shooting shots
Nov. 2nd, 2006 02:58 am![[personal profile]](https://www.dreamwidth.org/img/silk/identity/user.png)
Hmm. I was mostly thinking of the wasps being a Robotron-style game, but some idle playing of Kenta Cho's Gunroar (mac port here) is making me wonder if they'd work in a scrolling environment after all. Rik had sorta suggested a vertically-scrolling game when I had the wasps orienting to their direction of motion, then turned it off because it looked "too real" to me.
I'd played Gunroar a while back with keyboard and thought it was cute, but two sticks really changes the game into something else - it goes from something a little awkward and pretty methodical into a wild dive forwards into the unknown.
The scoring mechanism strongly encourages staying near the top of the screen: when you're near the top, the bonus multiplier climbs, when you shoot enemies from high up, it jumps up more, and it climbs faster as you push the screen up. Outrun enemy shots and stop for nothing until the game makes you stop for the bosses that come every minute of play: you may not be shooting much besides the tiny little gunboats, but when each of them is worth 200x their normal score, who cares?
So thinking of this is kinda pushing me towards scrolling rather than a free-roaming arena. We'll see what develops. I still need to introduce bullets and enemies and collisions, anyway, before it really becomes more than a toy. There's so few games that fire via a second stick rather than a button, and the vast majority of them follow Robotron's lead of throwing you in an arena, resulting in strategies of circling enemies - do I need to add to that, when I can maybe throw something different into the mix?
Of course, I could have some scrolly levels and some arena levels, too.
buzz.
(Am I starting NaGaWriMo here?)
I'd played Gunroar a while back with keyboard and thought it was cute, but two sticks really changes the game into something else - it goes from something a little awkward and pretty methodical into a wild dive forwards into the unknown.
The scoring mechanism strongly encourages staying near the top of the screen: when you're near the top, the bonus multiplier climbs, when you shoot enemies from high up, it jumps up more, and it climbs faster as you push the screen up. Outrun enemy shots and stop for nothing until the game makes you stop for the bosses that come every minute of play: you may not be shooting much besides the tiny little gunboats, but when each of them is worth 200x their normal score, who cares?
So thinking of this is kinda pushing me towards scrolling rather than a free-roaming arena. We'll see what develops. I still need to introduce bullets and enemies and collisions, anyway, before it really becomes more than a toy. There's so few games that fire via a second stick rather than a button, and the vast majority of them follow Robotron's lead of throwing you in an arena, resulting in strategies of circling enemies - do I need to add to that, when I can maybe throw something different into the mix?
Of course, I could have some scrolly levels and some arena levels, too.
buzz.
(Am I starting NaGaWriMo here?)
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Date: 2006-11-02 10:02 am (UTC)no subject
Date: 2006-11-02 06:22 pm (UTC)no subject
Date: 2006-11-02 10:28 pm (UTC)Would you believe me if I told you I wrote the entire program just for the sake of making that icon?