View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0018063 | Starward Rogue | Suggestion | Dec 22, 2015 4:25 am | Jan 8, 2016 9:26 pm | |
Reporter | Pepisolo | Assigned To | keith.lamothe | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.206 | ||||
Fixed in Version | 0.800 | ||||
Summary | 0018063: Room-editor additions to increase variety | ||||
Description | Note: 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! | ||||
Tags | No tags attached. | ||||
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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. |
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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. :) |
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0.208 now has several more devices of disaster :) |
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 |