After Xeno Fighters R is complete, I plan to remake an even older shmup of mine:
http://www.youtube.com/watch?v=uK3wNmcbtrs
http://www.youtube.com/watch?v=KZqeURHIgG4
This planned game will be a remake of my very first fangame, Parallel Dimensions 99. It was made in 1999 in Klik 'n Play, later ported to Multimedia Fusion to take advantage of advanced features.
It is a Gradius-style shmup that has a prominent dimension-hopping element. That element has been a staple in my fangames since, from Xeno Fighters EX all the way to Super Mario Fusion.
Since it is my first fan game, it does have its flaws. For example, the weapons system is very unpolished and confusing. One weapon is completely useless (it was more of Klik 'n Play's fault, since I had almost no control over variables).
I have already decided that, for the remake, I will NOT do what I did in XFR and bloat it full of new stuff like 100 new levels and a branching level progression system. I will correct the more glaring flaws in PD99 and add moe contemporary game features. Here is a list of changes expected for Parallel Dimensions 2012:
*The remake will no longer be a fangame. There will be absolutely no music, graphics, and sounds taken from other video games. Everything will end up being 100% original, and I'll very likely ask for help in the spriting and music departments.
*I will do away with the confusing subweapon system and powerup system and adopt a Gradius-style powerup system with different weapons arrays mixing the PD99 weapons and subweapons. The only new powerups are shields/force fields and a smart bomb. Capsules are collected to switch between powerups on a Gradius-style powerup bar.
*Option formations are fixed to whatever weapons array you choose.
*There will be two-player simultaneous action.
*There will no longer be a healthbar. Your ship will die with one hit.
The weapons arrays are selected at the start of the game. The planned arrays are as follows:
Balanced array: Offers a balance between offensive and defensive weaponry. Uses the standard Option formation (shadow movement)
Offensive array: Has very powerful weapons, but lacks in defensive coverage and rapid fire rate. Uses the fixed-flank Option formation.
Defensive array: Has weapons with rapid-fire capabilities and a special weapon that can nullify standard enemy bullets. Lacking in raw offensive power compared to the Offensive array. Uses the rotation Option formation.
Weapon edit mode: can build your own weapon array, right down to choosing your own Option formation. This will be an unlockable feature.
My next GM shmup: Parallel Dimensions 2012 (planning stages)
My next GM shmup: Parallel Dimensions 2012 (planning stages)
The age of Alluro and JudgeSpear is over.
Re: My next GM shmup: Parallel Dimensions 2012 (planning stages)
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!Alluro wrote:After Xeno Fighters R is complete

-
BPzeBanshee
- Posts: 4859
- Joined: Sun Feb 08, 2009 3:59 am
Re: My next GM shmup: Parallel Dimensions 2012 (planning stages)
Sounds good, and your proposition to remove the fangame aspect will be quite interesting to see put into action. I might be able to help out with music (and graphics if you need anything like the nebula stuff again) though there's at least two people on this forum alone that can make music better than I can.


Well it IS getting closer to its final version now after all. I'm looking forward to seeing the day it comes out myself.mjclark wrote:!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!Alluro wrote:After Xeno Fighters R is complete

Re: My next GM shmup: Parallel Dimensions 2012 (planning stages)
Never mind that the name DOES call to mind branching paths, but more in a sense of Shippuu Mahou Daisakusen (i.e. freely switching between two lanes without much in the way of it impacting, say, the final area).
Meanwhile, if there are any story details you'd like me to look at from unusual angles...(I do wonder how someone claimed that one backstory I came up with classified as "good", simply because I'd established that the alien vessel that humans reverse-engineered crashed as a result of the risks the pilot had taken in blowing up a comet on a collision course with Earth, in any case. Simply because I avoided the hackneyed advance scout for a conquering force?)
Meanwhile, if there are any story details you'd like me to look at from unusual angles...(I do wonder how someone claimed that one backstory I came up with classified as "good", simply because I'd established that the alien vessel that humans reverse-engineered crashed as a result of the risks the pilot had taken in blowing up a comet on a collision course with Earth, in any case. Simply because I avoided the hackneyed advance scout for a conquering force?)
Re: My next GM shmup: Parallel Dimensions 2012 (planning stages)
Don't overthink it, Skyknight. No overwrought story is needed for this game.
I might go so far as to add one or two new stages, but that's about it. I will not make the same mistake I made with XFR and let ambition take it over. It was only now I was able to reel in the excesses in XFR.
I might go so far as to add one or two new stages, but that's about it. I will not make the same mistake I made with XFR and let ambition take it over. It was only now I was able to reel in the excesses in XFR.
The age of Alluro and JudgeSpear is over.