rhythm destruction

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nash87
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rhythm destruction

Post by nash87 »

GaijinPunch wrote:Someone PM me when we have to play w/ the stick up our asses.
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KAI
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Re: rhythm destruction

Post by KAI »

Looks like Radiant Silvergun with neon lights.
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ciox
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Re: rhythm destruction

Post by ciox »

"Enemies and objects in Rhythm Destruction are destroyed via timed key presses that go along with the beat of the music. The stages are filled with many obstacles, traps, and plenty of bullets to keep you on your toes. Each stage also includes a unique boss encounter that will put all of your skills to the test."

So the shooting action is just a background for the timed key presses, though the boss fights seem to not rely on this and are legit shmupping.
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Re: rhythm destruction

Post by Ghegs »

ciox wrote:So the shooting action is just a background for the timed key presses, though the boss fights seem to not rely on this and are legit shmupping.
You still have to dodge the bullets and hazards, I think, so it's not totally a rhythm game disguised as a shmup. I'm kind of curious, will try it out when it's released.
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nash87
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Re: rhythm destruction

Post by nash87 »

there will be a side tournament for this at the event i'm going to on Sep 2. winner gets a free copy on that day. i'll post a link for the stream if it makes it on stream. pretty sure the only competition i have to worry about is sikraiken
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Annoyboy
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Re: rhythm destruction

Post by Annoyboy »

The level design and bullet patterns are ripping off Radiant Silvergun and Ikaruga, big time.
So, are we expected to turn our TV on its side?!
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shmuppyLove
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Re: rhythm destruction

Post by shmuppyLove »

I'll go play Rez now kthxbye
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EmperorIng
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Re: rhythm destruction

Post by EmperorIng »

Annoyboy wrote:The level design and bullet patterns are ripping off Radiant Silvergun and Ikaruga, big time.
Of course; those are the only shooters any game developer has ever played!

This doesn't look like my type of bag, but I guess we'll see how it comes along closer to the release date.
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nash87
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Re: rhythm destruction

Post by nash87 »

Annoyboy wrote:The level design and bullet patterns are ripping off Radiant Silvergun and Ikaruga, big time.
this is why i both love and hate treasure fags. they're hilarious stupidity is a double edged sword of entertainment and irritation
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spadgy
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Re: rhythm destruction

Post by spadgy »

I can see the developers have peeked in the Treasure chest, but this still looks pretty slick.

Alas, despite my knack for dancing like a belled at raves for hours with white gloves and a neon tabard, I'm awful at rhythm action games. Awful to the point of frustration too, so I doubt I'll get much from it.

Still, I think it deserves a chance, even if its 'nods' to its inspirations are more like head banging.
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Re: rhythm destruction

Post by null1024 »

Annoyboy wrote:The level design and bullet patterns are ripping off Radiant Silvergun and Ikaruga, big time.
This is a bad thing, how? At least they have good taste. :D

Also, I'm pretty sure that until the XBLA release, effing no-one played RSG, unless they were lucky enough to have a machine that somewhat was able to get it working in MAME fine.

The concept is definitely interesting - dodge shit like normal, fire like a rhythm game.
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Re: rhythm destruction

Post by nash87 »

there will be a streamed tourny for this on twitch tv "stormuntiy" channel in an hour. unless it gets delayed. sorry i cant link it directly due to my phone sucking atm.
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sennin
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Re: rhythm destruction

Post by sennin »

Hey guys, I'm on of the dev's of this game :)

Firstly, yes, Ikaruga and RS have a huge inspiration on the game and as such we have some sections that are quite similar with our own flavor added to it. However with that being said, most of our stage design is unique while still fitting with the feel of both those games. If you'd like to see more, we released a gameplay vid a few days ago (http://www.youtube.com/watch?v=4jnekbHa ... e=youtu.be )

Also if you're interested in the game, we're currently trying to get onto steam ( http://steamcommunity.com/sharedfiles/f ... d=92936348 ) and could use the support.

Feel free to ask any questions and Ill try and get back to you asap.
Last edited by sennin on Fri Oct 19, 2012 8:21 pm, edited 1 time in total.
Op Intensify
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Re: rhythm destruction

Post by Op Intensify »

Don't even bother trying to downplay your lack of originality, the level design shown in the footage is clearly ripping off Ikaruga Chapter 3. I also have to say that the idea of killing everything with timed button presses is an incredibly dumb one to use in a shmup. You know why? Because it means aiming doesn't mean shit. You don't need to get in front of anything to kill it, and getting close to stuff won't kill it faster. You can play defensively for the entire game with no penalty. It eliminates all the risk-versus-reward thrill that made us love the shmup genre in the first place. The rhythm game elements shown don't look difficult in the least, either...by the end of the game there should be some super fast Beatmania-esque death marches with lots of combo key presses.
This is a bad thing, how? At least they have good taste.
It's bad because it gives me no reason to play their game when Silvergun/Ika already exist.
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Re: rhythm destruction

Post by sennin »

Op Intensify wrote:Don't even bother trying to downplay your lack of originality, the level design shown in the footage is clearly ripping off Ikaruga Chapter 3. I also have to say that the idea of killing everything with timed button presses is an incredibly dumb one to use in a shmup. You know why? Because it means aiming doesn't mean shit. You don't need to get in front of anything to kill it, and getting close to stuff won't kill it faster. You can play defensively for the entire game with no penalty. It eliminates all the risk-versus-reward thrill that made us love the shmup genre in the first place. The rhythm game elements shown don't look difficult in the least, either...by the end of the game there should be some super fast Beatmania-esque death marches with lots of combo key presses.
This is a bad thing, how? At least they have good taste.
It's bad because it gives me no reason to play their game when Silvergun/Ika already exist.
Im not tryin to downplay at all. I assume this is the section you're talking about from ch3 http://vvcap.net/db/W9DP2Uq-tE_RK27V6mA1.htp (had to piece it together) I openly admit the beginning of chapter 3 is where I got the idea for this section from. But its not nearly an exact copy.

As for the risk/reward thing. We actually do have a scaling proximity reward for being close to an object(the max bonus occurs when you're ship is nearly touching the enemy or object) when it's destroyed, and it adds up to a significant amount of points. So being defensive is great if you're just trying to learn the stage, but if you're trying to get a high score you need to be constantly moving around getting as close as possible to the objects you're destroying in addition to getting all the bonus points(which drop off of the last note of groups most of the time)

As for the difficulty, we left a lot of room to ramp it up in future stages. The final stages in the game still present a challenge though.
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Re: rhythm destruction

Post by nash87 »

having actually had a chance to play this game today (i was the h8er guy) i can give an honest unbiased opinion unlike the ikaruga dick riders who are complaining over cosmetics, think you're mascara is running guys.

the game controls great, ships hit box size seemed perfect, the grades on the rhythm part seemed pretty tightly timed at least to get a "phenomanel" or whatever the best grade was. you could mash on it to still shoot off a round but the grade and therefore your points would suffer badly. the medals placed throughout the stages added another depth. have to find the time to grab them while trying to be close to the enemy for the proximity bonus.

only thing that i didnt agree with is that the enemys are programmed to shoot regardless of how close you are to them. games with a proxi bonus usually have proxi based shooting restrictions. imagine if enemies in ketsui could shoot you point blank or had suicide bullets point blank. that was my only concern
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Re: rhythm destruction

Post by sennin »

I'm told there were a lot of matches decided by just 100 points, sounded pretty sweet wish I coulda been there.

Ya for the proximity stuff. That was a feature we've added very recently so the way all enemy bullets are handled was in place long before that.

Unfortunately the way it is right now bullets are just programmed to fire X amount of shots at X time regardless of where you are. Im not the programmer but I would guess it'd be a fairly significant task to add in the framework to have them stop firing when you get within a certain range. The enemies that do fire bullets though were actually sharing a model with the "2 Hit" ship, so that will be changed before launch. So you'll at least know for sure if an enemy is going to be firing any patterns or not depending on the model being used and you can plan accordingly(so no being surprised and saying "hey i didnt know that thing could shoot!" as you're charging in for a bonus lol). Not sure if that helps the situation any but I suppose it's something.

Anyway, it's something that we'll add to our post-launch list of things, thanks for the feedback :)
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Re: rhythm destruction

Post by null1024 »

sennin wrote:I'm told there were a lot of matches decided by just 100 points, sounded pretty sweet wish I coulda been there.

Ya for the proximity stuff. That was a feature we've added very recently so the way all enemy bullets are handled was in place long before that.

Unfortunately the way it is right now bullets are just programmed to fire X amount of shots at X time regardless of where you are. Im not the programmer but I would guess it'd be a fairly significant task to add in the framework to have them stop firing when you get within a certain range. The enemies that do fire bullets though were actually sharing a model with the "2 Hit" ship, so that will be changed before launch. So you'll at least know for sure if an enemy is going to be firing any patterns or not depending on the model being used and you can plan accordingly(so no being surprised and saying "hey i didnt know that thing could shoot!" as you're charging in for a bonus lol). Not sure if that helps the situation any but I suppose it's something.

Anyway, it's something that we'll add to our post-launch list of things, thanks for the feedback :)
Probably wouldn't be too difficult to implement [check player distance, if nearer than a certain distance of pixels, break [keep the timer for whatever is generating the shots running, just don't actually fire anything], otherwise shoot like normal].
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Re: rhythm destruction

Post by sennin »

Ya you're probably right :) How much do you feel is a good distance? 2-3 ship lengths?

Also for those interested we've launched a kickstarter:
http://www.kickstarter.com/projects/rhy ... -up-game-f
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Re: rhythm destruction

Post by sennin »

The 2-stage demo is now available!

The playable stages are Dynamo(tier 1) & Esperanza(tier 2). Both of them are fairly basic in the rhythm department. Esperanza ramps up the shmup difficulty a little bit though. An interactive tutorial is also available when first launching the game, which is highly recommended!

Please note that Norton will detect the installer exe as "dangerous" and delete it when you try to run it(so you may have to turn it off while installing).

If you have any feedback, comments or problems with the demo, please let me know! Enjoy :)

http://www.rhythmdestruction.com/demo/R ... oSetup.exe

1.01 change log:
-Added new graphic options for low,medium,high and max settings(defaulted to high)
-Added options to enable v-sync(enabled by default)
-Many optimizations to work on lower end computers
-Upon dying, the screen is now cleared of all bullets & upcoming notes
-Reworked many sections in both Dynamo and Esperanza to offer a more fair and enjoyable experience
-Increased the duration of the grade check marks after destroying an enemy
-Tutorial now points out the grade check mark
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