You can access my to-do list for this game here.
I just came up with a STG concept that bases its scoring on rhythm games (in the sense that your score per stage is capped to a set amount). Here are the plans that I brewed up (edited for forum viewing):
Comments and criticisms of the system are appreciated. When finals end, I'll probably start developing it on GM.The highest possible score to get in this game is 20,000,000 points. The scoring system is slightly inspired by that of rhythm games.
This game will have 10 short stages overall.
Your controls
Use arrow keys to move.
Z to fire your shot. Hold to slow down and fire your power shots.
X to fire a cluster bomb. (Laser bomb scrapped)
C to fire your shot without slowing down the ship (in other words, autofire).
Power ups and extra bombs
Your ship doesn't power up. Your ship shoots 6 spread bullets at a fast rate. Power shots are all fired straight.
Your ship starts off with one bomb, but your bomb stock will go up by 1 every 2 stages.
You can get up to 2 extends throughout the game. Requirements will be based on your performance ranking.
How scoring will work
Every stage will have a set amount of enemies for you to fight.
Summarized version for enemy destruction
Popcorn enemies - worth the same regardless of what shot is used. Worth more for efficiency when using normal shot.
Medium enemies - worth more if the majority of shots used to destroy it is from the power shot.
Large enemies, midbosses, and bosses - worth maximum if killed with all power shot. Midbosses and bosses are worth more point-wise.
Killing enemies with a bomb will result in 1/10ths of the originally intended score.
Summarized version for enemy efficiency
Popcorn enemies - full efficiency with normal shot
Medium enemies (1s invulnerability from normal) - full efficiency if killed with mostly power shot
Large enemies, midbosses, and bosses (1s from normal [large], 20 shots from normal [mid], 50 shots from normal [boss]) - full efficiency with all power shot; normal shot decreases efficiency
Killing any of the above with a bomb results in 0% efficiency
Players will be notified about efficiency gains either by text (COOL, GOOD, OK, BAD, and BEST [first level only]) or by color (YELLOW, GREEN, BLUE, RED, and GREEN/ORANGE on hit).
BonusesPerformance rankingCode: Select all
Bonus type | Brief description of bonus | % of bonus ================================================================================= Efficiency | How efficient you used your shots. | 50% | (e.g. using your power shot on the right enemies) | Hit rate | The percentage of enemies you destroyed. | 30% Survival | How long you survived the stage on your initial life. | 15% | Not dying in the stage will max this bonus. | Bomber | How long you went without bombing. | 5% | Not bombing in the stage will max this bonus. |
You can get, from worst to best, a rank of D, C, B, A, S, Sm, Xm, and Gm. Performance rankings are based on your stage score and bonuses for that level combined.
Max score cap on levelsEndgame bonusesCode: Select all
Level | Ratio | MAX stage score 1-3 | 9:1 | 1,000,000pts. 4-8 | 4:1 | 2,000,000pts. 9-10 | 2:1 | 3,000,000pts.
Bonuses will be based on the grades you've earned on all 10 stages, your remaining lives, and your remaining bombs.
An absolutely perfect run will result in 20,000,000 points.
Rank (dynamic difficulty) system
The game's rank system will affect bullet density (making it more difficult to dodge bullets) and enemy speed (causing enemies to escape quicker and lower hit rate). Rank resets to default every game, and dying decreases rank.
Rank is simple and ranges from 1 to 100. Rank will rise during normal play, though more skilled plays will entail higher and faster rank increases.
[EDIT] I'll be posting my current progress on the various builds below.
Code: Select all
NORMALIZER v0.1 progress (stage 1 only)
Rank system implemented
7 unique enemies programmed (3 popcorn, 2 medium, 1 large, 1 midboss)
In-stage scoring implemented and is now ironing out bugs
End-of-stage scoring written, but not yet implemented
Bombs implemented
Hit detection and respawn implemented
Limits to bombs and lives implemented
Reflect warning system implemented; normal shots will reflect for a few shots before registering on medium enemies and larger
Programmed a working gauge system to use on midbosses and bosses
Reformed the explosion and suicide bullet mechanisms
Added an HUD to the game
[Stage 1] 60/60 seconds complete, midboss complete, boss in progress.