
NEW ALPHA VIDEO SEPTEMBER 2011 - http://www.youtube.com/watch?v=epeTMdQAXDU
(pre?)ALPHA GAMEPLAY VIDEO HERE: http://www.youtube.com/watch?v=KBB-2iT0-N8
Please have mercy on us for the roughness at this point. We're still implementing core systems and we are sans 3D artist. (though our search is almost finished)
Howdy! I'm representing a small indie team called Zanrai Interactive, and we're trying to spread the word about a game we're currently developing. We're still establishing base components that we want in here, but we're at the point where we want to start spreading the word. We're developing it in UDK, which gives us a lot of cool toys to play with, but at the same time we want to avoid the floaty, indie Euroshmup stigma that a lot western shooters tend to materialize into. We recognize that trend where developers focus on components outside of the actual gameplay and shooting (like gravity, boring enemy repititions, and all that jazz) and we're actively pursuing the tight controls and gameplay found in classic Japanese shooters. We aren't really intending this to be a bullet hell shooter. Anyhoo, this is the first of probably many posts by me in this thread to keep tabs on our progress. We have a website if you're interested in following our dev blog, again, I'll keep posting any big developments in this thread.
DEV BLOG : http://www.heavenvariant.com/
We're aiming to release for digital purchase, and we have registered a company and everything, so this is a serious endeavor, but it stems from a genuine love for pure thrill of shooting enemies on a 2D plane.
The Alpha video is mainly a demonstration of a few main features and the general style. Again, we do not have a 3D artist and all the models in the video are placeholders (our search for a 3D modeler is almost over though). The video shows some of our gameplay, effects style, and weapons. Its mainly just a showcase of a few components that are a little technical. Particularly spawning enemies that we can easily animate (they're not doing much in the video admittedly), shooting down enemies, and scrolling through a 3D stage.
Extra Stuff:
(Note: A sample music track is available on our dev blog!) Just click the link!
(Note: Some of these pics use our old logo. We've replaced it since with the one at the top of this post.)
Character avatars such as these will be used to identify friendly and enemy characters that are speaking over the radio during gameplay. They will be key in not only informing the player where enemies are coming from, but in relaying the simple story. The story definitely takes a seat to the gameplay at all times though.

alpha screencap:

This is tentatively the player ship. It will go through a few revisions, surely. The rotating "weapon axle" is the power up slot. The player can manually aim this weapon and precisely aim at enemies at will, but in doing so, will sacrifice agility. The player's main laser weapon that is always equipped will always fire straight ahead, and this gives us some higher level gameplay scoring mechanics to implement, including allowing the player to line up in the right region of the screen to shoot at two enemies at once. We are being mindful of being fair as well, because while enemies can theoretically come from any direction with this mechanic and we intend on making sure that the flow of the enemies coming at the player ensure the player moves to the right areas as needed. Worst case scenario we use a warning indicator arrow. This allows us to do some cool stuff, like chase sequences (enemies from behind), or even limiting the player to shooting at enemies below him in ground vehicles.

Our explosions are animated with a little bit of an anime look/style. We layer it with traditional particle effects for smoke to help it fit into the 3D world. The alpha video shows this best probably.

This is just a background test. It probably won't be used, but who knows.

One thing not shown here is our armor system we're using for enemies (medium, to larger enemies that is). You will be able to pick apart and shell enemies to a core. Admittedly a lot of games have done this, but we intend to add -a lot- of parts, practically designing our enemies from the inside out so that the player can pick them apart. This ties into the scoring system also.
We're on Facebookand Twitter too, if that's your bag, and again we have our Dev Blog, too. We'll keep this thread up to speed too as we update and add significant stuff.
Anything you have to say is welcome. We're happy to take any questions you might have.
Cheers.