
Thu Sep 03, 2009 5:29 am
Okay guys, I hope this thread hasn't been annoying readers of this forum. Some of you guys may be thinking I'm grinding slimebucks and hyping my game daily. Since I no longer have a deadline, I feel I need to work at my own pace instead, and I'll stop using this thread for daily updates. Instead, I propose I post monthly to report major progress updates. Those reports will have lots more detail, too. I'll try to rely on setting my own monthly goals. For September, I want to complete all of the graphics for both heroes. That includes animated character sprites, dialogue portraits (there will be multiple), as well as options, shots, and bomb graphics.
Oh joy, feedback. So yeah, this demo, I pretty much assumed all players were already familiar with the game style, so I wasn't very focused on explaining the basics. Danmaku is a sub-genre of shoot-em-ups that focuses more on using enormous quantities of bullets against the player's tiny weak point. Also, attacks are usually designed to visually appealing and gimmicky instead of challenging. So in my game, when you hold focus, a highlight appears on the character showing his weak point, which is literally 1 pixel. The final game will have an in-depth tutorial, including the basics for new players.
Auto Shield was my idea to reduce frustration from being hit, even when you have more than enough power to bomb and save yourself. Power Bomb (when you press X normally) and Counter Burst (when you press X as soon as you're hit) use 1 power level, but Auto Shield uses 2, and has bigger penalties to your score. Power Bomb is the only one that deals damage, too.
Yes, the stage portion is quite halfhearted. I should've made it a little longer, and added more minor enemy types, but for the purpose of this rushed demo, the enemies are there to charge you up.
As a design decision that differs from the formula, I'm not including power-ups or items to collect. All upgrades happen as soon as you defeat enemies. When playing other danmaku games, I've felt that dodging some stuff (bullets) but purposefully running into stuff that's usually only slightly different (items) irked me the same why some light-gun arcade games throw in friendly targets that make you lose life when you shoot them. I want the player to focus exclusively on the shots that must be dodged and then the targets that need to be shot at.
I purposely chose placeholder songs that are somewhat obscure, but from awesome things more people need to see. I realized I haven't said song credits anywhere yet, so here they are in the order they're played: The player-select screen from the original Guilty Gear for PS1, a song from the anime Kaiji, and the fighting song for the Prison and City on Water stages from Painkiller.