New shmup in dev for iOS/PC/Mac - Lazarus.

A place for people with an interest in developing new shmups.
Post Reply
SpiltMilkStudios
Posts: 19
Joined: Fri Nov 16, 2012 10:55 am

New shmup in dev for iOS/PC/Mac - Lazarus.

Post by SpiltMilkStudios »

Hi all!

After a nervous few hours reading all the wonderfully in-depth and fascinating posts on the forum, I've taken the plunge. Spadgy let me know about you guys months ago, and I think I've been aware of the site for a while (read: years), but never had the guts or reason to come and say hi.

Anyway, I'm Andrew and I run indie dev Spilt Milk Studios. We've got a new shmup coming out soon (beta before Christmas, we hope) and would love it if you guys could ask questions, y'know, needle me about the game in ways I won't have thought about, and hopefully if you guys'd like to then hop in to (maybe the alpha and definitely the beta) and play.

So we've taken it to a few shows (Eurogamer Expo and GameCity) and had some great feedback. Hookshot even covered it here:

http://www.hookshotinc.com/lazarus-the- ... ts-touchy/

The response has been great!

To summarise, I've always enjoyed shmups of all kinds (though never really excelled at playing any) and while some decent ones on iOS have whiled away a few hours, the inherent problem is always that devs insist on replicating two sticks on screen, or buttons.

Image

We've come up with a really neat solution - one finger drags the player ship around, the other finger is used to direct the auto-fire in any direction - and people really seem to enjoy it. It even supports various different play styles.

Anyway, the game itself is an endless one, so as you progress the background changes (scrolling endlessly, from any direction...), new enemy patterns arrive, and you ascend through the game's 'stages', but without ever seeing a score screen until you die. You can upgrade your ship with collectible coins, and powerups take the form of AI's that attach to your ship. Each one is an animal character, that enhances your performance for a short span, and these can be powered up too.

Image

We're looking at the idea of doing an 'endless' mode and a 'classic' mode. The classic mode would differ in that the enemy wave patterns would stay consistent for true high-score chasing, and the powerups etc. would all be of a standard, non-upgradeable power. Just to keep the playing field level really.

The score system is currently all about combos. You get +1 to your multiplier by killing an enemy before the combo timer empties. You can prevent your combo dropping by collecting items, but they don't add to the multiplier itself.

Image

There is a separate multiplier that gets added on which is increased through skilled movement. The ship itself has some inertia (we feel this is essential to make the game feel tactile enough on the screen, and you can use this to 'pinball' off the screen edges and certain enemies. You also increase this bonus through scraping enemy shots.

Erm, not sure if I've missed anything.

So yeah...

*deep breath*

...what do you want to know?

Image

^ Pug, your gunner


Image

^Your ship


Image

^The Pilot, or you.
User avatar
n0rtygames
Posts: 1001
Joined: Thu Mar 15, 2012 11:46 pm
Contact:

Re: New shmup in dev for iOS/PC/Mac - Lazarus.

Post by n0rtygames »

I really like that character portrait. Very nice indeed.
Anyway, the game itself is an endless one
Questions:

1. Is it random, if so - is it at least seeded randomness so we can expect the same patterns every time and play through memorisation?
2. Counter stop?
facebook: Facebook
User avatar
nasty_wolverine
Posts: 1371
Joined: Sun Oct 09, 2011 11:44 pm

Re: New shmup in dev for iOS/PC/Mac - Lazarus.

Post by nasty_wolverine »

SpiltMilkStudios wrote:
Image

^The Pilot, or you.
Make this the assistant pilot, not the pilot... your main shmup demographic is male.. they dont want to play as a female (check the saidaioujou thread for how they feel). but i am sure they wouldn't mind a pretty female assistant. :mrgreen:
Elysian Door - Naraka (my WIP PC STG) in development hell for the moment
SpiltMilkStudios
Posts: 19
Joined: Fri Nov 16, 2012 10:55 am

Re: New shmup in dev for iOS/PC/Mac - Lazarus.

Post by SpiltMilkStudios »

n0rtygames wrote:I really like that character portrait. Very nice indeed.
Thanks! I should say that the character portraits and the player ship are the only currently final artwork, everything else is prone to change. The biggest change will be the coins and background - lots of depth of layers scrolling in the backgrounds (and changes over time) - while eventually we'll move from sprites to 3D models. The game is running in UDK (we have our reasons) and so making everything polygonal will speed it up a ton.

n0rtygames wrote:1. Is it random, if so - is it at least seeded randomness so we can expect the same patterns every time and play through memorisation?
It is random currently, with seeding. So the waves are (roughly) the same in order, but the positioning on-screen is different (ie: where they spawn). The other main difference from game to game is the direction of scrolling, which changes regularly, but chooses a random angle to move to.

n0rtygames wrote:2. Counter stop?
I'm assuming you're asking what stops the combos? Your death, or missing a kill within X seconds of the last.

Does that cover it?
SpiltMilkStudios
Posts: 19
Joined: Fri Nov 16, 2012 10:55 am

Re: New shmup in dev for iOS/PC/Mac - Lazarus.

Post by SpiltMilkStudios »

nasty_wolverine wrote: Make this the assistant pilot, not the pilot... your main shmup demographic is male.. they dont want to play as a female (check the saidaioujou thread for how they feel). but I am sure they wouldn't mind a pretty female assistant. :mrgreen:
Genuinely not being facetious, but I notice the player characters in a lot of the top 25 voted here are either non-specific (just ships), or specifically girls (like in Death Smiles, Mushihimesama etc). I genuinely didn't think it'd be an issue... all the baddies in Lazarus are currently male, all the goodies female... :P

Easily changed about though! Genuinely made the decision to try to stand out a little bit.
User avatar
n0rtygames
Posts: 1001
Joined: Thu Mar 15, 2012 11:46 pm
Contact:

Re: New shmup in dev for iOS/PC/Mac - Lazarus.

Post by n0rtygames »

Hey dude,

Firstly - when I asked about counter stop - what's the maximum score we can attain, basically. I assume that you have got some logic in there so that the score doesn't wrap around and actually stops at the highest value that variable type can contain - or some arbitrary amount that you've dictated.

I have logic to make sure that my players can't exceed errr... 999,999,999,999.. I think I've got the number of digits right there - I'd have to double check.



The other issue regarding randomisation - I would strongly urge you to look at any sections of your game that use randomisation and ensure that these occur in the same way every time. Otherwise, you'll probably get people whinging at you. Especially round these parts ;)

Now when I say this, if for arguments sake - the 5th enemy spawning on screen will spawn on the right side of the screen about 200 pixels down when I'm at the coordinates 320,240 -- that's fine. So long as you can accurately say that's going to happen every time. Basically, imagine you were supporting input replays (even if you aren't) and every time you played back the replay you wanted to see exactly the same result and score when the replay finished.

That's probably the biggest part of making a scoring based game :)
facebook: Facebook
User avatar
n0rtygames
Posts: 1001
Joined: Thu Mar 15, 2012 11:46 pm
Contact:

Re: New shmup in dev for iOS/PC/Mac - Lazarus.

Post by n0rtygames »

SpiltMilkStudios wrote:Genuinely not being facetious, but I notice the player characters in a lot of the top 25 voted here are either non-specific (just ships), or specifically girls (like in Death Smiles, Mushihimesama etc). I genuinely didn't think it'd be an issue... all the baddies in Lazarus are currently male, all the goodies female... :P

Easily changed about though! Genuinely made the decision to try to stand out a little bit.
ALWAYS ADD MORE TITS

Image
facebook: Facebook
User avatar
nasty_wolverine
Posts: 1371
Joined: Sun Oct 09, 2011 11:44 pm

Re: New shmup in dev for iOS/PC/Mac - Lazarus.

Post by nasty_wolverine »

to be honest, sounds like a feminist shmup!!!
You forgot touhou too, filled to the brim with female (some would say loli) cast... personally i dont care, hell, Reco in mushihimesama isnt supposed to be wearing any underwear, and i love that game...

actually I went through the top 25 list and compiled the below, going by were the cast all male, female, mixed or unknown...

male - 6
mixed - 10
female - 3
unknown - 6
Elysian Door - Naraka (my WIP PC STG) in development hell for the moment
SpiltMilkStudios
Posts: 19
Joined: Fri Nov 16, 2012 10:55 am

Re: New shmup in dev for iOS/PC/Mac - Lazarus.

Post by SpiltMilkStudios »

n0rtygames wrote:I have logic to make sure that my players can't exceed errr... 999,999,999,999..
Thanks for the clarification! Currently we've got a VERY high maximum (not got the exact on me but definitely in the realms of yours :)

n0rtygames wrote:The other issue regarding randomisation - I would strongly urge you to look at any sections of your game that use randomisation and ensure that these occur in the same way every time. Otherwise, you'll probably get people whinging at you. Especially round these parts ;)
Totally get that :D Like I said, we're considering doing 2 modes, one classic (where it's all very much memorisable and learnable, and a fair base on which to compete against yourself - and others. The other mode would be the more randomised 'endless' which would be more of a test of reaction times and that kind of thing. I hope both can survive and be relevant i the same game, without really doing a) too much work and b) fighting each other in terms of audience.

Thanks for the feedback and questions, it's really helping me think about it all from different angles!
SpiltMilkStudios
Posts: 19
Joined: Fri Nov 16, 2012 10:55 am

Re: New shmup in dev for iOS/PC/Mac - Lazarus.

Post by SpiltMilkStudios »

nasty_wolverine wrote:to be honest, sounds like a feminist shmup!!!

...

actually I went through the top 25 list and compiled the below, going by were the cast all male, female, mixed or unknown...

male - 6
mixed - 10
female - 3
unknown - 6
Haha thanks for doing the legwork :D Knew I was on to something!

It's not really meant to be overtly political, but thought it was kinda fun to have a girls vs boys thing going on, for people who were paying attention.

Reminds me actually - throughout the game, there'll be some Starfox-like banter between the player character and either the gun or the powerups if they're active. We're hoping it adds a little something to the play, and doesn't get in the way. Of course, as the various powerups and guns are levelled up, their banter changes too.
Post Reply