This is Bananattack.

Tag: shmup


Posted by Overkill on April 5, 2009 at 3:35 pm under Uncategorized

For my 24 hour game, I made a weird game. A text-based shoot-em-up. Think of a text adventure, played on the console, but the scenario is constantly updating. You have obstacles to avoid and enemies to blast. Your situtation is narrated, and you type text commands to avoid things.

You constantly move forward, and need evade the hills and ceilings of the game’s endless cave.
As a result you need to adjust altitude to avoid things.
Crashing into obstacles results in an instant death.

As you fly along, you will encounter enemies, who need to be taken out quickly.

You have lasers and missiles. Lasers are weak, but unlimited and fast firing.
On the other hand, your missiles are powerful, but limited and slower firing, and recharge gradually as you go on.

Your shields protect you when engaged but gradually decrease in energy.
Your shields charge and replenish when disabled.
Your frame has limited health, and so as you go further in, toggling shields becomes crucial to survival.

At the end of a run, it displays the distance traveled, your score, and the enemies you destroyed.

It was all coded up in LuaVerge, making it ridiculously quick to code up.

So, now that’s it’s been introduced, download textshmup.

Textshmup now has the ability to speed up/slow down your ship.
The higher your speed, the less missiles you replenish, and the more obstacles you encounter.
So it’s sort of a difficulty modifier, I guess?
Also: it reports the time you were alive. I forget if it did that before, but whatever.

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Resonance Grows Stale, Shmuptroidvania Born

Posted by Overkill on January 3, 2009 at 10:42 pm under Uncategorized

So for a short time I was working on resurrecting Resonance. And I actually found a quick and talented artist, Souly, from Pixelation!

However, shortly after school came around, and violated me with some rough mathematics final exam, so I was too busy to work on it. When I was done, I had the somewhat bad idea to host a competition. This meant no work would be done on Resonance for some time. I honestly needed a break from the stress, and compos were good at that.

Me and Toen made a game called Monster Magnet Meow (I will rehost here later probably). Our Briton friend, Zip, was also trying to help, but it seems like he must have been too busy because he left us with an unfinished map and a few new bugs in the code right before the compo ending. Sadly we had to pull his work out from the submission, which is a shame, but maybe if he reappears we can get him to finish it!
But I have other both good and bad news: my artist got hired by a game company! Which is great for him, since Souly definitely is a deserving of a professional pixel art job. I wish him luck. I haven’t really been in contact in a while, but I’m guessing that he has gotten much busier.

Between losing an artist and generally having it drag on in this way, that probably means the end of Resonance’s lifespan, but I still learned a fair deal. I just think if an idea grows stale like this, it’s better to abandon it and move on.
Then I had the idea to the make a new game style, which I call shmuptroidvania

Shmuptroidvania = shmup (“shoot-em-up” arcade space shooter) + metroidvania

Ever heard of the game Air Fortress?

It was an old NES game that had 2 phases: shmup elements leading up to each fortress and sidescrolling elements to explore and destroy the fortresses. It wasn’t perfect, but it had a fairly awesome idea. This is at least proof of concept that shmups and sidescrollers can live under the same title and work.
Combine this mixed-genre game with the modern popularity of metroidvania games. You get a game with a fair mix of action and exploration.

When in your ship, you cruise forward, dodge obstacles and fight through bullet hell action.

When on land, you can run, hop, and shoot things, while solving puzzles and exploring the lands you’d typically ignore from a shmup. But this is interesting! That giant planet you’re nuking, you don’t really interact much with it normally, but this game plans to change that.
How would I keep backtracking in shmup world less annoying? Two things come to mind.

First, a bunch of branches and alternate routes which popup as you go. You can also turn and run away from an area your shmup reflexes don’t feel ready to face yet with the flick of a button (which spins your ship in the opposite direction and then reverses the cruise direction). I’d also reward completion of shmup areas with a fresh, possibly-less-hectic routes the player can travel.

Second, for lengthy travels, there would be an ability to teleport between places, which would also relieve a bit of annoyance.
Anyway, this was just an idea that recently stuck with me, and I have a feeling I can make it work in ways Resonance just wouldn’t.

This also makes me get two sorts of game styles I’ve been trying to get out of my head for a while, and creates a fresh take on fairly commonly made genres.

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