Project RKK - need help

A place for people with an interest in developing new shmups.
Post Reply
User avatar
RipperRoo
Posts: 29
Joined: Thu Jan 08, 2015 7:39 pm

Project RKK - need help

Post by RipperRoo »

I copied my thread from another forum :

Hi,

since there is no introduction thread or something like that for members, i will just introduce my game.
Because im very bad at programming and failt hard on my attempt making a 2d plattformer, i made a step back and wanted to start with a shmup.


Im right now doing my homework, reading almost everything about shmups, and developing them.
For Example i read / am reading:

http://shmup-dev.com/files/experience_d ... ecture.pdf (including the linked things like this and this)
http://shmups.system11.org/viewtopic.php?f=9&t=39679 all the dev topics
http://shmuproom.deviantart.com/
http://shmuptheory.blogspot.de/
http://steamcommunity.com/discussions/f ... 977198377/
and ofc this site + forum dev topics

if u have some suggestions for me to read, plz feel free to post them.

ImageImageImageImage


About my game there is not much to say yet, it is very basic at the moment, and im just trying to set up some mechanics before im starting to build levels so right now its just an endless run.
I am using unity, so im happy about any advices, i ve also already bookmarked the thread about wondersonics framework and will read about it too, also the 2d Tutorial + BulletML plugin (though i dont know how bulletML works, but first things first) and last but not least the slides about unity optimization (but i guess i ll need also a tutorial about proper object pooling).
The Design is probably not going to be a Maniac shooter and not those Japanese style shmups, so thats why ppl at #shmups are already hating it as a euro shmup. But its fine the guys are nice, helpful :)


I have not much to show yet, i started with the Official unity space shooter Tutorial and am extending from there on, here is the build right now:

https://dl.dropboxusercontent.com/u/246 ... v0.22.html

thats the last build i uploaded, since then ive progressed a bit, but the shield is not working right now as intended. When its fixed i will upload a new version.


Im open for any suggestions and criticsm, but dont think of me as stubborn if im insisting on some design elements. I just have some influences in mind that i want to implement, even if noone likes it in the end, im making this game firstly for myself. But u can also insist on your oppinion, because ppl on #shmups kept saying how bad inertia is, i removed it and am actually about the result now.

Sorry for my bad english and thanks for this plattform!



UPDATE:

https://dl.dropboxusercontent.com/u/246 ... v0.23.html

small update...
but i have to rework a lot.. i changed from infinite loop to stages.. so have to reowrk the random wave spawn, shield needs also rework... then bullets.. and then i can a dd more enemies and make lvl1


UPDATE 2:

because someone was so friendly and give me his bullet pattern script, i was able to make new enemies.
So i was just messing around with lots of bullets and FPS testing. Dont worry the final design will not include undodgeable bullets + OVER 9000 hp

https://dl.dropboxusercontent.com/u/246 ... enemy.html
Last edited by RipperRoo on Thu Mar 19, 2015 4:31 pm, edited 2 times in total.
Be respectful of other developers' time and effort. Treat others fairly and you will be treated fairly in return [...] Keep in mind not all shmup fans share the same tastes. There is room for much more than one kind of shmup in the world.
User avatar
BPzeBanshee
Posts: 4859
Joined: Sun Feb 08, 2009 3:59 am

Re: Project RKK - shitty euro shmup

Post by BPzeBanshee »

Doing things your way and listening to others is always a bit of a balancing act, generally the big concerns here on Development are highlighted for a good reason but given time you'll be able to filter the "nitpicking" from the "serious flaw you should do something about" complaints. It's just a matter of having an iron gut, sometimes learning things the hard way and keeping your finger on the trigger. :)

For a so-called shitty euro shmup I've played a lot worse! The biggest crimes at the present moment is using SPACE to shoot (as on most keyboards this leads to keyboard ghosting, ie. you can't move diagonally up/right while holding Space) and not actually shooting that much. Even if you're planning on going with the subweapon sort of thing you'd still want your peashooter to not be completely useless without them. Other than that there's always room for improvement but it's the journey and progress that matters and it looks like you're well on your way. :)
User avatar
RipperRoo
Posts: 29
Joined: Thu Jan 08, 2015 7:39 pm

Re: Project RKK - shitty euro shmup

Post by RipperRoo »

Yeah but i really try... ppl in irc chat convinced me to leav out intertia, but i insisted on life bar .. so im trying to see whats a serious flaw :)

oh ok, didnt know about that! so for main buttons arrows + z/y button to shoot?
and for wasd what shoot button could i use there?

right now i think i should rework my spawn wave system.. but i dont know how it would work good to have a good access on the balance etc.
i mean i need something to set up so i can say ok i want this unit to spawn then and go there shoot this bullet pattern, and this unit spawns then... or next unit only spawns if the actual wave is dead.. etc :( i never did this before.. so ill have to look for tutorials how to setup a level editor like that :/
Be respectful of other developers' time and effort. Treat others fairly and you will be treated fairly in return [...] Keep in mind not all shmup fans share the same tastes. There is room for much more than one kind of shmup in the world.
User avatar
BPzeBanshee
Posts: 4859
Joined: Sun Feb 08, 2009 3:59 am

Re: Project RKK - shitty euro shmup

Post by BPzeBanshee »

I was a firm believer of lifebars doing no possible good until I played Akashicverse, which in my opinion is the only game that seems to get it right. Worth having a look regarding nonconventional stuff that's made to fit well.

As for buttons, most folks use ZXCV + arrow keys, but Brazillian keyboards and some other types (german?) switch the X and Y, IIRC. A good system will follow those guidelines - a great system will not only follow but allow the player to rebind them to something else of their choosing. Last time I tried WSAD for anything I did JKL, but some keyboards have rollover issues there too so it isn't ideal (K L ; may sometimes work if JKL fails but even so a lot of folks will find that setup weird and custom binding gives all players freedom of choice).

Spawning seems to be something I've seen have a few schools of thought. Personally, I follow a very simple system that I then expand on with specifics where needed (note GML syntax, this will be different for you but hopefully you get the general idea):

Code: Select all

// Step event (or something that updates per screen update whatever that is in Unity)
stage_timer += 1;
switch stage_timer
{
// single enemy
case 180: instance_create(120,-16,obj_en1); break;

// same enemy at different times
case 240:
case 280:
case 320:
instance_create(60,-32,obj_en2); break;

// enemy with specific types/patterns
case 400:
    {
    yolo = instance_create(60,-16,obj_en3); break;
    yolo.pattern = 1; // and then based on var pattern do something
    break;
    }

// "bonus" waves that show up if previous set is dead
case 500:
case 550: // give a few opportunities to check
case 600:
    {
    if !instance_exists(yolo) // if previous wave is dead, can use a boolean variable here too if done right
        {
        instance_create(60,-16,obj_en4);
        instance_create(120,-16,obj_en4);
        instance_create(180,-16,obj_en4);
        }
     break;
    }
This is a rather static approach that I find malleable enough for me but some folks do prefer a wave based environment, where they'd check enemy numbers and if it = 0 then wave += 1 and spawn the next wave, etc, and that's fine too. If you feel a bit explorative try them both with a short test stage or something and see which feels more comfortable for you to use while still being functional.
User avatar
RipperRoo
Posts: 29
Joined: Thu Jan 08, 2015 7:39 pm

Re: Project RKK - shitty euro shmup

Post by RipperRoo »

Hey thank you, much appreciated! :) yes germans switch z and y.
Want to make it flexible with the controls, but that will be done later until then i ll just use the arrow keys . zxcv i guess :)


Thank you for that code example, i will probably try something out like that.
Be respectful of other developers' time and effort. Treat others fairly and you will be treated fairly in return [...] Keep in mind not all shmup fans share the same tastes. There is room for much more than one kind of shmup in the world.
User avatar
RipperRoo
Posts: 29
Joined: Thu Jan 08, 2015 7:39 pm

Re: Project RKK - shitty euro shmup

Post by RipperRoo »

UPDATE:

because someone was so friendly and give me his bullet pattern script, i was able to make new enemies.
So i was just messing around with lots of bullets and FPS testing. Dont worry the final design will not include undodgeable bullets + OVER 9000 hp

https://dl.dropboxusercontent.com/u/246 ... enemy.html
Be respectful of other developers' time and effort. Treat others fairly and you will be treated fairly in return [...] Keep in mind not all shmup fans share the same tastes. There is room for much more than one kind of shmup in the world.
Post Reply