieves the end goal best, then he deserves the highest score. That's my perspective.Zebra Airforce wrote:Chaining and proximity bonuses are not the only ways of influencing score. If you are really afraid of scaring away players then use something more covert. For instance, in Armed Police Batrider some enemies are worth more points depending on what attack destroys them. Often a bomb or aura attack will be worth considerably more than the regular shot or options. Or take Battle Garrega, where bombing in a certain area will release birds that can be shot for points. None of these things is obvious to a player until they have spent a lot of time with the game.
The most important thing is that our game will allow the player to kick ass. That's #1 priority. To me, that's what the definition of game play is.Aru-san wrote:What you just described is pretty much the polar opposite of Armed Police Batrider (or pretty much any post-Garegga Raizing games released) in a sense that a whole lot of memorizing even the SMALLEST details in the game is essential for acceptable score runs.
Your idea, while being minimal (and somewhat mistaken as 'boring' by mainstreamers), would probably do good for most players.
Thanks. The point of minimality is to not require energy to do certain tasks, and free up that energy for the primary tasks in a shooter: avoiding bullet streams and shooting down enemies quickly.Aru-san wrote:Your idea, while being minimal (and somewhat mistaken as 'boring' by mainstreamers), would probably do good for most players.
We have thought about this, and have looked into it. Since the game is developed using Micrsoft's XNA Game Studio, this is not (yet) an option. In fact, we are having problems letting our beta testers test it on their systems. XNA is still under vast development, and nobody knows what features we are going to have. It was sad for us to learn we cannot yet have leaderboards. Can you imagine how awesome leaderboards would have been once we develop a proper scoring system?lilmanjs wrote:if any of the people making this game have a hd-dvd burner they should make some cd versions and sell it online.
I understand this very much so. when I can I will be getting an xbox360(cheapest model) and will get a harddrive seperate. I really like the look of the game and can't wait for it to be finished.Matthew Doucette wrote:We have thought about this, and have looked into it. Since the game is developed using Micrsoft's XNA Game Studio, this is not (yet) an option. In fact, we are having problems letting our beta testers test it on their systems. XNA is still under vast development, and nobody knows what features we are going to have. It was sad for us to learn we cannot yet have leaderboards. Can you imagine how awesome leaderboards would have been once we develop a proper scoring system?lilmanjs wrote:if any of the people making this game have a hd-dvd burner they should make some cd versions and sell it online.
We do know we can sell PC games with it, but I want the PC version to be after the Xbox surge. As an Xbox user, I have little to no 2d shooters to play (first thing I looked for on Xbox LIVE), and I want to fill that void, first.
Then you should check out this deal, and see if it is legit:lilmanjs wrote:...I will be getting an xbox360(cheapest model) and will get a harddrive seperate.
Thank you!lilmanjs wrote:I really like the look of the game and can't wait for it to be finished.