Zytron II - Multiplayer Twin Stick Scrolling Shoot Em Up

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Trinosis
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Zytron II - Multiplayer Twin Stick Scrolling Shoot Em Up

Post by Trinosis »

Zytron II Now On Sale + New 3 Level Demo

V1.3 Demo Download Link ( 90mb hd space required )

3 level Demo, Url's

62mb Installer
http://www.trinosis.com/zytron2/demo/Zytron_II_Demo.exe

66mb Zip
http://www.trinosis.com/zytron2/demo/Zytron_II_Demo.zip


It was felt that a single level didn't convey enough of the game to players but that a 3 level demo provides enough variation to allow players to better judge the game.

The demo features levels, 1 , 7 and 12 from the full version of the game.

The game has had numerous updates, extensive playtesting and game balancing since my initial v1.0 demo.


Many thanks to mjclark for excellent playtesting and feedback. :D


Website
http://www.trinosis.com/zytron2/zytron2.html


Written in Blitzmax



About The Game
Zytron II is a twin stick, scrolling shoot em up for Windows PC Computers and is the sequel to my 1990 shoot em up for the Commodore 64 home micro, Zytron Megablast.
Sold through the classic UK magazine of the time, Zzap64.
The game is typical of scrolling shoot em ups of that era and will be familiar to anyone who's played such classics as, Armalyte, R-Type or Gradius ( Nemesis ).
The aim of the game is simple enough, blast anything and everything in your path to make your way to the last level and destroy the end of game boss.

Video
Lo res youtube video
http://www.youtube.com/watch?feature=pl ... IEfHCQNfqI

Hi res flash video
http://www.trinosis.com/zytron2/flash_video.html


Images
Image
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Game Features
Supports Any Combination Of Mouse , Keys And Joysticks ( Including Xbox 360 controllers ).
1 - 4 Players Co Op ( Players can join the game at any time ).
32 Multi Directional Parallax Scrolling Levels.
Auto Firing Player Ships.
End Of Level And Mid Level Boss Fights.
Meteor Storms.
Ufo Swarms.
Player Smart Bombs.
Optional Player Energy Sharing System ( Players can keep each other alive by sharing energy ).
Auto Saves Allow For Pick Up And Play Gameplay ( Restart From The Last Level You Played ).
20 Achievements.
13 Soundtracks.
In Game Instructions And Gameplay Hints / Tips.
Backstory ( Sets the scene for the game ).
Unlockable Game Complete Sequence.
Multiple Detail Settings.
Multiple Screen Resolutions
( 1024 x 768 - 1680 x 1050 widescreen ).
Fullscreen / Windowed Modes.
16 / 32 Color Depth.
Multiple Monitor Refresh Rates.

System Requirements

Windows 2000 / XP / Vista / 7
2 Ghz Processor
512mb Ram
128mb Graphics Card
Direct X 7.0 / Open GL
110 mb hd space for the Demo


More screenshots and details are available on my website at

http://www.trinosis.com

You can also read the backstory to the game, either in game from the main menu or on my website at

http://www.trinosis.com/zytron2/backstory.html
Last edited by Trinosis on Thu Jan 26, 2012 3:35 pm, edited 3 times in total.
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mjclark
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Re: Zytron II - Multiplayer Twin Stick Scrolling Shoot Em Up

Post by mjclark »

Instantly grabbed by this as I love twinstick shmups and abstract shmups. Actually this is the first horizontal twinstick abstract I can think of. It already looks like it belongs on XBLIG :D
Had a few minor irritations:
1) Want to navigate menu with joystick please
2) Had to input player name on scoreboard every time rather than it being saved by default
3) Health bars are a turn-off but I see it's integral to the gameplay here, and this is so pretty and fluid maybe I could learn to love them :D
4) Immediate intense difficulty which seems to stay pitched at the same level throughout the stage. Would prefer it if intensity gradually increased over time/distance.

And questions:
a)The demo stage seems to start with different enemy formations each time. Why? Is this procedural generation or just a random setup each time? There needs to be something which can be memorised, whether that's a set of procedural environments or good 'ol fixed enemy patterns.
b)What are the scoring mechanics? Any chaining bonuses? Proximity bonuses? Score multipliers?

Anyway, like I said, I'm grabbed by this so look forward to further developements and a full release :D
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Trinosis
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Re: Zytron II - Multiplayer Twin Stick Scrolling Shoot Em Up

Post by Trinosis »

Hi mjclark.

Thanks for the feedback.

Some good suggestions there.
1) Want to navigate menu with joystick please
Mouse only, because up to 4 players can be playing. So, who do i let navigate the menu's ?

I could let all active players control the mouse cursor for navigation for example, but that could cause issues if someone has a joystick problem.

In effect two players pulling in opposite directions which could cause a menu lock.

I don't really see a suitable solution to this.

Unless i designate a certain player to be menu navigator. But then that player could die in game, and so another player would have to take over the role.

Isn't it much easier simply to use the mouse, which is quicker than a joystick.

I'll have to give this some thought.



2) Had to input player name on scoreboard every time rather than it being saved by default
Thats an interesting point.

It's because there could be up to 3 other active players as well as the player who's profile it is.

I'm not sure i want to make the process auto for the profile player.

I'd like to keep continuity for all players.

I could however have a toggable gameplay option, to auto enter the profile players name on the high score table.

But all other players need to enter their own high scores because they could be different people each time.


Thinking about it further.

I suppose when the profile is created i could have all 4 players names entered there.

Then auto enter each name for the high score after each game.

I think thats a more sensible approach.

It would mean that each profile is associated with 4 specific players whereas at the moment, it's only associated with the profile player.

I think this would be a much better solution.


Health bars are a turn-off but I see it's integral to the gameplay here, and this is so pretty and fluid maybe I could learn to love them
hmm.

Well, the energy rings that surround each player are toggable on / off but for the health bars i'm not sure.

They are only small.

If i get more comments from people about them, i might think about modifying them.

If i remove them or make them toggable on / off, then that raises the possibility that the energy rings and health bars could both be turned off giving the players no indication of current health.


Immediate intense difficulty which seems to stay pitched at the same level throughout the stage. Would prefer it if intensity gradually increased over time/distance.
This is really interesting.

I find the level very very easy to play. I was worried the level was too easy.

Yes, the level is pitched at the same difficulty throughout.

The difficulty increases with each new level.

Level 32 being the hardest and level 1 the easiest.

The system means that the players can retry the same level as many times as they want until they complete it.

Any players who die by the time another player completes the level don't take any further part in the game.

Do you want the demo level to be easier to play ?



The demo stage seems to start with different enemy formations each time. Why? Is this procedural generation or just a random setup each time? There needs to be something which can be memorised, whether that's a set of procedural environments or good 'ol fixed enemy patterns.
Yes, the enemy patterns are random.

The memorizing comes from the enviroment.

Laser beam placements, gun turrets, boss positions, meteor storm positions, crystals ect.

So, the game incorperates both strategies.

I have no plans to change the random enemy patterns as i feel it keeps a certain amount of unpredictability which allows for a slightly different game each time.



What are the scoring mechanics? Any chaining bonuses? Proximity bonuses? Score multipliers?
There are no complicated scoring mechanics.

Just basic scores for each enemy.

All active players get a boss kill bonus though.

I have no plans to include any other score mechanics.

But if i get more requests for certain score mechanics i'll think about adding them.



Anyway, like I said, I'm grabbed by this so look forward to further developements and a full release
Thats great.

Thanks for taking the time to give some excellent feedback.

It's raised a lot of issues i wasn't aware of.

I'll get to work making some changes.
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mjclark
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Re: Zytron II - Multiplayer Twin Stick Scrolling Shoot Em Up

Post by mjclark »

Want to navigate menu with joystick please
Mouse only, because up to 4 players can be playing. So, who do i let navigate the menu's ?
This doesn't pose any problems for console shmups (which obviously have only controllers). In most Xbox games all players can navigate menu with their controllers and in a lot of PS2 games it's only player one.

I suppose when the profile is created i could have all 4 players names entered there.
Then auto enter each name for the high score after each game.
Why not just save the first name entered for each player as default on subsequent plays?
The difficulty increases with each new level.
Ok- with 32 levels that makes sense but wasn't apparent from a single level demo.
I have no plans to change the random enemy patterns as i feel it keeps a certain amount of unpredictability which allows for a slightly different game each time.
As long as it's fixed sections or stage designs but occurring in a random order that's fine, but if the actual enemy patterns are different every time (and not procedurally generated so that they are a function of previous gameplay) then the game can't be played competitively for score since different runs will not be comparable. This is a dealbreaker!
There are no complicated scoring mechanics.
But if i get more requests for certain score mechanics i'll think about adding them.
This is another dealbreaker! The scoring requires some kind of depth (chain bonus, proximity bonus, score multiplier under certain conditions etc) otherwise the game will be extremely boring and lack any replay value. If i get the same score value every time for every object then the gameplay will become tedious very quickly, like trying to throw a tissue into a wastepaper basket from a certain distance...

...have a look at Score Rush, say,or another good indie shmup.

Also how about a time attack Caravan mode? Then just shooting everything starts to make sense :D

Anyway, this looks and feels good so with a bit of depth it could be a real winner!
Please keep us posted :D
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Trinosis
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Re: Zytron II - Multiplayer Twin Stick Scrolling Shoot Em Up

Post by Trinosis »

Hi.

Ok, i'll see what i can do about navigating the menu's via joystick, or any input method for that matter.

You're right about the consoles. But this is a pc specific game, where mouse use is most common.

I'd prefer to have too many options than too few so i'll see what i can come up with.



Ive thought up a name system.

When a new profile is created, an option screen will appear to enter names for all 4 players.

Default names will appear as player 1, player 2 ect

And these names will be input into the high score table automatically.

There will also be a main menu option to change the player names too at any point. If new players join ect.

That should take the tedium out of inputting player names after each game

As long as it's fixed sections or stage designs but occurring in a random order that's fine, but if the actual enemy patterns are different every time (and not procedurally generated so that they are a function of previous gameplay) then the game can't be played competitively for score since different runs will not be comparable. This is a dealbreaker!
In theory, i can see where you are comming from here.

I don't really agree though.

I see the game not primarily as a score chasers game but as a story / quest shooter.

With the aim to get to the last level to conclude the story. There is a backstory to the game. Available from the main menu.

And when the game complete sequence is unlocked and viewed it concludes the story.

The backstory sets the scene for the game. How the players find themselves in an alien world.

The game is the player driven story.

The game complete sequence concludes the story.

With the scores being a secondry achievement.

I will concede that a certain percentage of players are score chasers and will want to play for that reason.

But it's too late in the game, ( pardon the pun ) to recode all the attack patterns in the game now.

The current random attack patterns were in the game design from the start and as previously stated, are to provide variation on each play.

I personaly don't see it as a deal breaker as you put it, contrary, i think it adds to the game.

But, if i get further comments similar to yours i will consider a change.

I always played the old aracde scrolling shooters to get as far as i could, with my score not really playing much of an important role.

And it's this philosophy that i bring to Zytron II.



Having said that, adding new score mechanics is definately something to consider if there is demand for it.

At the moment, i'm just sending feelers out to get initial feedback on this first demo.

...have a look at Score Rush, say,or another good indie shmup.

Also how about a time attack Caravan mode? Then just shooting everything starts to make sense
I've not seen Score Rush, so will definately check it out.


Anyway, this looks and feels good so with a bit of depth it could be a real winner!
Please keep us posted
Although we have a couple of disagreements, your feedback is all valuable stuff.

Much apreciated.


BY the way.

I've just seen your location.

Torquay, UK.

Believe it or not. I'm in the next town over. Paignton. lol.

Small world.
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mjclark
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Re: Zytron II - Multiplayer Twin Stick Scrolling Shoot Em Up

Post by mjclark »

Respect to the English Riviera!
I must admit I really like playing for score and was vaguely hoping for online scoreboards :D
Radiangames Inferno on XBLIG is an endurance-based abstract twinstick shmup that I couldn't get enough of though and that's got no scoring at all...
..Anyways, if you fancy meeting up for a coffee and further discussion in Hyde Road next week PM me :D
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Trinosis
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Re: Zytron II - Multiplayer Twin Stick Scrolling Shoot Em Up

Post by Trinosis »

I don't plan on including online scores at present.

But if the game gets on the Steam service, then online scoreboards will be possible.


Just to make things a little clearer as i don't think i explained the attack waves system properly.

Although the attack waves appear on screen from random directions and with random images, the frequency they appear is the same for the whole level.

Although there is slight variation in how many enemies each attack wave has and it's duration on screen depends on its path. Following spline curves.

The spawn rate for the attack wave is based on a timer.

If an attack wave gets destroyed on screen, another attack wave won't immediately spawn until the timer has elapsed. Keeping the steady spawn rate.


Thanks for the offer of a meet, but i'm currently having a new bathroom fitted, which needs my presence. So, it's not convenient at the moment.

Happy new year.
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mjclark
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Re: Zytron II - Multiplayer Twin Stick Scrolling Shoot Em Up

Post by mjclark »

And a Happy New Year to you too!
Awaiting further developements with interest :D
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Trinosis
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Re: Zytron II - Multiplayer Twin Stick Scrolling Shoot Em Up

Post by Trinosis »

New V1.1 Demo Available For Download.

See First Post.
LoudBlast54
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Re: Zytron II - Multiplayer Twin Stick Scrolling Shoot Em Up

Post by LoudBlast54 »

Very pretty design, and awesome creativity. (but i have not the good joypad for it, and i find it's difficult by mouse)
Trinosis
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Re: Zytron II - Multiplayer Twin Stick Scrolling Shoot Em Up

Post by Trinosis »

Thankyou for the comments. :P

Glad you like the game.

The mouse gives the fastest response for movement, so it should be easier to play with the mouse and keys rather than joypads and joysticks.

Playing with just the mouse is difficult if you just use the mouse buttons to rotate your ship.

But if you use the mouse to move and keys ( cursor keys ) for shooting direction then it becomes alot easier and the most accurate.

A lot like the mouse and keyboard setup you would use for an FPS game.

You can assign any combination of mouse, keys and joysticks for the controls.

But if you want to use a joystick, then a twin joystick ( such as the x box 360 controller ) is reccomended.
Trinosis
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Re: Zytron II - Multiplayer Twin Stick Scrolling Shoot Em Up

Post by Trinosis »

Zytron II Is Now On Sale + New 3 Level Demo
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