looking for a simple gameplay mechanic idea

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zed
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looking for a simple gameplay mechanic idea

Post by zed »

gidday Im gonna write a shmup over the next few days
http://www.gamedev.net/community/forums ... ?jn=450912

but the thing is Im in need of a killer gameplay mechanic, So I figure why not ask the experts

so If theres a simple basic idea that youve always wanted to see in a shmup, heres your chance to get your name up in lights. :oops:
The best ideas are the simplest

ta zed
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Udderdude
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Post by Udderdude »

A shmup where pressing the 3rd button causes about 200 final bosses to appear on top of you.

You can call it "Don't press the 3rd button".

I'll be picking up my royalty checks in the mail .. >_>
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croikle
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Post by croikle »

bullet juggling
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Udderdude
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Post by Udderdude »

croikle wrote:bullet juggling
I'd buy that for a dollar.
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Ceph
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Re: looking for a simple gameplay mechanic idea

Post by Ceph »

zed wrote:Im gonna write a shmup over the next few days
Days, eh? That sounds like an awfully long time to create a game. Why don't you just download a ROM of R-Type and hack the title screen to say "Zed-Type"? I'm sure nobody is going to notice it's not really your game, because R-Type is pretty old.
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GaijinPunch
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Post by GaijinPunch »

So I figure why not ask the experts
You're in the wrong place for that.
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Keade
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Post by Keade »

As I said several times before, I would like a shmup which causes the bomb button to actually make the cabinet explode.
This is one killer gameplay mechanic


(I know that was terrible)


Apparently you're going to do something asteroids-like.
Is your game going to be single-screen or will there be scrolling ?

If you're going to make an "organic game", what about putting cell, chromosomes, enzymes, mitoses, ADN in there ?
If so, the ship could have a precise goal.
Like escaping from the body or preventing a virus / cancer / etc.
For graphic design inspiration, you could look at Gradius V, which has an organic level.
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Strider77
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Post by Strider77 »

a bomb button that make you blow up.
Damn Tim, you know there are quite a few Americans out there who still lives in tents due to this shitty economy, and you're dropping loads on a single game which only last 20 min. Do you think it's fair? How much did you spend this time?
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Keade
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Post by Keade »

I would call that "dumbombs"
(instead of smartbombs)
zed
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Post by zed »

Days, eh? That sounds like an awfully long time to create a game
do I detect a hint of sarcasm :)
actually first demo ready at the above link (in less than a day :lol:)

as u can see if u try it (u need opengl2.0 graphicscard)
though as u can see the basic gameplay needs something else
(press esc to change resolution btw)
You're in the wrong place for that.
:) perhaps, so wheres the right place then?
Is your game going to be single-screen or will there be scrolling ?

If you're going to make an "organic game", what about putting cell, chromosomes, enzymes, mitoses, ADN in there ?
If so, the ship could have a precise goal.
Like escaping from the body or preventing a virus / cancer / etc.
cheers, yes single screen (like in demo)
yes youre right im looking for a goal
escape the body, nice (like the original fantastic voyage game) but as its taking place in a small area I dont think this will work
anything else?[/quote]
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Post by antron »

your ship is a series of smaller ships inside smaller ships. as you get hit you shed a ship, making your hitbox smaller, but closer to your final death.
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antron
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Post by antron »

Udderdude wrote:A shmup where pressing the 3rd button causes about 200 final bosses to appear on top of you.

You can call it "Don't press the 3rd button".

I'll be picking up my royalty checks in the mail .. >_>
truxton II has that, and it is button 4
captpain
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Post by captpain »

Put like, a thing in where you can kill one ship but WAIT you have to kill another one before a bar depletes. And the bullets turn into bubble gum
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Post by Ed Oscuro »

Here's an idea I had the other day while playing Fighting Hawk (a modification of an old arcade idea, seems vaguely reminiscent of Phoenix):

Have the player try to take out smallest enemies first, i.e. at a miniboss, before taking out the larger ones. Popcorn -> medium sized enemies -> big enemies, without letting anything escape.

I had the idea when noticing that I was close to approaching a X000 point value, and thought of it like this: Have the player try to get as close to a 00000 point value (for example - going by the Toaplan value here) as possible before triggering it.

It's an idea that could require tricky flying and it could be no fun real fast if popcorn could get directly behind big enemies, for instance.
captpain wrote:Put like, a thing in where you can kill one ship but WAIT you have to kill another one before a bar depletes. And the bullets turn into bubble gum
antron wrote:truxton II has that, and it is button 4
:)

Nothing like being in stage three / four with the stage one boss music still on ._. It only puts one boss on at a time though.

Man, if there was some way for the extra enemies to coexist and if there was a bonus for it, it could be pretty rad. I guess.
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Post by lgb »

Topics about self-made shmup creation go in the Development forum.

As for your question, I'd say bullet juggling.
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Post by GaijinPunch »

You're in the wrong place for that.
:) perhaps, so wheres the right place then?

#shmups on IRC of course!
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Post by the2bears »

Wow, this thread is just like open mic night at Just for Laughs (tm)


:D

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Post by rig »

Enemy possession. Take control of enemy and get to use his attacks against other enemys.
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Post by moozooh »

A weapon that fires projectiles that bounces off the walls and enemies and kills you upon impact. Each projectile splits into two upon any impact, with up to three iterations.
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zed
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Post by zed »

Wow, this thread is just like open mic night at Just for Laughs (tm)
I aim to entertain
A weapon that fires projectiles that bounces off the walls
yes I have that already, thanks
Each projectile splits into two upon any impact, with up to three iterations.
Ill keep that in mind (I already have ~10 weapon ideas but the more the merrier)
your ship is a series of smaller ships inside smaller ships. as you get hit you shed a ship, making your hitbox smaller, but closer to your final death.
nice yeah I've made a game where u have 3 different sized ships, choose the right one for the right level. though since the player can customize their nanoship its not really applicable to this game

well thanks for the help:wink: guys
Yeah I suppose Ill post in the developement forum, btw I thought of the gameplay mechanic, youve gotto cure the host, btw Ive got a new demo up + running, if u want to check it out be my guest
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Ed Oscuro
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Post by Ed Oscuro »

Play X-Multiply and then develop the game!
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