More info about the game can be found here.
Screenshots:





Gameplay Trailer
I don't have one at the moment, but I'm planning on recording a 5-minute or so gameplay video soon.worstplayer wrote:It probably looks confusing due to the way the video is edited. Do you have a longer gameplay segment without cuts?
Already in placeBPzeBanshee wrote:- framerate display option to check performance
Have this tooBPzeBanshee wrote:- option to toggle removal of "motion blur, and alpha-blended particle effects" and other aesthetic junk in favour of performance
That's quite a good idea. I'll look into it!BPzeBanshee wrote:- TATE (at 90, 180 and 270 degrees to accomodate possible flipped or otherwise rotated screen displays)
I have this as wellBPzeBanshee wrote:- joystick and gamepad support with mappable buttons
I found your agreement agreeable.BPzeBanshee wrote:Agreeing with all of the sentiments of this thread.
Also, estimating quantities with a split-second glance is easier with circles or at least segmented bars than with smooth bars.drei :3 wrote:It makes the game feel imprecise when something as basic as whether getting hit by a certain attack will make you blow up isn't immediately clear to the player.
(...)
A fix that might actually work and is very easy to implement is to give the player a short time of invincibility after the energy bar is fully depleted. After that, anything is deadly.
Or more importantly, severe punishment for getting hit. I have no idea what kind of scoring system you're using for this game, but breaking combos and cutting multipliers in half seems to be the tested and tried way to go).Udderdude wrote:There should still be some sort of bonus for health remaining at the end of each stage to promote not getting hit.
Yes, the trailer music is a Touhou OCRemix. It wasn't a blatant tie to the fact that my game is Touhou-inspired, I just found it a very fitting song for the trailer. While all the music in the game is comprised of OCRemixes, there are no Touhou remixes in the actual game.Blackbird wrote: You really are wearing your Touhou influences on your sleeve though. I'm pretty sure the music in the trailer is even a Touhou remix (I could be wrong though >_<). Is the ingame music going to be like that? I mean, if you're cool that your influences are on your sleeve, then that's fine, I'm just saying.
I'll add that I agree with the concern about the backgrounds being too bright, but I will refrain from further criticism until I have actually played the game.
The game runs in native OpenGL 3.0 (for the more visual features, such as alpha-blended particle effects, a FrameBuffer Object is needed). However, on startup the game detects the current OpenGL version and will automatically disable any extra visual features if an older version of OpenGL is detected.BPzeBanshee wrote: When things get more stable internally I'll be interested to know what version of OpenGL you guys are running as well as optimal system requirements. TF4R failed real badly in regards to support for older computers partially due to its lack of optimisation within Java and the OpenGL version exclusivity, I doubt it'll happen to you but I'd hate to see this go under the same trap.
That sounds like a good idea! I'll look into making the system a little less esoteric than just a smooth health bar.drei :3 wrote:Also, estimating quantities with a split-second glance is easier with circles or at least segmented bars than with smooth bars.
I hope you don't plan to have a lot of variety in how much damage different enemy projectiles do, I would find that very confusing. I'd rather have a clear system where most enemy shots eat the same amount of health and there's a unique-looking type that empties your health without killing you. Or something like that, definitely not more than 3 types of damage.
For the purposes of providing better critical feedback to you, what was your reasoning for including a hit point bar, anyway?snobaste wrote:That sounds like a good idea! I'll look into making the system a little less esoteric than just a smooth health bar.