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IDProjectCategoryLast Update
0018063Starward RogueSuggestionJan 8, 2016 9:26 pm
ReporterPepisolo Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Product Version0.206 
Fixed in Version0.800 
Summary0018063: Room-editor additions to increase variety
DescriptionNote: I'm posting this now to get the problem out in the open ASAP so that people can discuss and maybe help think of any improvements, but I'm going to be adding to this and editing over time.


One of the big things concerning me about this game at present is the lack of variety in the maps. Specifically, there is a distinct lack of a SHMUP flavour in the rooms, and I'm speaking mechanically rather than aesthetically. AVWW2 seemed to suffer from a similar problem in that although there were numerous upon numerous chunks in the game, they were largely pretty samey, weren't particularly platformy, and were rather bland. The rooms in this game must not suffer from this same blandness! The main problem seems to be that there aren't enough cool options available in the room editor, especially SHMUP-style options. So, this report is going to suggest various ideas for additions to the room-editor, inspired by SHMUPs of old, that if implemented might add some more variety and essence of SHMUP to the game. I will keep adding to this report over time.


1) Rotational Laser

Very common and presumably fairly simple to implement. This is simply a laser or a few lasers, usually attached to a circle that rotates either clockwise or anti-clockwise.

Example: https://youtu.be/gXqKsGxJL7M?t=53s


2) Spawners

I think something like this is already planned. Spawners, we all know what they do, generate enemies or obstacles until they are destroyed.

Example:https://www.youtube.com/watch?v=2ct8sssUI6k&feature=youtu.be&t=4m30s


3) Wall funnelers

These are enemies or destroyable obstacles that rather than simply being present in the room, they instead funnel in from openings.

Example: https://youtu.be/Ens0SDe4yNQ?t=1m32s

First it's the giant snake thing on the bottom-left. Then later it's some ships from the top-right. For Starward Rogue, the concept would need to be slightly modified to prevent the player from trying to go down the opening, so instead you could have a hatch that opens and then closes immediately after the enemy or series of enemies are released.


4) Asteroid-like obstacles

There are usually lots of obstacles or enemies like this in SHMUPs. Basically, it's a big floating object that bounces around the screen. You can either choose to shoot it or dodge, but if you shoot it, it breaks up into smaller pieces. Example:

https://youtu.be/hpDOgXCYRyo?t=21s

5) Regenerating Block (walk through version)

This is simply a block that regenerates over time. You can walk through it, but you take damage if you do. The point is to continually blast holes in it so that you can move through it safely without taking damage. Presumably similar to the phasing block that was nearly implemented, however this version should not cause pathfinding problems as enemies and players can walk through it. This example from Gradius should explain the idea if it's not yet clear.

https://www.youtube.com/watch?v=B7ZpU9EJnbc&feature=youtu.be&t=27m36s

6) Fuse block

These are blocks that when detonated by a missile, set off a chain reaction that explodes any other adjacent fuse blocks. Inspired by Bangai-o which made extensive and fantastic use of such a simple concept.

https://youtu.be/ZllCtGuuRaM?t=55m30s

I wouldn't expect this game to make as grand use out of the block as Bangai-o, but there should be some useful applications.

If anybody has any more suggestions please comment!
 
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Misery

Dec 30, 2015 9:02 am

developer   ~0043955

Ooh, I like the regenerating block idea, that could get interesting.

As for the asteroids bit, hmm... I *might* be able to do that one myself now that I think about it. I'm not entirely sure, but I think I'm going to try for it.

Chris_McElligottPark

Jan 6, 2016 8:11 pm

administrator   ~0043989

The wall funnelers are a bit too similar to the spawners, and a bit complex, so I'm skipping those. But all the other bits are now on our specs. :)

keith.lamothe

Jan 8, 2016 9:26 pm

administrator   ~0044005

0.208 now has several more devices of disaster :)

Issue History

Date Modified Username Field Change
Dec 22, 2015 4:25 am Pepisolo New Issue
Dec 27, 2015 3:31 pm Pepisolo Description Updated
Dec 29, 2015 4:28 pm Pepisolo Description Updated
Dec 29, 2015 4:34 pm Pepisolo Description Updated
Dec 29, 2015 7:17 pm Pepisolo Description Updated
Dec 30, 2015 9:02 am Misery Note Added: 0043955
Jan 6, 2016 8:10 pm Chris_McElligottPark Assigned To => keith.lamothe
Jan 6, 2016 8:10 pm Chris_McElligottPark Status new => assigned
Jan 6, 2016 8:11 pm Chris_McElligottPark Note Added: 0043989
Jan 8, 2016 9:26 pm keith.lamothe Note Added: 0044005
Jan 8, 2016 9:26 pm keith.lamothe Status assigned => resolved
Jan 8, 2016 9:26 pm keith.lamothe Fixed in Version => 0.800
Jan 8, 2016 9:26 pm keith.lamothe Resolution open => fixed