Bullet hell Run & Gun
Bullet hell Run & Gun
OK, not an actual screenshot, but a cheap mock-up.
Why hasn't anybody made a bullet hell run & gun game yet?
To compensate for the bullets, same as shmups, the hitbox would be smaller than the character graphic (see yellow box in character's mid-section)
Also to compensate for bullet count, every character would have a double jump (perhaps triple jump with a powerup?), and be able to glide by holding up on the d-pad, or descend faster by holding down.
So ...
Who else thinks this would be awesome?
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Square King
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I think the way forward would be by designing the levels so the player can make good use of scenery as cover and perhaps arming the player with some kind of limited time rechargeable block or reflect shield to make up for the disadvantages of having less movement freedom.
:: SHMUP-DEV :: - what it says on the tin
Nah, I don't think it should be gigawing-ified. The player needs to be out there with nothing but his wits to survive Obviously there would still be screen clear bombsMotorherp wrote:I think the way forward would be by designing the levels so the player can make good use of scenery as cover and perhaps arming the player with some kind of limited time rechargeable block or reflect shield to make up for the disadvantages of having less movement freedom.
I am certain that there would be a way to place the bullet patterns to make it hectic but still doable.
Bah to the naysayers. 15 years ago, did you ever imagine something like Mushihimesama would exist?
I think this at least needs to be attempted.
Perhaps the bullets could move slower than shmups?
Also, to specify: the double (triple?) jump wouldn't be like it is in most games where you can only do the double while going upwards. You could activate it at any time, even while travelling downward. This would allow for a lot of flexibility of movement
Also, somebody mentioned "hovering".. but it wouldn't be hovering like Princess in mario 2, it would be gliding down slowly like you do with the tanuki suit in mario 3 This would give you 3 speeds for downward movement: glide (slow), regular falling speed, and accelerated falling speed. Plus triple jumps at any time you need them.
Hell, you could even make the triple jumps have altered speeds by holding down on the d-pad to make the jump up slower
I think that sounds maneuverable enough to get through bullet hell patterns. Maybe the patterns could be more like a danmaku game where there are not very many aimed shots, since with gravity you don't have the option of sweeping back and forth to avoid aimed shots
Edit: Also, it would be even better if you could use 2 d-pads or 2 analogue sticks.. (Nintendo Virtual boy controller, oh yeah!!) One for movement and one for aiming. That way your bullet dodging isn't reliant on where you are trying to aim too.
Last edited by indstr on Wed May 21, 2008 7:00 pm, edited 1 time in total.
"Heavy Weapon" comes to mind as well....I guess you could call it a severely handicapped shmup since you can't dodge "bullets" by moving above or below them...You could do the same thing I gues by having a character running, and if you really wanted to add the up/down idea you can just make the a 2.5d "slanted" background where the character can run up and down the different planes of elevation and there could be climbing elements as well...Kinda like Guwange as a horizontal shooter...
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worstplayer
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I think it could work just fine with reduced hitbox (let's say player is heavily armored and only vulnerable area would be visor on the helmet) and analog crouching (so you could adjust your "height" by pressing up and down).
...Or just make it vertical, we need more Outzone clones.
...Or just make it vertical, we need more Outzone clones.
"A game isn't bad because you resent it. A game is bad because it's shitty."
This.Udderdude wrote:Platforming controls are not precise enough to avoid that kind of crazyness.
You can't control your character good enough to make it viable. How are you going to avoid bullets in mid-air? What if you need to jump, but only very slighty, and anything higher than that would get you killed? Same thing if you need to duck.
You need fast-responsive controls and able to go anywhere on the screen. Horizontal run'n'guns wouldn't work, but vertical ones might (a manic version of Out Zone would be nice).
what about something similar to guardian heroes with three different planes of gaming (different bullet colour for different plane)?
it should have the same hipnotic effect that have a bullet hell game, you gain depth inside the screen and with double and triple jump you should gain an impressive mobility...
i think a run n'gun bullet hell should be a great game if well developed...
it should have the same hipnotic effect that have a bullet hell game, you gain depth inside the screen and with double and triple jump you should gain an impressive mobility...
i think a run n'gun bullet hell should be a great game if well developed...
I think this would either slow the game down, or just make it confusing. I don't think you typically move on different z-planes as quickly as X and Y in 2D games, it usually takes more than just pushing up.genecyst wrote:what about something similar to guardian heroes with three different planes of gaming (different bullet colour for different plane)?
it should have the same hipnotic effect that have a bullet hell game, you gain depth inside the screen and with double and triple jump you should gain an impressive mobility...
i think a run n'gun bullet hell should be a great game if well developed...
I think having places to hide would help, just make it difficult to go from one safe spot to another and different "safe" spots would have different types of protection. One area may cover for front and top, where another may be better at blocking attacks from below. In these cases the ideal attack angle would have to be taken into account as well.
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BPzeBanshee
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I just had a brainwave with this - the Dark Troopers/Jet Troopers from Star Wars.
Not saying that it should have a Star Wars theme to it, but having a Jet thruster of some sort on your back for temporary amounts of time giving you the control of an aircraft and a running person when on the ground COULD work for this sort of thing. o_O
Not saying that it should have a Star Wars theme to it, but having a Jet thruster of some sort on your back for temporary amounts of time giving you the control of an aircraft and a running person when on the ground COULD work for this sort of thing. o_O
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I believe such a viewpoint (an isometric one) would make it even more difficult as it's harder to judge the space between different bullets then. There's an isometric doujin game that's got shades of 'bullet hell' in it. Look for it in the thread titled 'a list of isometric shmups' or something similar. I can't remember it right now.TodayIsForgotten wrote:maybe that 3/4 type camera as found in view point would work?