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nathany

top-down shoot'em up. post your ideas

31 posts in this topic

Hi, I am planning to develop a classic style top down shoot'em up which will be released as freeware, both betas and the final version. The game is currently in the design phase. Games "inspired by" include: Raptor, DemonStar, Tyrian, Blazing Lazers (TG16), Galaga'90 (TG16), Space Bats of Doom, OverKill, River Raid (but not any of the "unique" features of Hasbro/Atari's River Raid). Of course I have various ideas of my own that I'm just getting on paper now. Anyway, if you have any ideas or suggestions for this type of game, feel free to post 'em. Story, easter eggs, other top down shoot'em up games you like, whatever. Thanks, Nathan. nathany.com Edited by - nathany on 5/14/00 2:06:42 AM
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Ooooh gggoddd!!! Thank you for considering about creating 2D-shooter , and even better, TRADITIONAL ONE! Tyrian is one of the greatest Shareware games I have EVER, EVER EVER played, simply because it''s so complicated

I would love to play new shooter, and here are some ideas/suggestions:

1. Use colors! Make the game look REALLY CANDY , like Tyrian and Settlers did
2. Put lots of weapons, levels, ships, and everything! Everything that player can config even a little bit, is big plus!
3. Think about something really unique. I have had fun idea about this kind of plot :
"... After nations started world war III in 2043, sides blablbalblablabla-blaa... Now after thousand years , people who fleed from war are coming back to revenge! You are in control of fighter, mission: kick some butt
Now, this doesn''t sound too unique, but setup could make lots of cool and fun ideas:
Example: Earth would be divided for sectors. Player has to conquer all the sectors to win the game. Sometimes computer tries to conquer sectors from player!
Now, when player is flying, he wouldn''t be alone; sometimes he could see how friendly fighters are flying over the screen and shooting everything that they can.
4. There could be reason why the fighter cannot turn.This could be that the ship is kind of "catapulted" from mothership with enormous speed, and so it can only manage to turn so little that it can avoid incoming objects.
5. Sometimes player could turn and change direction! This could be even automatic, but it would be fun to see how fighter makes turning arc when it''s turning 90 degrees, and now the screen is scrolling lef t or right...

Boy, there are so many things that could be done

-Paladin
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quote:
Original post by nathany

Anyway, if you have any ideas or suggestions for this type of game, feel free to post ''em. Story, easter eggs, other top down shoot''em up games you like, whatever.




I liked very much vertical shoot''em ups like Raiden, Xenon II Megablast, 1942, 1943, Flying Shark, Xevious and Slapfight.

Don''t forget to include the GREAT "two-player-at-once" game option. Today''s games lack of this feature and I miss it very much.

BTW, I''m developing a similiar game... so if you like to debate on this topic...


Bye,

Karmalaa

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Just don''t make it a one hit wonder game where you die after one hit. Man, I hate games like that. Stresses me out. Serenity now

Also make the weapons look really cool. Have lots of crap flying around. Lots of homing missles

And try to keep the number of useless guns down. Some of the weapons in Tyrian only fired to the sides. Kinda sucks when the powerups are your enemies too

I think the key is to make the player feel really powerful. It feels good to mow down wave after wave of enemies and only dying when the odds are really impsossible.

I love shooters
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My favorite game was Overkill (or maybe I''m confusing it with Raptor), anyways, I liked getting powerup things, but being able to choose when I wanted to upgrade. For example, I could just keep using my upgrades right when I got them, or I could wait a little while, until the upgrade got better before using it. I hope that made sense. Also the level was kinda like a maze, because you couldn''t bump into the walls, so you went along trying to avoid the walls while at the same time killing the monsters, and avoiding the bullets and stuff. But there wasn''t so much going on that you didn''t have any control, if you died it was because you should have dodged the bullet by going left instead of going right and not noticing another bullet was coming down on the right, you didn''t die because bullets were coming down on both sides, and you didn''t have a choice. That gives me an idea!! Put in some simple AI, so the bad guys only shoot at you if you have an escape route.
Also, HAVE A BOSS, I hate game without bosses, and give him a routine and all, like ram forward, fall back slowly, fire a little, ram forward, fall back slowly, etc. When you hit him, make sure the player knows he is damaging him. I hate shooting at an enemy for an hour, only to find out I had to shoot at a certain place, and all the other shots were useless (that sucks).
Thats all I got to say, goodluck.
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quote:
Original post by Paladin
Tyrian is one of the greatest Shareware games I have EVER, EVER EVER played, simply because it''s so complicated



Yah, it''s cooL. There is a Tyrian 2000 update (see link above, it''s not from Epic)... too bad it is still DOS. My SB Live isn''t supported, nor is my MS Gamepad... kinda takes the fun out of it.

quote:

2. Put lots of weapons, levels, ships, and everything! Everything that player can config even a little bit, is big plus!



Well, I also have a few ideas for in game bonuses... plus I''m love the way the bonuses weapon config works in Blazing Lazers (TG16).

But for ultimate tweaking, you really need the store feature [or similar]. So either I will do arcade/story modes like Tyrian... or just combine the two in someway [still thinking:]

quote:

Example: Earth would be divided for sectors. Player has to conquer all the sectors to win the game. Sometimes computer tries to conquer sectors from player!



interesting idea.

quote:

Now, when player is flying, he wouldn''t be alone; sometimes he could see how friendly fighters are flying over the screen and shooting everything that they can.



yes. i have thought of this, plus ground troops and civilians. wingmen may be of more assistace than the others.

part of the reason for this is to make it so you have to be careful where you are shooting. it might be the case that you get paid for shooting enemies, but lose money for destroying civilian buildings (damages).

quote:

5. Sometimes player could turn and change direction! This could be even automatic, but it would be fun to see how fighter makes turning arc when it''s turning 90 degrees, and now the screen is scrolling lef t or right...



hm. i will have to think about that one. could be a bit awkward as far as the user interface.

i do plan to have a small amount of horizontal scrolling all the time though (Blazing Lazers and DemonStar)

quote:

Boy, there are so many things that could be done



for sure.

Thanks, Nathan.




nathany.com
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quote:
Original post by karmalaa
I liked very much vertical shoot''em ups like Raiden, Xenon II Megablast, 1942, 1943, Flying Shark, Xevious and Slapfight.



I''m not familiar with a good number of those... I will have to search around for their titles and see what''s unique with them. So much to do

quote:

Don''t forget to include the GREAT "two-player-at-once" game option. Today''s games lack of this feature and I miss it very much.



Two player arcade mode on one machine, guaranteed. LAN/Internet support for two player... maybe, but not added until near the end. Hopefully not designing with LAN/Internet support from the start won''t be a problem for this type of game.

- n8


nathany.com
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quote:
Original post by buh
Just don''t make it a one hit wonder game where you die after one hit. Man, I hate games like that.


Yah. Me too. I rather where you can have shields and only one life (i.e. Raptor). With unlimited continues and save/restore vs. lifes because it''s more realistic (well, as realistic as having an F15 with a force field is).

quote:

Also make the weapons look really cool. Have lots of crap flying around. Lots of homing missles



He.he. Fire all missiles. [Robotech/Macross]

Might need a "safety" for that one

quote:

And try to keep the number of useless guns down. Some of the weapons in Tyrian only fired to the sides. Kinda sucks when the powerups are your enemies too



Power downs, no. Enemies stealing your power ups, maybe. Shooting extra bombs causing explosions vs. collecting by moving over them... probably.

quote:

I think the key is to make the player feel really powerful. It feels good to mow down wave after wave of enemies and only dying when the odds are really impsossible.



Yah. Having the right level of challenge is important. And having some tough spots, along with some breaks and bonus waves to mix it up a bit. Will come up in level design...

Also that reminds me: difficulty levels. Must come up with inventive names for Easy, Normal, Hard, Impossible.

- n8











nathany.com
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quote:
Original post by Piksel
My favorite game was Overkill (or maybe I''m confusing it with Raptor), anyways, I liked getting powerup things, but being able to choose when I wanted to upgrade. For example, I could just keep using my upgrades right when I got them, or I could wait a little while, until the upgrade got better before using it. I hope that made sense. Also the level was kinda like a maze, because you couldn''t bump into the walls, so you went along trying to avoid the walls while at the same time killing the monsters, and avoiding the bullets and stuff. But there wasn''t so much going on that you didn''t have any control, if you died it was because you should have dodged the bullet by going left instead of going right and not noticing another bullet was coming down on the right, you didn''t die because bullets were coming down on both sides, and you didn''t have a choice.



That''s Overkill.

I like the maze type thing and want to do that for some levels. Overkill reminds me of River Raid (Atari) in some ways... which was pretty cool in it''s day (even if only flying a plane over water doesn''t make much sense: it was supposed to be a boat but it''s hard to make a boat at so low res so it got changed to a plane).

As for the power up system, I will have to see if I can get Overkill working again as I don''t remember exactly how that works. I found Overkill pretty challenging, so I never got all the power ups anyway (didn''t even pass planet 1)

I am kind of biased towards the power up method vs. the store, so if it can be implemented in an interesting way that gives similar configurability to Tyrian, that would be way cooL. On the other hand, my bro. prefers the store where you can tweak your ship... what do others think?

quote:

That gives me an idea!! Put in some simple AI, so the bad guys only shoot at you if you have an escape route.



That''s original... on the easy difficulty level, extra AI routines are used to help make the baddies go easier on you

quote:

Also, HAVE A BOSS, I hate game without bosses, and give him a routine and all, like ram forward, fall back slowly, fire a little, ram forward, fall back slowly, etc. When you hit him, make sure the player knows he is damaging him. I hate shooting at an enemy for an hour, only to find out I had to shoot at a certain place, and all the other shots were useless (that sucks).



Must have level bosses. Sometimes one, sometimes more than one. If you played Galaga''88 (Arcade) or Galaga''90 (TG16) [same game] they have something else interesting that I''d like to do sometimes. At the end of a level, have a formation of smaller aliens that swoop down at you ... and you have to destroy them all.

quote:

Thats all I got to say, goodluck.



Thanks. I''m sure there are lots more ideas... as always, the tough part is going to be figuring out what not to implement, and focusing on enjoyment rather than every feature imaginable! But it''s always good to "blue sky"...

Thanks everyone, and please keep ideas coming. Sorry it took me a while to get back, I''m starting to wish I checked off the email notification option for this thread... because there is no way to change that now. But I will read every post, multiple times probably.

- n8


nathany.com
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im more inclined towards the store idea as well
(im doing something similar - a horizonal arcade shooter)

yeah - must have bosses. Big ones. and make em so that the player has to have some strategy to defeat them (weak points and so on, changing behavior patterns...)

Tyrian and Raptor are great, anyone know some cool parallax-scroller?

I must admit I rather disliked the two in one idea in tyrian, everything got so complicated with two ships firing, and you couldn´t stop accidental link-up.

Hope to hear more
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quote:
Original post by Hase
im more inclined towards the store idea as well



guess i will just need to do both...

quote:

(im doing something similar - a horizonal arcade shooter)



Cool... Star Gunner (Apogee), Pulsar (TG16)... those were pretty cool games. I did a horizontal shooter in 1993-95... in QuickBasic! [it wasn''t all that good, but interesting project]

quote:

yeah - must have bosses. Big ones. and make em so that the player has to have some strategy to defeat them (weak points and so on, changing behavior patterns...)



For sure. And the really lame thing where you blow chunk off them, and more guns appear... which are more powerful than the last!

quote:

Tyrian and Raptor are great, anyone know some cool parallax-scroller?



Well, overhead shooters don''t usually have parallax scrolling, just due to to view... of course Tyrian did some times.

quote:

I must admit I rather disliked the two in one idea in tyrian, everything got so complicated with two ships firing, and you couldn´t stop accidental link-up.



Yes, quite annoying, would''ve played 2 player more if it didn''t have that. Sort of an interesting idea, but they should''ve made it optional, or used a button to link/unlink.

Nathan.







nathany.com
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No, I meant horizontal parallax scrollers

I like the button to link/unlink idea
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I liked the third level in R-type, where the whole level was one big boss, and you had to destroy it. That kind of simple mission, with smaller objectives working towards it, but in a linear kind of way, would work really well.
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Hey nathany,

Have you ever seen the PSX title Raystorm?
Great topdown shoot''em up! But gfx are 3D! But gives superb animated flight paths!

Some time ago I also tried to create a normal 2D topdown shooter. Never before had so much fun coding! The game flopped due to lack of gfx. I first brutally ripper my gfx from an coin-op game. (Don''t start to shout yet: I never sold it or anything...I''m a coder, and just using it for testing!)

I hope the same thing doesn''t happen to you! If I should restart coding this game, I''ll be using 3D gfx, just because it''s easier to design some gfx myself. (but probably harder to code...hum...)
But on the other hand, back then I didn''t discover this site yet!

Here''s a simple screenshot:


You can also download a playable version from my homepage (but you''ll need 640x480x24bits).
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I happen to be a big Tyrian fan myself... Man, that game ruled

One feature I''d really like to see used more is the customizable ship you had in Tyrian... Stores, lots of different weapons (I think there were 40+ total in Tyrian), and the ability to try out a lot of different setups... I had a lot of fun just messing around with my ship in Tyrian, even if you did nearly always end up with some combination of Zica Lasers/Normal Lasers/Lightning Gun, Sonic Wave, and Plasma Cannon/Atom Bombs.... I kind of enjoyed selling off all my stuff, getting a really impressive generator, sticking a pair of Zica Flamethrowers on my ship, and then toasting everything foolish enough to get in front of me

The other thing that I think is important in any game is lots of extras- new stages to explore, new weapons to find, new ships to buy... The creator of the Super Mario Bros. games (whose last name is Miyamoto and whose first name slips my mind at the moment...) once suggested that at least 1/3 of your game should be secret. Once again, remember all the secret areas in Tyrian?

A third thing I appreciated about Tyrian was the fact that it only sort of took itself seriously... There was the plot to the whole fourth chapter, not to mention the datacubes on why enemy ships dropped coins and fruit when you destroyed them... Those were classics

So, to recap: lots of customization, lots of secrets, humor.

--{-Seig----
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quote:
Original post by baskuenen
Have you ever seen the PSX title Raystorm?
Great topdown shoot''em up! But gfx are 3D! But gives superb animated flight paths!



I haven''t seen it... but I was considering 3D. Low poly ships and the terrain as well (allowing the terrain to rotate when following a river, or zoom in and out sometimes).

It would be cooL, but I don''t really want to get caught up in all this 3D stuff and trying to making a marketable game. I rather stay in my little 2D world and do a simpler freeware game. I haven''t yet done a really complete Windows game and distributed it... most important thing is to finish it!

Nathan.



nathany.com
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quote:
Original post by baskuenen
You can also download a playable version from my homepage (but you''ll need 640x480x24bits).


I didn''t realize this until just now... my Voodoo3 drivers under Windows 2000 don''t support a 24-bit dekstop! (Just 16/32-bit). So unfortunately your game doesn''t work.

That will make it tough for me to make my game support 24-bit desktops, as if 24-bit isn''t bad enough, I won''t be able to test anything. Hrm, time for a new video card?

Nathan.



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well i played a few...
some ideas might have been mentiond thow?
1.a lot of pull back ,on the joy stick"somthing whont pop on ferst 4 blasts, and it aint going to move ,exsept right threw you.."
2.power up "something happens to your ship ,so when power up is actevaited your ship becomes the weapon for (x) amount of time.."
3.when in 2 player mode ,so make it that powerups rowtait to players,if they are waisted,they get the next power up,as the player still active is /should have safishint fire power to cover his own ass,if not ferst rezerect will receve ferst power up if bath ships are destroyes,or at least give the option at the start of game..free life"same with ubove .
[c].delayed attac"so you must look infrunt and behind you,at all times,but this afects game play alot,so attacs must be slowed down or soffend when this takes plase .
[d]have ship upgraids to,youse a kill counter to gain access to this option ,each upgraid costs (x)amount of kill tokens/points..and there must be speshal tokens thew out the game,these must be held within the tuffist of your aponints in every level ,when you have colected all the tokens /not missing one token"which can happen !"a worp gait appears,game should be set up so when worp accers its at end of stage ,so uther play duse not have to be destracted or left behind to cuver his own ass in the senter of hell lol**thort""then you get one player blasting all the aponents,like rambo thus killing you in the prosess..solve problem haha..if one player shoots to menny aponents in a row the aponents becom resistant to that players fire powerand yes both players can get worp gait,as there should be 2 sets of speshal tokens,...how are tokens alikated to players?"IE"have the games ie scan players contrabotion to see who is a team player..how?
set up sertan battels were both players must be involved,destroying one thing,as well as the small attacing aponents,so players will be distracted from that one thing ..note you will get players that will not cover you from the small aponents,they are just intrastid in the one big aponent and the uther way round to,so set up [set waves]
where the one big aponent is only afected by one of the players fire,and the small aponents are afected by uther players fire ,in rotation between players.."IE" looks at players skill level in this intereaction,simple as who killed the most in there alotted wave.
[e]woohoo peald game back ..... game over ?!! that suckss
so alow carry threw"game restarts,but harder...so you can get into the game and realy have fun..
[f] limit continues...whats the point of playing if you play like a egg,where has the point of achevment gon then??
best you watch a vidio or read a book IF you cant play the game :/ (point of reason dont make it that unrealistic where you have to youse 100 continues..alow player to pass with ferst credit if they good..extra life is cool
that my apinion on that point lol
[g]i hait clocking a game ,the ferst time playing it to

sorry my spelling ..
'' Target=_Blank>Link
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quote:
Original post by rivit

well i played a few...
some ideas might have been mentiond thow?
1.a lot of pull back ,on the joy stick"somthing whont pop on ferst 4 blasts, and it aint going to move ,exsept right threw you.."
2.power up "something happens to your ship ,so when power up is actevaited your ship becomes the weapon for (x) amount of time.."
3.when in 2 player mode
a. you allways get the wanker who steels all the power ups ,so make it that powerups rowtait to players,if they are waisted,they get the next power up,as the player still active is /should have safishint fire power to cover his own ass,if not ferst rezerect will receve ferst power up if bath ships are destroyes,or at least give the option at the start of game.



I had something like that planned. An option to color code the bonus to the player who "earned" it, indefinetly or for a given amount of time, after which anyone can get it.

quote:

b. free life"same with ubove .
c. delayed attac"so you must look infrunt and behind you,at all times,but this afects game play alot,so attacs must be slowed down or soffend when this takes plase .
d.have ship upgraids to,youse a kill counter to gain access to this option ,each upgraid costs (x)amount of kill tokens/points..and there must be speshal tokens thew out the game,these must be held within the tuffist of your aponints in every level ,when you have colected all the tokens /not missing one token"which can happen !"a worp gait appears,game should be set up so when worp accers its at end of stage ,so uther play duse not have to be destracted or left behind to cuver his own ass in the senter of hell lol**thort""then you get one player blasting all the aponents,like rambo thus killing you in the prosess..solve problem haha..if one player shoots to menny aponents in a row the aponents becom resistant to that players fire powerand yes both players can get worp gait,as there should be 2 sets of speshal tokens,...how are tokens alikated to players?"IE"have the games ie scan players contrabotion to see who is a team player..how?
set up sertan battels were both players must be involved,destroying one thing,as well as the small attacing aponents,so players will be distracted from that one thing ..note you will get players that will not cover you from the small aponents,they are just intrastid in the one big aponent and the uther way round to,so set up [set waves]
where the one big aponent is only afected by one of the players fire,and the small aponents are afected by uther players fire ,in rotation between players.."IE" looks at players skill level in this intereaction,simple as who killed the most in there alotted wave.
e.woohoo peald game back ..... game over ?!! that suckss
so alow carry threw"game restarts,but harder...so you can get into the game and realy have fun..
f. limit continues...whats the point of playing if you play like a egg,where has the point of achevment gon then??
best you watch a vidio or read a book IF you cant play the game :/ (point of reason dont make it that unrealistic where you have to youse 100 continues..alow player to pass with ferst credit if they good..extra life is cool
that my apinion on that point lol
.g.i hait clocking a game ,the ferst time playing it to

sorry my spelling ..


thanks for the suggestions...

- n8






nathany.com
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quote:
Original post by nathany

As for the power up system, I will have to see if I can get Overkill working again as I don''t remember exactly how that works. I found Overkill pretty challenging, so I never got all the power ups anyway (didn''t even pass planet 1)




About Overkill, its biggest problem was that when you died, you lost all of your weapons, etc. then you started off in the middle of the level, and you were screwed basically. Trying to beat level 2, after dying and losing all your weapons was impossible. So maybe do something like Sonic did. When you die (completely die, not just get hit with a missile), start off the level new, but randomly place all the weapons you had collected on the screen, and have them disappear after a few seconds. So when you start off, you have to race around and collect all your powerups before they disappear or go off the screen. That way, you won''t be totally helpless when you start off.

quote:


I am kind of biased towards the power up method vs. the store, so if it can be implemented in an interesting way that gives similar configurability to Tyrian, that would be way cooL. On the other hand, my bro. prefers the store where you can tweak your ship... what do others think?




Hmmm.. How bout having a pressing a key, like pause, and instantly going to a store. Or, when you are playing the game have their be powerups, but also have a store at the end of the level, or have a powerup that sends you to a store. Those are just quick little ideas.

Also, personally when I play games, I like to know when I get a powerup, wether it be a color change, or a feature(a little picture) on the ship.

For shooting the bullets, please allow the player to shoot as many bullets as he likes. Don''t make him only allowed to have 3 bullets on the screen at once, BUT when he is pressing the fire button, only fire a bullet when he first presses it down, don''t give him an invincible rapid fire if he holds down the key. If he does hold down the key however, make the bullets simple fire slower. Sometimes, your hand will start hurting after pressinf the fire key repeatedly, so you just want to rest it for a few seconds, but in some games if you hold down the fire key, it won''t fire, so you have to keep firing until beat the level. I hope that made sense.

Oh yes, I like to be able to choose my ship at the beggining, like either getting the slow, massively armored beasty, the fast one-shot-on-you-and-your-dead-ship, and the average ship. It lets you choose according to your abilities.

Have an easy, normal, or hard mode, where the easy mode is only different then the hard mode in that it takes a lot more hits to kill you, and you get less credit points for killing baddies (the credits count towards your high score, and towards the weapons you can buy), and the hard mode makes it easier for the baddies to kill you, but you get more credits.

Don''t forget about those of us that only play on keyboards, I hate games that are only designed for a joystick, and vise versa for those who only use joysticks probably.

One thing I personally don''t like it having to switch weapons and such in the heat of battle. Its nice to have lots of different weapons, but when some weapons won''t work on certain guys, it is very annoying to have to look down at your keyboard to press some key to change weapons while some cheap baddies are blasting at you. In Overkill, you just fired every weapon you collected at once, so if you had your normal little lazer thing, and then got some missiles, you would fire you missiles and lazers at the same time. It was very fun watching 20 different projectiles fling off you ship at once. Play the game to see what I mean.


These are just some of my own ideas, not laws. Anyways, thats all I can think of for now. Email me or something, if you don''t understand what I mean by anything.

-Piksel
Always remember, gameplay before graphics.
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quote:
Original post by Piksel
About Overkill, its biggest problem was that when you died, you lost all of your weapons, etc. then you started off in the middle of the level, and you were screwed basically. Trying to beat level 2, after dying and losing all your weapons was impossible. So maybe do something like Sonic did. When you die (completely die, not just get hit with a missile), start off the level new, but randomly place all the weapons you had collected on the screen, and have them disappear after a few seconds. So when you start off, you have to race around and collect all your powerups before they disappear or go off the screen. That way, you won''t be totally helpless when you start off.



Reminds me of Descent, but I''ve never seen that implemented in an overhead shooter... excellent idea!

quote:

Hmmm.. How bout having a pressing a key, like pause, and instantly going to a store. Or, when you are playing the game have their be powerups, but also have a store at the end of the level, or have a powerup that sends you to a store. Those are just quick little ideas.



First idea wouldn''t work to well in two player.

But I think having both is a good idea... I haven''t decided between both in the same game, or Arcade/Story modes like Tyrian.

I had an idea that was more intended for a Galaga-like shooter, but may be able to be applied to this. You may be required to defend a colony, and if you don''t succeed... there is no store to go to. And also the idea of abandonned stations that you can "borrow" a few items from. Just have to apply that to a scrolling shooter somehow.

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Also, personally when I play games, I like to know when I get a powerup, wether it be a color change, or a feature(a little picture) on the ship.

For shooting the bullets, please allow the player to shoot as many bullets as he likes. Don''t make him only allowed to have 3 bullets on the screen at once, BUT when he is pressing the fire button, only fire a bullet when he first presses it down, don''t give him an invincible rapid fire if he holds down the key. If he does hold down the key however, make the bullets simple fire slower. Sometimes, your hand will start hurting after pressinf the fire key repeatedly, so you just want to rest it for a few seconds, but in some games if you hold down the fire key, it won''t fire, so you have to keep firing until beat the level. I hope that made sense.



Hm. I prefer to just hold the button down. But then there is that other nifty feature in games where you have to single-shot... when you do hold the button down it charges and shoots a big powerful weapon. That''s kinda cooL.

quote:

Oh yes, I like to be able to choose my ship at the beggining, like either getting the slow, massively armored beasty, the fast one-shot-on-you-and-your-dead-ship, and the average ship. It lets you choose according to your abilities.

Have an easy, normal, or hard mode, where the easy mode is only different then the hard mode in that it takes a lot more hits to kill you, and you get less credit points for killing baddies (the credits count towards your high score, and towards the weapons you can buy), and the hard mode makes it easier for the baddies to kill you, but you get more credits.



Difficulty levels generally affect the number of bad guys too... certain enemies only appear on harder levels. An interesting side effect could be having some of these enemies carry bonuses.

quote:

Don''t forget about those of us that only play on keyboards, I hate games that are only designed for a joystick, and vise versa for those who only use joysticks probably.

One thing I personally don''t like it having to switch weapons and such in the heat of battle. Its nice to have lots of different weapons, but when some weapons won''t work on certain guys, it is very annoying to have to look down at your keyboard to press some key to change weapons while some cheap baddies are blasting at you. In Overkill, you just fired every weapon you collected at once, so if you had your normal little lazer thing, and then got some missiles, you would fire you missiles and lazers at the same time. It was very fun watching 20 different projectiles fling off you ship at once. Play the game to see what I mean.



Unfortunately I haven''t got it to work.

I''m was planning to have the missiles on a seperate button. Chances are the missiles would all be heat-seekers, and limited in number. Everything else would fire with one button, but may have a config button that affects which angles they fire at. A 3rd weapon may be bombs.

No plans as of yet to have weapons that don''t work on certain enemies. Might be interesting on a few bosses, just not too often. Like a nasty flaming baddy that absorbs certain weapons...

quote:

These are just some of my own ideas, not laws. Anyways, thats all I can think of for now. Email me or something, if you don''t understand what I mean by anything.

Always remember, gameplay before graphics.



No, never!

- n8


nathany.com
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The 3D-part....

Anyone know Layer section?

there are some nice "3d-effects", done just by moving the background (multiple layers, parallax) rapidly to the side and applying some sort of push on the player´s ship.

Looks really cool when you do a turn to face the planet.

Also scenes between levels are important. Like flying high above a planet and at the end of the level entering the atmosphere. In the next level you start out in the clouds and slowly descend to ground level.


Is it really worth putting in a story?
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quote:
Original post by Hase
The 3D-part....

Anyone know Layer section?

there are some nice "3d-effects", done just by moving the background (multiple layers, parallax) rapidly to the side and applying some sort of push on the player´s ship.

Looks really cool when you do a turn to face the planet.

Also scenes between levels are important. Like flying high above a planet and at the end of the level entering the atmosphere. In the next level you start out in the clouds and slowly descend to ground level.

Is it really worth putting in a story?


That''s a good question... how many people would tend to skip over the cinematics while playing (if there were cinematics)? How often would you like to see cinematics (i.e. every 3 levels?)

Maybe this is a good reason to have story/arcade modes like Tyrian though. Arcade mode wouldn''t have any cinematics.

The scenes between levels could be cool... short enough that i don''t think people would skip them.

- n8







nathany.com
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There are so many good ideas to add to an overhead shooter, as demonstrated by this thread. But even making a game like Tyrian with nothing new added would take quite some time.

You may have read that DX8 is integrated DDraw into D3D (I know I read it somewhere else before getting access to DX8beta1, I wish I had a bookmark!). Considering the potential release date of a game like this, I''m thinking that it would make most sense to use 2D in 3D or just use a 3d engine like baskuenen was talking about. That makes it even more complicated.

My problem is I don''t want to make a sub-par overhead shooter, I want to add something to the genre. But this will also be my first real Windows game with a real attempt to distribute it.

I am thinking about dropping back to one of my previous designs, similar to Galaga, Space Bats and Galactix... I think adding a few interesting ideas to a retro-shooter would make for a more manageable project that should be completed by the end of the year.

Hopefully the likes of Hasbro don''t decide to sue me because I have a triangle-shaped ship in space, but that''s a separate topic.

When that''s done, then perhaps I will tackle this bigger project. I hope I''m not letting anyone down too harshly, and I will still be using a few of the ideas posted in my retro-shooter.

Thanks everyone,

Nathan.


nathany.com
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