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update readmes

pixelbath 5 months ago
parent
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58b2c70a10
5 changed files with 55 additions and 60 deletions
  1. 21 16
      einhander/README.md
  2. 3 1
      megamang/README.md
  3. 26 42
      shmup/README.md
  4. 5 1
      xeno/README.md
  5. BIN
      xeno/xeno-mockup.png

+ 21 - 16
einhander/README.md

@@ -3,27 +3,32 @@ This was the first shmup game I played that was almost fully 3d, made by Squares
 
 
 One day I started making some sprites, and I keep plugging them into a tiny shmup engine that I keep adding stuff to, so who knows? Maybe someday it'll turn into something playable.
 One day I started making some sprites, and I keep plugging them into a tiny shmup engine that I keep adding stuff to, so who knows? Maybe someday it'll turn into something playable.
 
 
+The goal for this project is to try and make a shmup with graphics that look less tile-based.
+
 ## Guns
 ## Guns
-* Vulcan
-* Cannon
-* Spreader
-* Wasp
-* Grenade
-* Hedgehog
-* Blade
-* Riot
-* Juno?
-* Flash?
-* Mosquito?
-* Python?
+| Gun | Sprite:up | Sprite:down | Sprite:tween | Animation | Programming |
+| --- | --- | --- | --- | --- | --- |
+| Vulcan   |  x  |  x  |     |  x  |  x  |
+| Cannon   |  x  |  x  |     |  x  |  x  |
+| Spreader |  x  |  x  |     |     |     |
+| Wasp     |  x  |  x  |     |     |     |
+| Grenade  |  x  |  x  |     |     |     |
+| Hedgehog |  x  |  x  |     |     |     |
+| Blade    |     |     |     |     |     |
+| Juno?    |     |     |     |     |     |
+| Flash?   |     |     |     |     |     |
+| Mosquito?|     |     |     |     |     |
+| Python?  |     |     |     |     |     |
+
 
 
 ## Enemies
 ## Enemies
 Only going to worry about Stage 1 enemies for now.
 Only going to worry about Stage 1 enemies for now.
 
 
-* Schabe (police car)
-* Uhu (and variants)
-* Greif (sub-boss)
-* Drache (boss)
+- Schabe - basic police car
+    - Sprite work done
+- Uhu (and variants) - police car with gunpod
+- Greif - sub-boss, hovering robot
+- Drache - boss, walking tank
 
 
 ## Media
 ## Media
 ![wip-01](wip-01.gif)
 ![wip-01](wip-01.gif)

+ 3 - 1
megamang/README.md

@@ -1,7 +1,9 @@
 # MegaMang
 # MegaMang
 I suppose it was inevitable. I can't just make a platformer; I've got to re-(de-)make one of _the_ platformers out there.
 I suppose it was inevitable. I can't just make a platformer; I've got to re-(de-)make one of _the_ platformers out there.
 
 
-This mostly started as an experiment to get good platformer jump feelings, then I made some tiny sprites modeled after a blue robot dude. No robots for him to fight yet, though.
+The goal of this project is to get solid MM-style platformer jumping. The shooting was just begging to be added.
+
+Once the jumping and platforming is solid, the goal might change to "fight a robot boss."
 
 
 ## Media
 ## Media
 ![wip-01](wip-01.gif)
 ![wip-01](wip-01.gif)

+ 26 - 42
shmup/README.md

@@ -1,47 +1,50 @@
-# Setting
-TBD
+# Shmup: An Unnamed Project
+The primary goal of this is getting a robust Tiled-based toolchain to build large horizontal-shmup levels. Future projects will be able to use this workflow when building large maps in general.
 
 
-# World
-The player progresses from the beginning through different worlds to the center of the enemy empire.
+Level bosses will also be built out of tiles, which should allow for large megastructure bosses like the Gradius Big Core and Mothership.
 
 
-## Area 1 - Space
-### Boss - Big Core-like
-This boss behaves pretty close to Gradius' Big Core, and looks pretty similar too.
-
-## Area 2 - Enemy Defensive Front
-### Boss - Mothership
-Basically a bigger Big Core, using mostly the same tileset. Has mounted turrets.
+The art, powerups, enemies will likely just be curbed from Gradius and R-Type for now.
 
 
-## Area 3 - Enemy Staging Area
-## Area 4 - Enemy Home Base
-## Area 5 - Core
+## ToDo
+- Script to convert .tmx to map format
+- Either apply directly to `MAP` segment of .tic file, or write some sort of ingest script for the data
 
 
-# Guns - Lots of guns
-## Red Fire
+## Weapons
+### Red Fire
 * Level 1: This is the normal gun you start with.
 * Level 1: This is the normal gun you start with.
 * Level 2: Spread shot forward and upward.
 * Level 2: Spread shot forward and upward.
 * Level 3: Spread shot forward, upward, downward.
 * Level 3: Spread shot forward, upward, downward.
 
 
-## Blue Laser
+### Blue Laser
 * Level 1: Small laser, consecutive enemy hits diminish power by 1/2
 * Level 1: Small laser, consecutive enemy hits diminish power by 1/2
 * Level 2: Medium laser, consecutive enemy hits diminish power by 1/4
 * Level 2: Medium laser, consecutive enemy hits diminish power by 1/4
 * Level 3: Screen-filling laser, full power full all hits
 * Level 3: Screen-filling laser, full power full all hits
 
 
-## Green things
+### Green things
 * Level 1: Single shot that moves toward one enemy
 * Level 1: Single shot that moves toward one enemy
 * Level 2: Double shot that moves toward two enemies
 * Level 2: Double shot that moves toward two enemies
 * Level 3: Double shot, but tramples through enemies
 * Level 3: Double shot, but tramples through enemies
 
 
 
 
-Roguelite done right?
-Start powerful - enemies are powerful, but so is the player
-Increase replayability by strong gameplay loop, make player look forward to next run
+## Area 1 - Space
+### Boss - Big Core-like
+This boss behaves pretty close to Gradius' Big Core, and looks pretty similar too.
 
 
+## Area 2 - Enemy Defensive Front
+### Boss - Mothership
+Basically a bigger Big Core, using mostly the same tileset. Has mounted turrets.
 
 
+## Area 3 - Enemy Staging Area
+## Area 4 - Enemy Home Base
+## Area 5 - Core
 
 
-# Other various shmup stuff
+## Some other ideas
+- Roguelite?
+    - Start powerful - enemies are powerful, but so is the player
+    - Increase replayability by strong gameplay loop, make player look forward to next run
 
 
-## Sideline for DOS
+### Other various shmup stuff
+#### Sideline for DOS
 3-button
 3-button
 
 
 Fire - autofire
 Fire - autofire
@@ -63,22 +66,3 @@ Shots
         90 degrees toward an enemy, even backward
         90 degrees toward an enemy, even backward
     Missile
     Missile
 Options
 Options
-
-
-Shoot
-
-Change
-
-
-https://shmups.system11.org/viewtopic.php?f=5&t=65435
-
-## Raiden
-* no speedups, is slow
-* fast bullets
-* enemies pop out of nowhere
-* shots lead you
-* hidden enemies with side scroll
-
-## In The Hunt
-basically Metal Slug: Submarine
-

+ 5 - 1
xeno/README.md

@@ -3,6 +3,7 @@ It's pretty much Xenophobe, an up to 4-player game for arcade, ported to other s
 
 
 Play continues until all aliens are eliminated from the base or ship, the base self destructs, players activate the evacuation sequence, or all player characters are killed. Should everyone survive, bonuses are totaled up and the intrepid crew heads to the next infestation site to beam down again.
 Play continues until all aliens are eliminated from the base or ship, the base self destructs, players activate the evacuation sequence, or all player characters are killed. Should everyone survive, bonuses are totaled up and the intrepid crew heads to the next infestation site to beam down again.
 
 
+
 ## Maps
 ## Maps
 Rocket Ship, Moon Base, Space City
 Rocket Ship, Moon Base, Space City
 
 
@@ -27,4 +28,7 @@ Rocket Ship, Moon Base, Space City
 * **Pod (late stage)**: Little difference between the two beginning egg stages and this, except if it changes again players will be facing a creature that can actually do damage.
 * **Pod (late stage)**: Little difference between the two beginning egg stages and this, except if it changes again players will be facing a creature that can actually do damage.
 * **Critter**: Resembling a cornucopia with legs sticking out, this little bugger crawls along the ground and attaches to an explorer if it gets close enough. They must throw it off as soon as possible, because it nibbles on them until it's thrown loose, causing damage over time.
 * **Critter**: Resembling a cornucopia with legs sticking out, this little bugger crawls along the ground and attaches to an explorer if it gets close enough. They must throw it off as soon as possible, because it nibbles on them until it's thrown loose, causing damage over time.
 * **Rollerbaby**: The next stage is one of the most troublesome. In its open form it merely crawls along the ground and does damage to the player character, but if it rolls up into a ball it is all but indestructible, going so far as to deflect weapons fire. Blasting it will also make it bounce around the room, causing characters damage if it makes contact with them.
 * **Rollerbaby**: The next stage is one of the most troublesome. In its open form it merely crawls along the ground and does damage to the player character, but if it rolls up into a ball it is all but indestructible, going so far as to deflect weapons fire. Blasting it will also make it bounce around the room, causing characters damage if it makes contact with them.
-* **Snotterpillar (full-grown)**: This the deadliest of the normal aliens. It has a lot of hit points, and takes quick leaps in the rooms, bowling characters over and causing significant damage. It also flings acidic spit from a distance. These guys can be blasted apart in mid air as they're about to hit, which is super awesome.
+* **Snotterpillar (full-grown)**: This the deadliest of the normal aliens. It has a lot of hit points, and takes quick leaps in the rooms, bowling characters over and causing significant damage. It also flings acidic spit from a distance. These guys can be blasted apart in mid air as they're about to hit, which is super awesome.
+
+## Media
+![mockup](xeno-mockup.png)

BIN
xeno/xeno-mockup.png