Rising, Sneak Peek

A place for people with an interest in developing new shmups.
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trap15
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Rising, Sneak Peek

Post by trap15 »

The engine and system is mostly done for my current shmup, though of course it will have to be rebalanced a bit as I develop stages and enemies. I figure with the current progress I have, I could/should share my current development documents, and get feedback or something along those lines.

Without further ado: http://dodonpachi.daifukkat.su/rising/

I'll answer whatever questions you throw at me, so go for it :-)
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<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
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Udderdude
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Re: Rising, Sneak Peek

Post by Udderdude »

I know something else that's rising .. in my pants >_>
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BPzeBanshee
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Re: Rising, Sneak Peek

Post by BPzeBanshee »

Certainly sounds like a solid plan you got yourself there trap15! I presume you've written the engine yourself?
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trap15
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Re: Rising, Sneak Peek

Post by trap15 »

Thanks! Yeah, I wrote the whole engine myself, all the way down to the OSD layer. It's nice, except when stuff crashes and I have no one to blame but myself :-)
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<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
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Frenetic
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Re: Rising, Sneak Peek

Post by Frenetic »

Wow, you wrote the whole engine yourself? That is so impressive! Am looking forward to playing your game!

Cheers,
F
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trap15
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Re: Rising, Sneak Peek

Post by trap15 »

Really, the engine is the easiest part (at least in my opinion). Designing the stages and art direction is far more difficult and advanced and time-consuming and, in reality, is what almost everyone is going to see from the game. The engine just makes it work (or in some cases, not work), and isn't exactly the most complex thing in the world.

Anyways, yes, I'm looking forward to playing it myself. :P
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<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
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Re: Rising, Sneak Peek

Post by BPzeBanshee »

I was (and am) targeting the engine for discussion here because the design you've got for the gameplay looks quite solid on text, but of course seeing it in action may be the can of worms for errors.

I realise I'm jumping far ahead and probably asking silly and obvious questions, but nitpick questions ahoy :P:
- will it TATE? [before Emphatic asks lol]
- will it scanline?
- will it support input replays?
- when you have a working example, any chance of a debug display (FPS etc)?
- will it support joysticks/gamepads and if possible configurable deadzones?

The other curiosity I have is the art. Since you're obviously taking a Yagawa-era Raizing influence in this will the art be similar (ie top-down) or am I jumping too far ahead for any clue in this regard?
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Re: Rising, Sneak Peek

Post by trap15 »

BPzeBanshee wrote:- will it TATE? [before Emphatic asks lol]
Yes (technically is like that now)
BPzeBanshee wrote:- will it scanline?
I highly plan on it
BPzeBanshee wrote:- will it support input replays?
Should be easy enough (and it'd make creating attract mode sequences way easier, so it'd probably be in my own best interest)
BPzeBanshee wrote:- when you have a working example, any chance of a debug display (FPS etc)?
My debug display currently already includes current time (in minute:second:frame format), current rank and current sprites on screen. No FPS yet, but that will be easy to add.
BPzeBanshee wrote:- will it support joysticks/gamepads and if possible configurable deadzones?
Possibly far into the future, when the game is approaching completion. In reality, it likely will be fairly easy to do (as I have designed the engine with it in mind), it's just not really something that's too much of a priority to me right now.
BPzeBanshee wrote:The other curiosity I have is the art. Since you're obviously taking a Yagawa-era Raizing influence in this will the art be similar (ie top-down) or am I jumping too far ahead for any clue in this regard?
I'm really not sure how I want to go with the art yet, but yes, it will be similar to YGW-era Raizing art.
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<S.Yagawa> I like the challenge of "doing the impossible" with older hardware, and pushing it as far as it can go.
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Re: Rising, Sneak Peek

Post by BPzeBanshee »

:D Well I'm happy and can't think of anything else to ask. Looking forward to this!
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Re: Rising, Sneak Peek

Post by Dave_K. »

Definitely piqued my interest with that name, but if this was truly going to be a Raizing tribute, I wouldn't reveal secrets/bonus, and rank information early on. I understand you want to vet your ideas, but a lot of the fun of Raizing games are the discovery of these things on your own, figuring out the scoring system, and developing strategies from what you learned to achieve particular goals.

So what platform is this being developed on, and for?
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trap15
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Re: Rising, Sneak Peek

Post by trap15 »

Understandable, but at this moment it's just a WIP. I will probably be changing the scoring and rank formulae later on, and I won't reveal the final formulae for the released version.

Of course it's being developed on a PC (what else am I going to develop it on, a Gameboy? ;) ), but the actual final target isn't known yet. I'm likely going to release it for PC, but I'm tempted to release it for some consoles as well, and maybe some other stuff. I'll have to evaluate that once I approach the end of the development.
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Re: Rising, Sneak Peek

Post by emphatic »

BPzeBanshee wrote:- will it TATE? [before Emphatic asks lol]
Oh, I'm that guy now? :lol:

Very interested in seeing the development of this. Would be cool if it could be ported to arcade hardware. *ducks*
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