BuyMeThingsNow
Unity Shmup progress stuff
updated
Very happy that I can still discover ancient arcade games that blow my mind with both the quality of their gameplay and aesthetics. SAR is another one for the ages, fantastic little title where the derelict station takes on a character and atmosphere of its own that makes it feel like a real location instead of an abstract twitch obstacle course...while functioning no less as a fantastic twitch obstacle course!
Game is supposed to be played with a rotary trigger or something for aiming, but the emulator I'm playing on only has a button that allows me to lock my movement (either standing or in the current direction) while moving the d-pad for aim. This is a bit clunky as you can imagine, but I got used to it pretty fast.
Something to note also is that the game doesn't spawn certain enemies and even obstacles like breakable floors/walls depending on what's been spawned or how fast you're going through. My playstyle for most of the game is rather speedy as a result.
twitter.com/SquireGrooktook
New enemy sprites (those bug guys! the space ship looking shit is just placeholders)!
Backgrounds!
Rebalanced mechanics!
The Mantis dude at the end is a miniboss, not a boss.
I'll write a little more commentary when I wake up tommorow and am no longer sleepy~
By the way, if you want to follow my progress, I have a devlog on twitter which I post with very frequently:
twitter.com/SquireGrooktook
Destroyable parts was kind of a nightmare in terms of design. At least now I know how to better plan for boss/pattern design in the future.
I drove myself slightly insane with the wave at 0:08. Being the first "real" pattern of the game, I got kind of obsessive compulsive with it and redesigned it like 80 times.I think the new one is kinda fun but easy enough for an opener? I dunno. A shame the recording is choppy, OBS keeps lagging on me lately.
By the way, if you've just been following my project on Youtube, I also have devlogs on Tig Source Forums, Twitter, and Shmups Forum now. Take a look if you're interested, they contain concept art, plans, feedback, etc.
forums.tigsource.com/index.php?topic=61914
twitter.com/SquireGrooktook
http://shmups.system11.org/viewtopic.php?f=9&t=55927&start=90
Enemies spawn faster, the faster you kill them. You can get a lot of extra enemies to appear, and a lot of extra points, if you're quick. It's a similar mechanic to the game Dangun Feveron.
You can use it for scoring purposes, but you have to be up close and aggressive, and use it for its width, rather than its bullet cancelling properties.
Music is Dark Legacy from Beatmania.
You need to kill the boss in 75 seconds to trigger the speedkill bonus.
Last pattern is a fuck. Moreso because you have to melee it very aggressively in order to get it to expose it's tech bonus/weakpoint on the last teleport.
OBS decided to lag on the boss explosion, but you can still view it on the last video I uploaded.
Overall, needs a lot of work.
Music is Atolm Dragon battle from Panzer Dragoon Saga
-Made it harder instead
"Angle brackets aren't allowed in your description."
Gah fuck
Playin' around with some enemy ai inspired by Dragoon/Stalker micro in Starcraft.
They run/teleport away from you if you try to line your shots up with them, and move in to point blank you with the triangle shot if you stop being aggressive.
I swear that was OBS recording lagging at the end, not my game.
Anyway gonna get back to the core gameplay now. I thought I wanted to take a break from it, but now I absolutely don't want to script titles and menus anymore :P
Enemies spawn from the screen edges and search for the y location of the nearest available platform, which they are then assigned to.
(also I forgot to redo the screenshake again lol)
Also I fucking love Touhou 3 for using this effect (stars turning to imply a curving path of the player). I think I should use a Sine wave though. Everything is better with sine waves.
Not sure about this. Toying with going for oldschool flicker only instead of alpha transparency fade out. Might also experiment later with a more thorough palletization of the sprite instead of a total white out.
Feedback appreciated.
There are no actual 3d models or textures employed here. These are entirely 2d sprite based effects, only dealing in x and y coordinates, given the illusion of 3 dimensions via the magic of math formulas, parallax, and scaling effects.
Special thanks to Trap15 for helping me figure out the finer points of the code.
Obviously in the games there were a ton of variations of these using different speeds, acceleration rates, turn rates, etc. This is more a demonstration of the aesthetic and physics of the trail, which weren't quite the same in earlier videos.
The Echo attack is actually inspired by Giglamesh's "Gate of Babylon" signature attack from Fate/Stay Night. So here, have Giglamesh theme for bgm: youtube.com/watch?v=1noAbSs0Jes
Oh yeah, there's also a subtle sprite based pseudo-particle effect on that one explosion from the two blasts intersecting. Doubt you can see on Youtube though. I might consider making the "particle" sprites a bit bigger (1x1 sized dots currently lol)
I'm not very good at scoring. It took me an hour to get a good score run of my own stage :'('
CHAOS CODE -NEW SIGN OF CATASTROPHE-
store.playstation.com/#!/en-us/tid=CUSA05134_00
Saw someone playing this on stream, and had to pick it up. Was worth the emotional roller coaster ride of figuring out how to navigate and purchase from JP PSN.
Also when I found out you could play as the daughter of Cthulhu, the immediate question that comes to mind is "why would I *not* play this character?"
Bionic Commando Cammy is a cutie too tho
カオスコード -ニューサインオブカタストロフィ-
store.playstation.com/#!/ja-jp/tid=CUSA05134_00
Balancing still being done. Will probably lock in some things once first stage is done (90% done).
store.playstation.com/#!/en-us/tid=CUSA03388_00
store.playstation.com/#!/en-us/tid=CUSA03388_00


