This is a cool looking clone in the making
This is a cool looking clone in the making
I've been following Chris Spiegel's work for some time (waiting for an actual release), as I found out that most of his graphics are developed from Blender and I've been trying to figure out if I can actually make a game with both Blender and it's internal Game Engine for some time. His latest development reel looks like a combined clone of DDP and Ikaruga:
http://www.youtube.com/watch?v=1HvKmWw2doc
http://www.youtube.com/watch?v=1HvKmWw2doc
Yeah...I wasn't too sure about giving my own opinion about it...I didn't really see the point of combining the two styles of gameplay...I'ts probably a "best of two" world's kinda idea, but I think the games this clone is based on have so much already going on in them that it would be too complicated to combine them or it would feel like something was missing in this game if some of the details were left out...
I think it looks pretty neat. His patterns actually seem to be designed around the polarity concept, unlike most Ikaruga ripoffs that have crappy random sprays with two polarities intermixed in no discernible pattern. Will try out the full version when he releases it.
"I think Ikaruga is pretty tough. It is like a modern version of Galaga that some Japanese company made."
-
worstplayer
- Posts: 861
- Joined: Sun Jun 17, 2007 6:48 pm
- Location: Slovakia
Well, while it is possible to write game using Blender's Game engine, you can't do it using only logic bricks. You'll need a lot of Python scripting. So IMO it would be way easier to just export the models and use something like miniB3D.
Anyway, that game looks interesting and I can't wait to play it.
Anyway, that game looks interesting and I can't wait to play it.
"A game isn't bad because you resent it. A game is bad because it's shitty."
-
coffeejoerx
- Posts: 184
- Joined: Mon Aug 14, 2006 8:30 pm
- Location: Sao Paulo - Brazil
Oh, hello.
This game was idealized as way for me to grasp game mechanics and how to design it. I have to rip concepts from successful games so I can see how they work. I tried to make something more original before, but that proved to be troublesome because of my inexperience.
If all goes well, this may be my first game to become real. I'm not saying that you should go easy on me, but that I'll need help once the game has structure enough to go beta testing.
I'm using Blender for some stuff, but not all, as you can see the backgrounds from Google Maps/Earth. The boss is not made with Blender either, it's pure pixel art. Some sprites and sound are still draft stuff. I'm using Game Maker. Know nothing about Blender's game engine.
About bullet patterns, they've to be puzzle-like - while playing the game but also making it. I cannot just toss opposite bullets around. If I'm to blend Cave and Ikaruga, half of them will not harm the player but it would not be wise to lock him in a polarity to focus on the other. It may be cool later in the game for very brief periods, but not as a rule. So I always have to give an opening while keeping polarity system meaningful. It's quite a challenge and very fun to make.
This game was idealized as way for me to grasp game mechanics and how to design it. I have to rip concepts from successful games so I can see how they work. I tried to make something more original before, but that proved to be troublesome because of my inexperience.
If all goes well, this may be my first game to become real. I'm not saying that you should go easy on me, but that I'll need help once the game has structure enough to go beta testing.
I'm using Blender for some stuff, but not all, as you can see the backgrounds from Google Maps/Earth. The boss is not made with Blender either, it's pure pixel art. Some sprites and sound are still draft stuff. I'm using Game Maker. Know nothing about Blender's game engine.
About bullet patterns, they've to be puzzle-like - while playing the game but also making it. I cannot just toss opposite bullets around. If I'm to blend Cave and Ikaruga, half of them will not harm the player but it would not be wise to lock him in a polarity to focus on the other. It may be cool later in the game for very brief periods, but not as a rule. So I always have to give an opening while keeping polarity system meaningful. It's quite a challenge and very fun to make.
-
Gungriffon Geona
- Posts: 583
- Joined: Mon Jul 03, 2006 4:24 pm
- Contact:
This argument is complete bunk. Bet you'd like to walk up to Roger Ebert and tell him his entire career is garbage. Sorry .. try hardermaxi wrote:I suppose that you can do better.Gungriffon Geona wrote:I think it looks like dog shit to be honest. The generic is so thick you'd need a really long knife to cut through it.

-
Gungriffon Geona
- Posts: 583
- Joined: Mon Jul 03, 2006 4:24 pm
- Contact:
I've been planning something for years now that I would assume is better, so yes I believe I could. hopefully the damned thing will come to fruition sometime this year.maxi wrote:I suppose that you can do better.Gungriffon Geona wrote:I think it looks like dog shit to be honest. The generic is so thick you'd need a really long knife to cut through it.

FLYING CARS WITH CRAB CLAWS
-
ChurchOfSolipsism
- Posts: 1229
- Joined: Thu Sep 25, 2008 12:12 am
If you're only talking about graphics, you're probably right - big deal, this is a homebrew after all. The most important thing about manic shooters is playability & bullet patterns, though. We'll see if the game is unique when we play it.Gungriffon Geona wrote:I think it looks like dog shit to be honest. The generic is so thick you'd need a really long knife to cut through it.
I suppose that you can do better.Udderdude wrote:This argument is complete bunk. Bet you'd like to walk up to Roger Ebert and tell him his entire career is garbage. Sorry .. try hardermaxi wrote:I suppose that you can do better.Gungriffon Geona wrote:I think it looks like dog shit to be honest. The generic is so thick you'd need a really long knife to cut through it.

-
Gungriffon Geona
- Posts: 583
- Joined: Mon Jul 03, 2006 4:24 pm
- Contact:
Except it's not just the graphics. there's nothing new about the idea at all, and it looks like it handles quite strictly based upon the boss' movements. Even for indie material, this is pretty sloppy.ChurchOfSolipsism wrote:If you're only talking about graphics, you're probably right - big deal, this is a homebrew after all. The most important thing about manic shooters is playability & bullet patterns, though. We'll see if the game is unique when we play it.Gungriffon Geona wrote:I think it looks like dog shit to be honest. The generic is so thick you'd need a really long knife to cut through it.

FLYING CARS WITH CRAB CLAWS
Ooh, I am so tempted to post links to a certian shmup .. >_>maxi wrote:I suppose that you can do better.Udderdude wrote:This argument is complete bunk. Bet you'd like to walk up to Roger Ebert and tell him his entire career is garbage. Sorry .. try hardermaxi wrote: I suppose that you can do better.
-
Dragoforce
- Posts: 1375
- Joined: Fri Feb 29, 2008 12:00 am
- Location: Malmö, Sweden
- Contact:
Now serious, if someone doesn't like the game on this simple beta version and can't say anything constructive to make it better, so just don't say anything, it's the basis of the good manners and education.
Can you make something better on the same conditions? If you can and show us, we will consider your criticism.
And there's nothing wrong in copy the same ideas from other games, principally when you are making your first games. It turns into a bad thing when the time starts to pass and you continue making just the same, like Cave today, for example.
Can you make something better on the same conditions? If you can and show us, we will consider your criticism.
And there's nothing wrong in copy the same ideas from other games, principally when you are making your first games. It turns into a bad thing when the time starts to pass and you continue making just the same, like Cave today, for example.

-
ChurchOfSolipsism
- Posts: 1229
- Joined: Thu Sep 25, 2008 12:12 am
You can see all that in the video? Hm. Okay, I'm not going to force you to like it. The way I see it, it looks like a dynamic new home brew with potentially interesting bullet patterns. Oh well.Gungriffon Geona wrote:Except it's not just the graphics. there's nothing new about the idea at all, and it looks like it handles quite strictly based upon the boss' movements. Even for indie material, this is pretty sloppy.ChurchOfSolipsism wrote:If you're only talking about graphics, you're probably right - big deal, this is a homebrew after all. The most important thing about manic shooters is playability & bullet patterns, though. We'll see if the game is unique when we play it.Gungriffon Geona wrote:I think it looks like dog shit to be honest. The generic is so thick you'd need a really long knife to cut through it.
"I don´t like this beer."orange wrote:standardmaxi wrote:I suppose that you can do better.Gungriffon Geona wrote:I think it looks like dog shit to be honest. The generic is so thick you'd need a really long knife to cut through it.
"Well, can YOU brew a BETTER ONE?"
I think copying existing games when you´re just starting is indeed a good idea. It´s similar on how most comic people used to copy their favourite artists when their interest in the medium started. Originality can come later when you´re consistent in your crafting.Spiegel wrote:Oh, hello.
This game was idealized as way for me to grasp game mechanics and how to design it. I have to rip concepts from successful games so I can see how they work. I tried to make something more original before, but that proved to be troublesome because of my inexperience.
-
Square King
- Posts: 672
- Joined: Mon Mar 03, 2008 2:23 am
- Location: gwacial fwortwess