Super Retro Perkele - Game Prototype

A place for people with an interest in developing new shmups.
Post Reply
Antti
Posts: 13
Joined: Wed May 15, 2013 6:52 am

Super Retro Perkele - Game Prototype

Post by Antti »

Image

Hi there!

Me and one of my buddies made a small Space SHMUP game prototype some years ago.
Here is the Youtube video:
http://www.youtube.com/watch?v=5jhCY2MTnlc&hd=1&amp

Here is Playable proof of concept prototype:
http://itwasnot.us/intel/SRP/

Now, we used approximately 4-6 days to create that you see on the video (and a bit more).
Since then we've been working quite hard on other stuff, but it finally seems that the time has come to make this project into actual game.

Now, I am here to gather some impressions, ideas and feedback to guide us a bit. Got any?
If you have the chance and time and are willing, please let us hear what kind of thoughts this provokes.

Thanks in advance!
-Antti

EDIT: re-added the playable prototype link.
Last edited by Antti on Mon May 27, 2013 6:00 am, edited 5 times in total.
User avatar
Drachenherz
Posts: 1555
Joined: Fri Oct 22, 2010 5:03 pm
Location: Zürich, Switzerland
Contact:

Re: Super Retro Perkele - Game Prototype

Post by Drachenherz »

Perkele? :lol:

You are Finnish, aren't you? :D
Truth - Compassion - Tolerance
Antti
Posts: 13
Joined: Wed May 15, 2013 6:52 am

Re: Super Retro Perkele - Game Prototype

Post by Antti »

Drachenherz wrote:Perkele? :lol:

You are Finnish, aren't you? :D
Yes I am. That word is a huge giveaway :D
Antti
Posts: 13
Joined: Wed May 15, 2013 6:52 am

Re: Super Retro Perkele - Game Prototype

Post by Antti »

Oh! Almost forgot!

I've got some screenshots here.
They are a tad big, and not very friendly to forum layouts in general, so I just throw them in as links:

http://itwasnot.us/intel/SRP/-Screensho ... totype.jpg
http://itwasnot.us/intel/SRP/-Screensho ... totype.jpg
http://itwasnot.us/intel/SRP/-Screensho ... totype.jpg
http://itwasnot.us/intel/SRP/-Screensho ... totype.jpg
User avatar
eebrozgi
Posts: 178
Joined: Fri Nov 27, 2009 11:17 pm
Location: Finland
Contact:

Re: Super Retro Perkele - Game Prototype

Post by eebrozgi »

Antti wrote:Perkele
You got my attention.

It's hard to say anything very constructive without a playable demo. Could benefit from a bit faster pace, maybe. Other than that, it looks very nice.

What is the function of the meters in the lower left corner?
If watching the trailer of the game
makes you feel a certain way
I would be very happy if
you would give the game a try

~Daisuke Amaya, 2015

ZeroRanger - RELEASED!
Antti
Posts: 13
Joined: Wed May 15, 2013 6:52 am

Re: Super Retro Perkele - Game Prototype

Post by Antti »

eebrozgi wrote:
It's hard to say anything very constructive without a playable demo. Could benefit from a bit faster pace, maybe. Other than that, it looks very nice.
Well, the proto was aimed for our teachers, who were not very able in SHMUPS, so difficulty was adjusted to meet their skill level. Plan was to make final game start slow, and then ramp up the speed and difficulty quite fast, so that most players might have the possibility to get the hang of it. There might be option for experienced players to jump straight into the deep end.

For playable demo, I might be able to get it for webplayer soon, but as this is very rapid prototype, it'll require rather high end PC and will feature numerous bugs and oddities.

Final version, which I am intending to make would be reprogrammed from scratch with C# (Proto was done with Unityscript/java), redoing most 3D and texture assets, getting proper sounds, doing optimizing, etc.
Expected performance increase is estimated to be approximately 300%. Probably more. I really didn't know anything about programming when we did that and was learning as we went on. Now I have relatively large amount of programming experience, and looking at that old code almost makes me cry.
What is the function of the meters in the lower left corner?
Bottom right is hull integrity, top one is shield status, and lower left shows you shield recharge progress(charging one shield block at time). The way they are represented is deemed bad and that will be redesigned.
Antti
Posts: 13
Joined: Wed May 15, 2013 6:52 am

Re: Super Retro Perkele - Game Prototype

Post by Antti »

-removed for now-
Last edited by Antti on Fri May 17, 2013 10:17 am, edited 1 time in total.
User avatar
eebrozgi
Posts: 178
Joined: Fri Nov 27, 2009 11:17 pm
Location: Finland
Contact:

Re: Super Retro Perkele - Game Prototype

Post by eebrozgi »

Tried it.

-The shield hitbox is huge, about three times the ship in height. Tone it down and if you're going to keep it bigger than the ship's hitbox, make it visible. An outline probably suffices. That said, the ship's hitbox felt really weird, but it was ok for now as the ship seems to become immortal to bullets after dying once. :P

-The enemies feel too durable for the ship's initial fire. Getting one powerup erased this problem, though, but it feels like too big of a leap in firepower.

-Controlling the ship is very wild and slippery because of the inertia and huge top speed. Inertia isn't very liked around here, as it tends to make precise controlling a chore. Healthbar is another taboo because of the ways most devs tend to use it, but in SRPerkele it isn't so bad as it's clearly segmented. And if the walls take out just one piece of health in the future too, all is fine.

-Graphically, this is very neat (not that Retro though). Just make it clear which part of the background the player can bump into. Regarding that, the flaslight was a nice touch.

That's all for now. I'm feeling (and definetly hearing) a strong influence from Gradius games from here, especially V. am I correct?
Keep it up!
If watching the trailer of the game
makes you feel a certain way
I would be very happy if
you would give the game a try

~Daisuke Amaya, 2015

ZeroRanger - RELEASED!
Antti
Posts: 13
Joined: Wed May 15, 2013 6:52 am

Re: Super Retro Perkele - Game Prototype

Post by Antti »

Thanks eezbrozgi!
That was some very good feedback!

I will take all that into account when we get the gears rolling (I am writing notes down here!)

You are right it takes some influences from gradius games. Might have some in there xenon 2 there too when we're done with it :D
User avatar
eebrozgi
Posts: 178
Joined: Fri Nov 27, 2009 11:17 pm
Location: Finland
Contact:

Re: Super Retro Perkele - Game Prototype

Post by eebrozgi »

You're welcome. It's great to see that you're responsive to feedback.

I also suggest checking out the sticky thread, it has a lot of useful pointers for new and even not-so-new shmup designers.
If watching the trailer of the game
makes you feel a certain way
I would be very happy if
you would give the game a try

~Daisuke Amaya, 2015

ZeroRanger - RELEASED!
Antti
Posts: 13
Joined: Wed May 15, 2013 6:52 am

Re: Super Retro Perkele - Game Prototype

Post by Antti »

Yes there were awesome tips and pointers there! I wish I would have read those before we made this prototype.

I am actually looking the old movement code here, because it should have no acceleration or deceleration, but still it seems to have it. When using keyboard controls. With gamepad there seems to be none (at least inside unity editor). I guess this has something to do with the fact that when this was programmed I just manipulated players ship coordinates by input, which is not a good thing at all, since its kinematic physics objects... Most of the old code should go straight to the TheDailyWTF (But I don't want anyone to see it. It is just horrible.)
Antti
Posts: 13
Joined: Wed May 15, 2013 6:52 am

Re: Super Retro Perkele - Game Prototype

Post by Antti »

As someone may have noticed, I had to take down the playable prototype for a while.
Now it is put back online.
Here's the link one more time: http://itwasnot.us/intel/SRP/

-Remember that it requires somewhat well performing computer and that it is just very early prototype.
Antti
Posts: 13
Joined: Wed May 15, 2013 6:52 am

Re: Super Retro Perkele - Game Prototype

Post by Antti »

So I have been pondering what style of bullets should go into this game. There has been many styles showcased by many games, but the ones in SRP prototype are totally NoGo.

Any ideas?

Here's one of my quick tests for generic bullet:
Image

It feels a bit dull. Maybe it shouldn't be hollow? Is the rectangle shape too boring?
User avatar
BPzeBanshee
Posts: 4859
Joined: Sun Feb 08, 2009 3:59 am

Re: Super Retro Perkele - Game Prototype

Post by BPzeBanshee »

I'm not sure that hollow bullets are a good idea. Hollow rings can work in some cases as a unique bullet (it's done in Armed Police Batrider and no-one's complained about it yet) but rectangle just doesn't seem that great. Better off keeping it conventional.

I think monoRAIL had some pointers regarding switching off intertia-related settings in Unity. Can't recall much else though, if it's any help. :S
Antti
Posts: 13
Joined: Wed May 15, 2013 6:52 am

Re: Super Retro Perkele - Game Prototype

Post by Antti »

Thanks! I have to reconsider that one.

It is now live at the prototype, if you want to see it in action.
It might require clearing browser cache to see test new bullets.

I also tried to reduce the inertia a bit.
Post Reply