Wish Project *Demo Available!*

A place for people with an interest in developing new shmups.
Post Reply
User avatar
retlaf
Posts: 31
Joined: Mon Jun 13, 2011 5:33 pm
Location: Canada
Contact:

Wish Project *Demo Available!*

Post by retlaf »

Image

Wish Project is a curtain fire shmup designed around the idea of using strategy and planning to pass stages gracefully rather than completely focusing on dodging bullets. The game contains a cast of six playable characters, each of which play completely differently.

I'm looking to make an appealing shmup accessible to a wide range of player skill levels which offers constant room and encouragement for self-improvement. If you have any suggestions which can help make this goal become reality, please let me know!



Download Demo v1 here:
https://skydrive.live.com/redir.aspx?ci ... CfxsT0I%24



Stage Design

Stages are designed such that there are absolutely no areas which require mindless tap-dodging to pass. Also, if an area is particularly difficult, there are generally several ways to make it easier, depending on how the player prioritizes targets.



Character Summaries

While the characters sound complex to use, all their basic attacks are forward facing. Understanding their nuances is not necessary for a beginner.

Radius – Bullets increase in power the farther they travel, being nearly worthless at close range. However, her alt-shot is a melee slash (with a short cooldown) strong enough to kill any non-boss enemy in one hit. She has increased speed allowing her to dart in and out quickly. Her bomb surrounds her in a shield, allowing her to slash enemies safely.

Eve - Bullets are slow, but relatively powerful. His alt-shot is a very slow, but very strong bullet which travels through enemies. Alt-shot stock refills over time (about 4 seconds), and has a maximum stock of 4. His bomb freezes enemies in place, making it trivial to land attacks.

Trigger - Fires a laser vertically. Instant travel and passes through targets. Alt-shot will drop the origin of the beam in place, allowing Trigger to move autonomously of the shot. Alt-shot again will drag the origin back to Trigger. Bomb drops a very powerful, temporary laser at the position it is activated.

Kettle - Bullet strength is not determined by power level, but rather by the number of bullets in her field (ie, near her). Increasing her power level increases the size of this field. She also has the ability to temporarily freeze bullets which are in her field. Her bomb protects her from the next (one) collision for about 10 seconds (clears bullets if hit), but partially refunds her spent bomb if she is not hit within that time.

Waltz - Two modes of fire. Alt-shot toggles between them. Mode 1: Forward facing. Mode 2: Spread; covers whole screen at max power. Her bomb damages everything and clears all bullets. Bomb is simple, but charges in 75% the time it takes other characters. Idea: target selection is important in Wish Project. A character with a spread shot often neglects careful target selection, so the slightly more spammable bomb makes up for the inevitable consequences.

L.C. - Shot strength doesn’t increase with power level. Instead, alt-shot spends one power level to shoot a strong, penetrating shot. Bomb shoots forward a bullet clearing shot that deals no damage. Both power and bomb charge extremely fast, and L.C.’s item collection radius is huge. The nature of his spammable bomb defines his playstyle.



Scoring System

Score item - 100 points
Enemy kill - 10 points
Bullet kill - 2 points
Non-score item - 1 point

Nearly all enemies drop score items. Enemies with more HP will drop more. Bosses drop a handful.

Kill an enemy to increase “Hit” by 1. Kill a squad/group of enemies to get a Hit bonus (a group of 4-6 enemies usually grants 4-6 bonus Hit). A boss grants more Hit the faster it is cleared (logarithmic curve: killing a boss with 50% time remaining grants about 6.5 out of a possible 10 Hit).

When a stage is cleared, Hit is calculated into a score bonus.

Stage score = (score earned on this stage) + (score earned on this stage x Hit / 100) + (Power Bonus x Power Level) + (Bomb Bonus x Bomb Stock) + (Life Bonus x Life Stock)

Intent:
- The more you kick butt, the better your score.
- If someone is really good at the game, but they do not know how the scoring mechanics work, they will still get a respectable score.
- If someone is explicitly playing for high score, they will do better than someone that is not playing for score, unless they are quite a weaker player.
- Playing for score is intuitive: there are few as possible “random mechanics” which must be “exploited” to get a good score.
- The more comfortable the player is with a stage, the more they are encouraged to take extra risks to push their score further (ie, going out of their way to grab those few extra items, or finish off the last couple enemies in that squad).
- There is strategy involved: when is it more efficient to focus on killing enemies versus collecting score items? It is not always possible to do both. Variations of this should define many possible stage routes.



Gameplay Video

http://www.youtube.com/watch?v=2QOP5wXg4d4



Screenshots

Image

Image

Image
Last edited by retlaf on Sun Jul 17, 2011 11:03 pm, edited 5 times in total.
User avatar
Blackbird
Posts: 1563
Joined: Fri Dec 10, 2010 3:27 am
Location: East Coast USA

Re: Wish Project

Post by Blackbird »

This sounds interesting. I like the idea of having different characters that appeal to different players/playstyles.

However, I couldn't comment about how well it works in practice until I've played it. I'll definitely give this one a fair shake when I get a game-worthy machine going... this one is only good for the web and explodes when any games run, lol.
Ixmucane2
Posts: 776
Joined: Mon Jan 19, 2009 3:26 pm
Location: stuck at the continue prompt

Re: Wish Project

Post by Ixmucane2 »

Judging from screenshots only, I find the left and right panels floating above bullets very strange. If bullet patterns are wide, why don't you adopt a wide playfield with compact score and status sisplays and no side panels? See Giga Wing or Mars Matrix.
Even without a uniform high density of popcorn enemies and wide formations that fill a wide screen, you can use enemy movements, variable entrance locations and aimed bullets that follow the player's position to ensure that the sides aren't very safe, that evading combat equals scoring badly, and that most fights are head on (like the one in the first screenshot) in traditional bullet hell fashion.
User avatar
retlaf
Posts: 31
Joined: Mon Jun 13, 2011 5:33 pm
Location: Canada
Contact:

Re: Wish Project

Post by retlaf »

I'm eager for feedback on how the characters play. They each have their own particular aspect that feels a bit overpowered, but I tried not to let these things make the game easy.

As for when you can try it, I just need to add a few PC features:
- Custom keyboard controls
- Gamepad support aside from Xbox 360 controller
- Proper resolution adjustment/scaling

Regarding the see-through GUI, I needed to hear this to make me realize I should add an option to disable that transparency. Keep in mind though that it does allow you to see some enemies coming before they're on screen, which can help in a handful of circumstances.

Thanks a lot for the comments!
Last edited by retlaf on Fri Sep 02, 2011 5:26 pm, edited 2 times in total.
Ixmucane2
Posts: 776
Joined: Mon Jan 19, 2009 3:26 pm
Location: stuck at the continue prompt

Re: Wish Project

Post by Ixmucane2 »

retlaf wrote: Regarding the see-through GUI, I needed to hear this to make me realize I should add an option to disable that transparency. Keep in mind though that it does allow you to see some enemies coming before they're on screen, which can help in a handful of circumstances.
You seem to agree that enemies and other stuff under the transparent panels are, for all practical purposes, already on the screen: the panels are partly obscuring important objects and/or not letting the player's craft reach them, which seems rather mean from the player's viewpoint.
Probably the best compromise is using opaque solid panels in the existing narrow levels (ensuring that not too many bullets and enemies come in from the sides and that items are constrained to the accessible area in the same way as the player) and reducing or removing them in possible future wide-format levels;
I consider transparent solid panels a waste of graphical effort for the sole purpose of teasing the player; transparency shouldn't even be an option. On the other hand transparent overlays over the accessible playfield are likely to be better than displaying the same information in a way that hides important objects.
User avatar
retlaf
Posts: 31
Joined: Mon Jun 13, 2011 5:33 pm
Location: Canada
Contact:

Re: Wish Project

Post by retlaf »

Edited for conciseness (see reply below)
Last edited by retlaf on Fri Sep 02, 2011 5:22 pm, edited 1 time in total.
User avatar
retlaf
Posts: 31
Joined: Mon Jun 13, 2011 5:33 pm
Location: Canada
Contact:

Re: Wish Project

Post by retlaf »

Here's, what I believe, a more clear way to describe what is intended with the semi-transparent GUI.

Referencing any game without a transparent GUI, enemies that are off-screen aren't considered in-play (ie, they don't shoot you before you can see them, etc). What I'm doing with Wish Project is taking the same implementation, but making the sides transparent with the intent of giving a warning for enemies approaching from any direction other than above.

Enemies that are behind the GUI are still considered off-screen/out of play, just as if the GUI were opaque, with the only difference being that you can see what's coming. To compensate for seeing things that you can't necessarily reach, the player is allowed to destroy enemies that are behind the GUI, and anything they drop will drift into the play area.

Are these intentions reasonable, or should the GUI be left opaque? Do you think you would need to play it to pass judgement? Is there any shmup that does this already? Any further comments are really appreciated.
User avatar
retlaf
Posts: 31
Joined: Mon Jun 13, 2011 5:33 pm
Location: Canada
Contact:

Re: Wish Project

Post by retlaf »

Updated the original post with descriptions of the full character roster and detailed scoring information.

Any feedback is much appreciated, particularly regarding the scoring mechanics.
User avatar
retlaf
Posts: 31
Joined: Mon Jun 13, 2011 5:33 pm
Location: Canada
Contact:

Re: Wish Project

Post by retlaf »

Added bullet cancelling as a scoring mechanic.
xnovocaine
Posts: 4
Joined: Wed Jul 13, 2011 4:06 pm

Re: Wish Project

Post by xnovocaine »

Will this be released for PC or is it going xbox live content?
User avatar
Blackbird
Posts: 1563
Joined: Fri Dec 10, 2010 3:27 am
Location: East Coast USA

Re: Wish Project

Post by Blackbird »

My computer may yet emerge from RMA limbo! This game is still on my list!
User avatar
retlaf
Posts: 31
Joined: Mon Jun 13, 2011 5:33 pm
Location: Canada
Contact:

Re: Wish Project

Post by retlaf »

xnovocaine wrote:Will this be released for PC or is it going xbox live content?
This game will mainly target PC with a possible release on xbox.
Blackbird wrote:My computer may yet emerge from RMA limbo! This game is still on my list!
I'm glad! Looking forward to hearing what you think of it.


Update on release, the demo is complete and I'm just working on finishing up the installer so that you don't have do download the dependencies (.net and xna 4). If I don't figure it out this weekend, I'll put up the .exe on Monday.
xnovocaine
Posts: 4
Joined: Wed Jul 13, 2011 4:06 pm

Re: Wish Project

Post by xnovocaine »

retlaf wrote:
xnovocaine wrote:Will this be released for PC or is it going xbox live content?
This game will mainly target PC with a possible release on xbox.
Blackbird wrote:My computer may yet emerge from RMA limbo! This game is still on my list!
I'm glad! Looking forward to hearing what you think of it.


Update on release, the demo is complete and I'm just working on finishing up the installer so that you don't have do download the dependencies (.net and xna 4). If I don't figure it out this weekend, I'll put up the .exe on Monday.
Awesome. Can't wait to give the game a try (:.
User avatar
retlaf
Posts: 31
Joined: Mon Jun 13, 2011 5:33 pm
Location: Canada
Contact:

Re: Wish Project

Post by retlaf »

The initial post has been updated with the download link.
xnovocaine wrote:Awesome. Can't wait to give the game a try (:.
Awesome! Looking forward to hear what you think of it. :)
xnovocaine
Posts: 4
Joined: Wed Jul 13, 2011 4:06 pm

Re: Wish Project *Demo Available!*

Post by xnovocaine »

I enjoyed it a lot. I'd make the "slow" movement a little bit slower though. It still is a bit fast making it hard to dodge the bullets. That's pretty much the only thing I really didn't like about it. Everything else was pretty awesome. I'll definitely play it a lot with my free time.
User avatar
retlaf
Posts: 31
Joined: Mon Jun 13, 2011 5:33 pm
Location: Canada
Contact:

Re: Wish Project *Demo Available!*

Post by retlaf »

xnovocaine wrote:I enjoyed it a lot.
Cool! I'm really happy to hear!
xnovocaine wrote:I'd make the "slow" movement a little bit slower though.
Reasonable! I changed the slow speed from 1/2 to roughly 1/3 for the next release. Also added an option in the controls menu to adjust the slow speed.
User avatar
ShmupSamurai
Posts: 473
Joined: Fri Jan 15, 2010 2:15 am
Location: Texas

Re: Wish Project *Demo Available!*

Post by ShmupSamurai »

This looks quite unique, will the finished product(if it gets finished) be free or buyable? :D
Use Shumpman's advice!

"USE A BOMB!"
User avatar
retlaf
Posts: 31
Joined: Mon Jun 13, 2011 5:33 pm
Location: Canada
Contact:

Re: Wish Project *Demo Available!*

Post by retlaf »

ShmupSamurai wrote:This looks quite unique, will the finished product(if it gets finished) be free or buyable? :D
Thanks! I really tried to design levels that feel like they play differently than most other bullet hell shmups. Plans are for the end product to be buyable, but no more expensive than 5$.

Current progress: 2 of the 3 remaining levels are fully designed, and the last partially so. Assets for the first have started being created.
User avatar
retlaf
Posts: 31
Joined: Mon Jun 13, 2011 5:33 pm
Location: Canada
Contact:

Re: Wish Project *Demo Available!*

Post by retlaf »

I'm working on refining the score system. I would love to hear absolutely anything anybody has to say about it, particularly about how fun it is to play for score, and whether the system feels like it gets in the way, or like you just don't have to pay attention to it.
User avatar
Suslik
Posts: 45
Joined: Sat Jun 05, 2010 6:52 pm

Re: Wish Project *Demo Available!*

Post by Suslik »

I got some error saying the computer is missing some component while installing. Decided to continue anyway and the game lags horribly(FPS is lower than 1 it seems) sometimes. For example normal mode stage 3 lazer part was where the lag kicked in. Couldn't finish stage 1 playing the hardest mode due to lag. Also there is no sound and music for me.

Changed the resolution to lowest and disabled backgrounds. The lag became less. It seems like bullet creation generates a lot of lag for me. Especially the lazers.
User avatar
retlaf
Posts: 31
Joined: Mon Jun 13, 2011 5:33 pm
Location: Canada
Contact:

Re: Wish Project *Demo Available!*

Post by retlaf »

Suslik wrote:I got some error saying the computer is missing some component while installing. Decided to continue anyway and the game lags horribly(FPS is lower than 1 it seems) sometimes. For example normal mode stage 3 lazer part was where the lag kicked in. Couldn't finish stage 1 playing the hardest mode due to lag. Also there is no sound and music for me.

Changed the resolution to lowest and disabled backgrounds. The lag became less. It seems like bullet creation generates a lot of lag for me. Especially the lazers.
Thanks for the info!

Regarding lag: Thanks, I'll do much more work optimizing bullet creation. I think you're right: this is probably the bottleneck on the CPU side. My goal is to have the game playable on most non-gaming laptops.

Regarding missing component & no sound: These issues are probably linked. Not sure what the cause is, though. XNA supposedly handles this kind of thing automatically. I'll look into it.

If possible, could you briefly list your specs? Thanks again.
User avatar
Suslik
Posts: 45
Joined: Sat Jun 05, 2010 6:52 pm

Re: Wish Project *Demo Available!*

Post by Suslik »

retlaf wrote:If possible, could you briefly list your specs? Thanks again.
The problem occurs most likely due to Intel 82945G Express Chipset graphics card.
Post Reply