Quyrium [In Development]

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VDK_Chris
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Quyrium [In Development]

Post by VDK_Chris »

Hey guys!

Since October 2014 I'm working on my own shmup (called Quyrium) and I'd like to share its progress to get your feedback as early as possible. I'd also like to get inspirations and ideas from other people, so feel free to contribute to the development process.

Bear in mind that I'm the only person who's working on this project and my resources (mostly time and money) are limited - therefore, I won't be able to deliver a game that can keep up with all the juggernauts out there. It's also worth mentioning that I'm a programmer with a little art-background, so don't expect top-notch artwork.

I also won't be able to pay anyone who contributes to the project (at least for now) but if you give a noteworthy contribution, I'll put your name in the credits and you'll get a free copy of the game.

But enough talk... I'll try to keep this post as compact as I can, so feel free to ask questions if you want to know more details about a certain topic.

Grammar warning: I'm from germany, so english is not my native language and it's very likely that you'll find some weird wording (please let me know where things can be improved)

Image

General
The game is primarily inspired by the classic japanese vertical scrollers from the mid-90's (and clearly the DoDonPachi-series) and it is set in the year 2143.

WIP-Screenshots

Image Image

Image Image

Image Image


Core features
  • 5 stages
  • 3 different ship types
  • Local 2-player co-op
  • 4 difficulty levels
  • 2 different game modes
  • An uncommon cooldown-based item system (inspired by Hack'n'slash games)
  • Online leader boards
  • ...and more
Follow me! Every follow/share/like/feedback is highly appreciated!

Plot
Spoiler
NOTE that this is just a short breakdown of the story to give you a general overview

In the year 2129, overpopulation and fatal pollution on earth forced the humans to reach out into space, hoping to find a planet that can be colonized. A few years later they discovered a planet with an environment which seemed to be suitable for the human organism (at first). As research progressed, it became obvious that the newly discovered planet is still uninhabitable because the cyan-colored dust, which entirely fills its atmosphere, makes it impossible to breathe without appropriate protection equipment. Although the recent discovery was a failure, scientists figured out that the dust originates from an unknown crystalline mineral with an unprecedented energetic potential. The codename of the discovered planet was Quyrion, so the scientists called the material Quyrium.

Because Quyrium was so powerful, the humans started to extract it for their own use and it quickly became the most important resource on earth. It solved all energy issues and it became an incredibly valuable medium of exchange.

Over the following years, more and more areas on earth became uninhabitable and the overpopulation seemed to be unstoppable. This situation constantly caused numerous conflicts among many countries, so they started to build devastating Quyrium-based weapon systems to defend themselves. This led to the "Cold World War" - a steadily growing worldwide political tension.

In 2137, this conflict ended in the biggest war in history. Billions of people died, numerous countries were completely destroyed, the world economy collapsed entirely and Quyrium became the only relevant currency.

On October 1st 2143 at 1:27 UTC, all space centers simultaneously received numerous emergency calls from the workers on Quyrion. They reported gigantic air raids, carried out by strange-looking spaceships. Every single emergency call was interrupted within seconds and any contact to the people on Quyrion was lost. Before anyone could react to this incident, all governments reported the same overwhelming attacks on earth.

Nobody knows who the invaders are but now it's on you to strike back and defend humanity!
General design goals
  • Challenging but always fair
  • Easy to play, hard to master
  • Reward risky play styles
  • Make the player feel powerful but never overpowered
  • Offer suitable difficulty-levels for casual- and hardcore-players

Setting
The game is set in the year 2143, so many elements are futuristic and fictional. The overall atmosphere is supposed to be dark, mysterious and unsettling.

The stages will involve some parts of earth (in a post-apocalyptic scenario), space-scenes and fictional landscapes on alien planets.

Art
The general art-style is inspired by Raiden IV, Ikaruga, Eschatos and all the other games that make use of a 2D/3D-mix.

Enemies, backgrounds, the player ships and certain projectiles are polygon based but most of the bullets and special effects are based on 2D-sprites.

Many special effects will be a little bit "over-the-top" - Let's be honest... It makes you feel awesome if you can unleash a dazzling inferno.

The enemies will have shapes that are mostly inspired by insects, which doesn't necessarily mean that they'll look exactly like such. I simply pick up certain elements and combine them with whatever comes to my mind.


Player ships

Striker
Image
The Striker is supposed to be the all-rounder. It has an average damage output and average movement speed.

Interceptor
Image
The Interceptor is fast and it has a wide spread-shot but its damage output is relatively low. When the ship moves horizontally, the four drones will slightly rotate towards the current movement direction which gives the player quicker fire-coverage.

Bomber
Image
The Bomber is the slowest ship but it has the highest damage output. Optimal for more precise dodging and quick kills.

Combat system
The primary weapon is a laser spread-shot and the secondary weapon is a focused beam which significantly reduces the movement speed of the ship.

All player ships can switch between two combat modes: Offense and defense.
In offense mode, the damage output goes up but only offensive items can be used and the movement speed as well as the fire-arc will be reduced.
The defense mode does the complete opposite: The damage output is lowered, only defensive items can be used, movement speed and fire-arc will be increased.

Pick-ups

Quyrium
Most enemies will drop Quyrium-crystals which can be used to buy items.

Medals
Medals can be collected by cancelling bullets. At the end of the stage, the medals will be cashed in for score. If the player "scratches" cancelled bullets, these will turn into big medals which give a higher score.

Items
Some enemies will occasionally drop items which can also be bought between stages and before starting the game.


Item system
There are six items (3 offensive, 3 defensive) that can be picked up during gameplay and can be bought in the item-shop by spending Quyrium.

Defensive items

Shield (Tier 1)
Image The Shield surrounds the player ship for a few seconds and cancels all bullets which get inside its range.

Cooldown: 10 seconds

Neutralizer (Tier 2)
Image The Neutralizer quickly covers the entire screen and cancels all bullets for a brief moment.

Cooldown: 14 seconds

Time Dilation (Tier 3)
Image This item slows down the entire gameplay for a few seconds which enables the player to perform tough dodges or risky grazing which would be impossible at regular speed.

Cooldown: 20 seconds

Offensive items

Hail Storm (Tier 1)
Image Unleashes numerous homing missiles which will chase randomly picked enemies that are currently on the screen. The missiles deal a decent amount of damage but their accuracy is not perfect.

Cooldown: 10 seconds

Power Bomb (Tier 2)
Image A devastating bomb which detonates after a short delay and deals a significant amount of damage to all enemies which are currently on the screen.

Cooldown: 14 seconds

Overdrive (Tier 3)
Image The Overdrive signficantly boosts both of the player weapons (laser and focused beam) for a few seconds. The damage output is always the same, no matter which ship type is used.

Cooldown: 20 seconds


Scoring
Of course, killing enemies is an essential source for scoring. Additionally, everytime the player damages an enemy, the dealt damage also adds to the score.

All scores scale with the difficulty level, so a higher difficulty automatically means higher scores.

The multiplier
The multiplier affects all points which are granted to the player during gameplay and it's a key element for high-scores.

To increase the multiplier, the player has to damage/kill enemies in quick succession. If the player stays inactive for a short time, the multiplier will quickly decrease.

If the player dies, the multiplier gets halved but it will never go below 1.0

Scratching
I still need a good name for this, because it could be understood as "grazing". Initially, the game had grazing as a scoring mechanic but it got replaced with this one.

If bullets are cancelled, they will turn white and freeze on their positions for a brief moment (before they turn into medal-items). During this timeframe, the player can touch those cancelled bullets to make them turn into bigger medal-items to increase the score.

Additional bonuses
After successfully clearing the stage, the player will get additional bonuses:
  • A specific stage-clear bonus
  • All collected medals are cashed in
  • The player will get points for the percentage of killed enemies per stage. A kill ratio of 100% grants a special bonus (2x 100%)
  • If the player manages to clear the stage without dying, he will get a "Perfect"-bonus (2x stage-clear bonus)
  • If the player manages to clear the entire game he will get a "Full Clear"-bonus (all stage-clear-bonuses summed up)
  • If the player manages to clear the entire game without losing a credit, he will get a significant "1CC"-bonus (additional "Full Clear"-bonus)
  • If the player manages to clear the entire game without dying once, he will get a "Perfect Clear"-bonus ("Full Clear"-bonus x 2)

Difficulty
Currently, there are four difficulty levels:
  • Easy - most suitable for beginners
  • Normal - for players with at least a little bit of experience
  • Hard - for advanced players
  • Insane - for hardcore-players only
The difficulty level mainly affects the amount of enemy hitpoints and the amount of bullets as well as their speed. On the higher levels, some additional enemies will spawn.

2-player co-op
The multiplayer-mode in this game is a little different than what we know from classic arcade-shmups:
  • Both players share the same score
  • Both players share the same life-/credit-pool
  • The item-cooldown is also shared among the players
I was thinking about the multiplayer-mode for quite a while and it's probably not appealing to everybody but I think it forces the players to really work together (which I wanted to achieve)

Release
I really hope that I can release the game for PC/Mac in early 2016 but I'll only do it if it's actually done. I'm also not sure if I should put in on Steam Greenlight but I'll think about that once the game has reached a solid alpha-state.

Feedback
First of all: Thank you for reading!
Please feel free to give any kind of feedback - and let me know if you want to become a tester or if you want to contribute in some way.
Last edited by VDK_Chris on Fri Jan 15, 2016 1:06 pm, edited 3 times in total.
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Lord Satori
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Re: Quyrium [In Development]

Post by Lord Satori »

Looks very interesting. The effects look flashy and over the top and I like it. The item system seems interesting, and I'm not sure I've seen something like it before so I hope it works out.
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Blackbird
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Re: Quyrium [In Development]

Post by Blackbird »

Sounds cool! Do you have a playable demo? I'd like to provide feedback, but it would be a lot more meaningful if I've had a chance to test the game mechanics and see how it all works. It's one thing to read about it on paper and another to see it in action =P.
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Re: Quyrium [In Development]

Post by VDK_Chris »

Thanks Lord Satori and Blackbird for your replies!

I'm glad that there are other people who like overly flashy effects :wink:

About the item-system:
I also hope that it works for other people. The first implementations I made were terrible and I was about to scrap it entirely until I tried the current approach and I (+ some of my friends) think that it adds some new flavour.
I really didn't want to copy a meter-system or the classic smart-bomb-stock for the umptieth time - that wouldn't make the game any different from all the other ones out there. Additionally, some games allow the player to exploit certain mechanics or spam powerful items, which I also want to avoid.
One of my main concerns though is that additional number of buttons to use the items - I personally think that it's totally fine but I'm afraid that many people would find it too much. That's why I'm trying to get feedback - and this forum is the perfect place :)

About the demo:
Yeah, I knew that someone would ask for a demo right off the bat (which makes total sense :D ) but I'm not happy with the first playable stage yet and the menu-UI is still a mess, so I'm still holding back. The main reason is that most people will judge the overall quality of the game by the first time they play it and if it sucks on their first try it will suck forever (in their minds) - that's just how it works.

However, if any of you guys is actually willing to test the game, which is still in very early development, without expecting a perfectly tuned gameplay and/or visuals, please let me know.
I'll try to privately provide the latest dev-builds for Windows/Mac to get as much feedback as possible but I just don't want to publicly offer an unfinished demo that would only generate hate and disregard.
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Blackbird
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Re: Quyrium [In Development]

Post by Blackbird »

I'd be willing to playtest it. I can't promise that I'll playtest it *quickly* though, my work at Degica keeps me pretty busy ^_^;
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Re: Quyrium [In Development]

Post by VDK_Chris »

Thanks, Blackbird! I'll put you on my list of testers.

It will take some time until I got the first testable build ready but I'll let you know...
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Stevens
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Re: Quyrium [In Development]

Post by Stevens »

This sounds great. I love the cool down aspect of the specials as it reminds me a lot of Under Defeat's options and (as most here are well aware) I have an unhealthy love affair with that game.

Best of luck! I'll be following this one closely.
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Re: Quyrium [In Development]

Post by emphatic »

Looks cool, I look forward to gameplay videos.
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Cagar
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Re: Quyrium [In Development]

Post by Cagar »

Grazing...
Why did you already include grazing in the game?
I seriously don't understand this. Why does almost EVERY SINGLE new shmup developer put grazing in their game straight from the get-go? :lol:
I'd sure like to be a tester, though it seems very early right now.
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Re: Quyrium [In Development]

Post by Lord Satori »

I don't have anything to do, so I'm free to test, if you'd like.
Cagar wrote:I seriously don't understand this. Why does almost EVERY SINGLE new shmup developer put grazing in their game straight from the get-go?
It's a good and easy scoring mechanic that both emphasizes the small size of the hitbox and promotes getting close to bullets.

Also, I can't think of any danmaku shmups (at least not any top down ones) that don't have some sort of mechanic that involves getting close to the bullets.
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Re: Quyrium [In Development]

Post by VDK_Chris »

Thank you guys for your replies...

I'm glad that you seem to like the item-system - it's clearly something you don't find in the classic arcade-shmups.

Thank you Cagar and Lord Satori for offering your support :) I'll add you to my list of testers and I'll let you know when there's something to test. And yes, the project is still in an early development phase so if you're not interested in testing and shaping an unfinished game, let me know (I also have a separate list of beta-testers who will only get to test parts of the game that are pretty much done).

About grazing:
Believe it or not but grazing initially wasn't planned to be included when I started developing the game. Some people actually asked me why I didn't add it and after some discussions they convinced me to at least try it and I think it adds some more dynamic. What I definitely want to avoid though is that grazing is the only relevant key-element for high scores - some games do that and I think it can make the gameplay quite monotonous. It will be an important aspect but I'll try my best to make grazing just a part of the scoring system.

I also agree with Lord Satori that encouraging the player to get close to certain hazards can make the gameplay really interesting - at the end it's just a matter of taste...
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Cagar
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Re: Quyrium [In Development]

Post by Cagar »

Lord Satori wrote: It's a good
Heavily debatable.

Lord Satori wrote: Also, I can't think of any danmaku shmups (at least not any top down ones) that don't have some sort of mechanic that involves getting close to the bullets.
What? All CAVE games (excluding arranges of course)? Crimzon clover? BWR? Ermm, I could continue this list for hours. :lol:
Grazing or 'getting close to the bullets' is not any universal danmaku shmup mechanic, except in Touhou clones and amongst new devs.
VDK_Chris wrote:Some people actually asked me why I didn't add it and after some discussions they convinced me to at least try it
Who were these people?
VDK_Chris wrote: I also agree with Lord Satori that encouraging the player to get close to certain hazards can make the gameplay really interesting
For me it's the exact opposite. I hate it if you're forced to go close to the things you're supposed to avoid. It just feels irritating, because the core enjoyment of a shoot em' up for me comes from shooting and dodging. Dodging however you feel like.

TLDR: Don't just slap on a scoring mechanic because it's common and logically works. Go for something fun and fresh.
The item system you got is already enough, if you can wrap the scoring around it.
Thank you Cagar and Lord Satori for offering your support :) I'll add you to my list of testers and I'll let you know when there's something to test.
Thank you! :)
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Re: Quyrium [In Development]

Post by VDK_Chris »

Cagar wrote: Grazing or 'getting close to the bullets' is not any universal danmaku shmup mechanic, except in Touhou clones and amongst new devs.
Yes, that's true. I assume that Touhou, Psyvariar, etc. made it so popular that some people think it's a must-have, nowadays.
Cagar wrote: Who were these people?
Some friends :) But most of them are clearly influenced by the Touhou-series
Cagar wrote: For me it's the exact opposite. I hate it if you're forced to go close to the things you're supposed to avoid. It just feels irritating, because the core enjoyment of a shoot em' up for me comes from shooting and dodging. Dodging however you feel like.
I can absolutely understand that. As I mentioned before, I didn't start off with grazing in mind.
Cagar wrote: TLDR: Don't just slap on a scoring mechanic because it's common and logically works. Go for something fun and fresh.
The item system you got is already enough, if you can wrap the scoring around it.
Yeah, I think at some point I'll set up a poll and let the majority (+ the testers) decide if grazing will actually make it into the final version. Nothing is set in stone here so let's keep the discussion going...
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Re: Quyrium [In Development]

Post by Kaiser »

VDK_Chris wrote:Some people actually asked me why I didn't add it and after some discussions they convinced me to at least try it
Usually when people ask you to place grazing in a game where the game IS NOT about the grazing, that means they are casual players looking for EASIER ways to score and don't want to learn the real scoring systems. Why am I saying this.

Look at Psyvariar, both Medium Unit, Revision and Ultimate Final. What was their core mechanic? GRAZING! What the games were entirely designed around? GRAZING! It was natural and it didn't feel like a shoved in feature suggestion.

Now i'm not trying to turn down you or your game, i'm just saying, grazing won't add much to the game unless the game's about grazing. And there's only so many people you can keep entertained until they feel entitled to tell you what they want and I learned a valuable lesson that people often don't know what they want.

Good luck with your game! And I am looking forward to it.
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Re: Quyrium [In Development]

Post by Blackbird »

I agree. You shouldn't feel like grazing is an essential scoring mechanism, lots of shmups have interesting scoring systems and ignore grazing entirely. Personally I find grazing restrictive because it means that I have to play the game in a counter intuitive way, by allowing the enemy to shoot at me as much as possible so I can dodge more bullets. I think it's best to come up with a really compelling core scoring mechanic and then build everything else around that.
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Re: Quyrium [In Development]

Post by VDK_Chris »

Yes, I agree with you guys - if grazing isn't the core-element of the scoring system it could quickly feel "squeezed in". I'll keep it in the game for now and I'll wait for the first tests. If it turns out to feel out of place (or if it's just not fun), I'll scrap it.
Kaiser wrote:Now i'm not trying to turn down you or your game, i'm just saying, grazing won't add much to the game unless the game's about grazing.
No worries :) I appreciate any kind of criticism (as long as it's constructive) and as mentioned before, I didn't have grazing in mind when I started developing the game, which could be a conspicuous indicator that this mechanic probably shouldn't make it into the final version.
Kaiser wrote:(...) people often don't know what they want.
Absolutely true :wink:


Thank you for your feedback - I'll keep you guys posted...
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Re: Quyrium [In Development]

Post by VDK_Chris »

Hey guys...

Just a short update:
After some more thinking and discussions with helpful people, it's getting more and more likely that grazing will be removed. I'll keep it in the game for now but it probably has to go.

By the way... Feel free to join my dev-stream on Twitch if you want to chat a bit or if you want to help shaping the game: http://www.twitch.tv/virtualdropkick

Have a nice weekend...
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Re: Quyrium [In Development]

Post by Cagar »

Alright, I'm gonna describe this scoring mechanic that I mentioned on stream. It will combine all the best scoring elements of CAVEish shmups, such as:
-Redirecting enemy fire
-Point-blanking (because of big circular bullet spawns)
-Going close to the danger
-Big cancels

So let's go

http://i.gyazo.com/c56bc14010518a76d143be4bc6ddb46f.png

Okay, so when a bullet cancel happens, everything freezes and bullet color will change to white.
The amount of bullets canceled determines the ketsui-style counter, that ticks down reaaally fast. (There's also a gauge attached to it on the side, just for fun)
During this time, you paint the white bullets with your ship. (They will glow with some sort of flashing animation as a mark of being painted)

When the counter hits zero, all bullets will turn into scoring items, BUT the bullets that you painted in time will turn into HUGE, scoring items. Just don't make the player ship suck them straight away, put a small delay for it so it looks cool.
Also, when this happens, the Cancel text and the counter will turn into displaying how many bullets you painted, and how many just turned into normal score items. (seen on the right side of the picture)
Could these numbers be combined like in my example, with the big number on the left being the painted bullets? In this case, giving you something over 87k score (xmultiplier of course)
I dunno, but I think that showing the amount of bullets you painted during the last cancel like that for a moment is a good idea to give the player some sense of how well he's doing.
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Update

Post by VDK_Chris »

Hey guys!

I know, it's been a while... I was just too busy developing the game ;-)

First of all, I want to thank Caggar in particular for giving the decisive inspiration for the new scoring mechanic ("grazing" is no more!) and of course everybody else for all that feedback and for joining my dev-stream on Twitch!

New scoring mechanic
The new scoring mechanic works as follows:
If bullets are cancelled, they will turn white and freeze on their positions for a brief moment (before they turn into medal-items; see initial post). During this timeframe, the player can touch those cancelled bullets to make them turn into bigger medal-items to increase the score.
The number of cancelled bullets which were not touched by the player will be multiplied by the current multiplier-value and then added to the current score. The amount of touched bullets will be multiplied by 1000 (and the current multiplier-value) and then added to the current score. Additionally, the collected medals will be cashed in after clearing the stage.

As for now, I call this "scratching" but I think I'd need a better name, because it could be understood as "grazing". Initially, the game actually had grazing but it got replaced with this one.

New screenshots

Image Image

Image Image

Image Image

Image Image

Note that the screenshots in the initial post got replaced by newer ones - check them out as well!

Also check out my IndieDB-page and follow me on Twitter to stay updated!

What's next?
The next big milestone is a playable demo which will include one completed stage. I hope I can finish it up during October 2015 - just stay tuned...

Cheers!

Chris
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Cagar
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Re: Quyrium [In Development]

Post by Cagar »

Damn you've come far.
I LOVE that you're still working hard on this. Nice job. I'm really excited for the next version.
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Re: Quyrium [In Development]

Post by VDK_Chris »

Hey guys!

I hope you're enjoying your holidays... Sorry for my long absence - I had a lot of stuff to straighten out lately but, after 15 months of hard work, I finally got some interesting news:

The first release of the demo is live!

You can download the demo for Windows and Mac OS X at http://virtualdropkick.com/quyrium - feel free to subscribe to the newsletter and (as always) any kind of feedback is highly appreciated.

It's still a lot of work to get the final game done but releasing the demo is a huge milestone for me. Thanks to all of you guys for your interest and support!

For now, windows users have to extract a ZIP file and manually start the .exe-file, but I'll provide a proper installer soon.

Have fun!
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Re: Quyrium [In Development]

Post by _rm_ »

I will try the demo for sure because this looks very interesting.

Best of luck with the Project.
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Re: Quyrium [In Development]

Post by VDK_Chris »

@_rm_: Thank you very much! :wink: I hope, you'll have fun with it.

I'll keep you guys posted about any updates...
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Re: Quyrium [In Development]

Post by eebrozgi »

The very first thing you should change is the Windows version download button: I was kind of baffled to read it needs Windows 8 or higher, but luckily, it DOES work on Windows 7. I played the 64-bit version, if that is of any significance.

I just played through the available stage once. I have to say, I'm impressed! Snappy feel and frantic enemy behaviour are things I like a lot. The boss ramming to the screen sides in particular got a laughter of excitement out of me. The game even ran smoothly when I turned off the anti-aliasing, though there could be more graphics options for good measure.

One thing that I felt could be changed straight from my first playthrough was the bar that indicates combat mode change cooldown. I didn't see it at all first, had to kinda look for it. Could be way fatter or somewhere else or whatever, just more visible.

Good luck with the project!
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

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BulletMagnet
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Re: Quyrium [In Development]

Post by BulletMagnet »

A couple of thoughts on the demo:

- The game runs well in fullscreen on my none-too-impressive laptop.

- Good to see controller support implemented, though when using a third-party 360 controller it only senses the analog stick, so if you could somehow enable the d-pad as well that would be nice. Also, the directional controls only work in-game, you have to use the keyboard on menus.

- I kind of like the scoring gimmick, though it does grant a pronounced advantage to the speedier ships (if you want a name suggestion, I might try "tagging"), and also makes it easy to smack into enemies appearing from the sides of the screen (or point-blanked by ones that start firing once the effect wears off). Making "cancel" enemies more immediately distinguishable might also not be a bad idea (maybe a target marker and/or sound effect when they show up?).

- I have mixed feelings on the item stock; having a bit of weapon variety is nice, though for an "ace in the hole" I tend to prefer the old-fashioned smart bomb. Moreover, I find myself worrying in the same way I do with older RPGs in particular, i.e. "should I use these now, at the risk of running out later?" or "spending on these would be useful for this stage, but will I not have enough for other stuff next stage?" In short, it's frustrating for boss fights to take an eternity, especially with the "speed" ship, when you arrive at one with nothing but your default weaponry. In the default mode you can just grind as long as you need to, I suppose (which is good in one sense, and bad in another), but I'm wondering how the balance would work out in Arcade mode...I'm tempted to suggest that any unspent money at the end of each stage is converted to a point bonus, so you have an incentive to go without the extra toys...if the game is reasonably beatable without them, that is.

- It feels to me like your ship slows down even when firing "normal" shots, which is especially crippling for the "power" ship - I'd recommend only "focusing" speed when using the laser.

- I'd appreciate an option to turn off the "screen shake" effect, as it can be a bit distracting in the middle of a dense pattern.

- I'm admittedly not that skilled of a shmupper, but I did find myself entrapped and dying quite a lot (and if you're not in "defense" mode you've got no way to save yourself) - I know this stage is around the halfway point, but I'm still afraid to see what the two higher difficulty levels hold, heh. Off the cuff the invincibility period after death felt a bit short to me, so a lot of my deaths came in bunches; increasing that duration would make it a bit easier to get back into the flow of things.

Hopefully this stuff helps a bit; let me know if I need to explain anything more clearly.
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VDK_Chris
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Re: Quyrium [In Development]

Post by VDK_Chris »

Happy new year!

Thank you guys for checking out the demo and giving so much constructive feedback!
eebrozgi wrote:...it DOES work on Windows 7. I played the 64-bit version, if that is of any significance.
To be honest, I could only test the game on Windows 8 machines, so I wasn't entirely sure if it runs smoothly on Windows 7. But yeah, apparently I should change that. And yes, it's always good to know on which architecture you guys are playing.
eebrozgi wrote:I have to say, I'm impressed! Snappy feel and frantic enemy behaviour are things I like a lot. The boss ramming to the screen sides in particular got a laughter of excitement out of me.
Thank you so much ;-) I'm really glad you had fun with the game. I tried to go for some unusual but still not too exotic movement- and bullet-patterns.
eebrozgi wrote:...though there could be more graphics options for good measure.
Is there anything you think of in particular? I actually want to have as few options as possible but if people suggest anything useful, I'll think about implementing it.
eebrozgi wrote:One thing that I felt could be changed straight from my first playthrough was the bar that indicates combat mode change cooldown. I didn't see it at all first, had to kinda look for it. Could be way fatter or somewhere else or whatever, just more visible.
Yes, I agree - the cooldown-bar is outside of the area of action, so it can be missed easily. I was thinking about attaching it to the ship (or something similar). Maybe some sort of circle/bar right below the player's ship..? Still not sure - suggestions are welcome.
BulletMagnet wrote:The game runs well in fullscreen on my none-too-impressive laptop.
That's good to know ;-)
BulletMagnet wrote:...though when using a third-party 360 controller it only senses the analog stick
Yeah, getting generic controller support right is quite painful, but I already knew that I have to revisit that stuff. I know it's not perfect yet but I'm glad you could at least play the game.
BulletMagnet wrote:I kind of like the scoring gimmick, though it does grant a pronounced advantage to the speedier ships (if you want a name suggestion, I might try "tagging"), and also makes it easy to smack into enemies appearing from the sides of the screen (or point-blanked by ones that start firing once the effect wears off).
Yes, the advantage of the speedier ships is actually intentional (although, the balancing is probably not perfected yet).

"Tagging" doesn't sound too bad - maybe some more people have an opinion on that..?

Sure, if you're not careful, you can crash into enemies but I think there's not that much I can do about that (at least not right now).
BulletMagnet wrote:Making "cancel" enemies more immediately distinguishable might also not be a bad idea (maybe a target marker and/or sound effect when they show up?).
I actually thought about that and I will probably add something visual which gives the player an immediate read, so that you know straight away that certain enemies will trigger a cancel when they get destroyed.
BulletMagnet wrote:I find myself worrying in the same way I do with older RPGs in particular, i.e. "should I use these now, at the risk of running out later?" or "spending on these would be useful for this stage, but will I not have enough for other stuff next stage?"
I totally understand what you mean but... that's actually intentional ;-) I wanted to force the player to make critical decisions even though I'm sure that some people might hate it.
BulletMagnet wrote:In short, it's frustrating for boss fights to take an eternity, especially with the "speed" ship, when you arrive at one with nothing but your default weaponry. In the default mode you can just grind as long as you need to, I suppose (which is good in one sense, and bad in another), but I'm wondering how the balance would work out in Arcade mode...
That's true but I think, I simply have to adjust the damage/HP balancing to make the boss-fights less frustrating if you don't have any items in stock. The items are supposed to make your life significantly easier but they shouldn't be indispensable.
BulletMagnet wrote:I'm tempted to suggest that any unspent money at the end of each stage is converted to a point bonus, so you have an incentive to go without the extra toys...if the game is reasonably beatable without them, that is.
Yes, I planned to "cash in" the collected Quyrium crystals for score if you beat the Arcade mode (which isn't available yet, obviously). Making the game beatable without using any items is one of my major design goals. I'll never create scenarios in which certain items are necessary in order to beat the game.
BulletMagnet wrote:It feels to me like your ship slows down even when firing "normal" shots, which is especially crippling for the "power" ship - I'd recommend only "focusing" speed when using the laser.
You're right - firing the regular shots also slows down the ship a bit. I was also thinking that this could be too much. I'd probably remove that. Maybe, anybody else has an opinion on that one?
BulletMagnet wrote:I'd appreciate an option to turn off the "screen shake" effect, as it can be a bit distracting in the middle of a dense pattern.
Hmmm... Yeah, I know what you mean. I should probably reduce the effect during regular gameplay but in some situations it just looks extremely boring without the screen shake. I'll play around with that...
BulletMagnet wrote:I'm admittedly not that skilled of a shmupper, but I did find myself entrapped and dying quite a lot (and if you're not in "defense" mode you've got no way to save yourself) - I know this stage is around the halfway point, but I'm still afraid to see what the two higher difficulty levels hold, heh.
Difficulty is definitely one of my main concerns (and I really hope, I'll get a lot of feedback on that) but the "Normal" level is supposed to be played by people who have at least some shmup-experience. Do you think there are certain scenarios which are impossible to survive without using any items?
BulletMagnet wrote:Off the cuff the invincibility period after death felt a bit short to me, so a lot of my deaths came in bunches; increasing that duration would make it a bit easier to get back into the flow of things.
Yeah, some people pointed that out - I should slightly increase the invincibility time.
BulletMagnet wrote:Hopefully this stuff helps a bit; let me know if I need to explain anything more clearly.
Yes, any kind of feedback is extremely helpful (as long as it's constructive)! I think I understood all your points and they're all valid.


As some of you guys probably know, making a game on your own is a tedious and time consuming process and at some point you don't really know if certain things are good or bad - you get sort of blind, that's why external feedback is so valuable.

A big "Thank you!" to all of you guys for your feedback and support!


I'll keep you posted about any updates...
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eebrozgi
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Re: Quyrium [In Development]

Post by eebrozgi »

VDK_Chris wrote:
eebrozgi wrote:...though there could be more graphics options for good measure.
Is there anything you think of in particular? I actually want to have as few options as possible but if people suggest anything useful, I'll think about implementing it.
Alternative resolutions are a simple and effective way to make it run on much older computers, or to get it look crisp on new ones. Other than that, I guess there are all those lighting and texture shenanigans but they're entirely up to you, I don't personally wish for them to clutter the menu seeing how fine it ran on my moderately old laptop too.
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!
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VDK_Chris
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Re: Quyrium [In Development]

Post by VDK_Chris »

eebrozgi wrote:Alternative resolutions are a simple and effective way to make it run on much older computers, or to get it look crisp on new ones.
I agree... But right now, the game is designed to be optimally displayed at 720p and it seems to run fine on many non-high-end machines with 60fps, which is one of my primary goals. At some point I was also thinking about 1080p and more options for better equipped computers but that would mean a huge amount of art I'd have to redo (which I simply can't afford at the moment).
Different resolutions are on my list but that's probably not going to happen any time soon, unfortunately.
eebrozgi wrote:Other than that, I guess there are all those lighting and texture shenanigans but they're entirely up to you, I don't personally wish for them to clutter the menu seeing how fine it ran on my moderately old laptop too.
Yeah, as mentioned before, I really want to keep the number of options as low as possible. Therefore, I'm probably not going to add any unless I get a significant amount of requests for specific graphics-options which turn out to be absolutely necessary.


UPDATE:
On January 12, Highsight made a review of the Quyrium demo! I would really like to know what you guys think about his feedback.

The biggest thing which I'm probably going to change is how the player obtains items. The idea of the shop (which is only accessible between stages) just doesn't "feel" good. Several people pointed that out and I also think that this wasn't the smartest idea.
I'm currently thinking about some sort of energy-based system which lets you charge up a meter by collecting crystals and once it has reached a certain point, the player is allowed to fire off items. I think, this -or a similar- system might be way more dynamic and significantly less frustrating - what do you think?

There were many other valid aspects which were pointed out during the review and I already have a whole bunch of things I will change/improve.
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Major update!

Post by VDK_Chris »

Hey everybody!

I know, it's been a while but there was a lot of stuff to be done.
As already said, the way how the player obtained items just didn't feel good and caused more problems and frustration than it improved the experience.
That's why I entirely scrapped the old system and replaced it with a new one:

Instead of buying items, you now collect Quyrium crystals to charge up an energy-meter which serves as a source for the already known items. This system feels way more dynamic and is just more fun.

Download the new version and check it out!

I hope, you will enjoy the first major update of the Quyrium Demo!

As always: Any kind of feedback is highly appreciated!
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Re: Quyrium [In Development]

Post by BulletMagnet »

The new weapon system is most definitely a big step in the right direction; I felt compelled to make use of the special abilities whenever I could, instead of worrying about whether or not I should hoard them. My main concerns about the abilities as they stand now are 1) The "cancel" ability seems to be the only one with much application for scoring, which means that anyone looking to score well will be abusing the heck out of it (and milking bosses like there's no tomorrow) at the expense of everything else, which seems like a waste. Ideally, you'll find some way to have all of the special weapons play some potential role in scoring well. 2) The "bomb" weapon's delay seems excessive offhand; the missiles already take a little time to hit their targets, the bomb uses more energy and should be more effective (seeing as it's possibly the only "offensive" weapon with some defensive capabilities). Will mention more if it comes to mind; hopefully some of the other issues mentioned above are next on the to-do list, but this is unquestionably a positive shift.
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