README.md 2.0 KB

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.

Level bosses will also be built out of tiles, which should allow for large megastructure bosses like the Gradius Big Core and Mothership.

The art, powerups, enemies will likely just be curbed from Gradius and R-Type for now.

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

Weapons

Red Fire

  • Level 1: This is the normal gun you start with.
  • Level 2: Spread shot forward and upward.
  • Level 3: Spread shot forward, upward, downward.

Blue Laser

  • 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 3: Screen-filling laser, full power full all hits

Green things

  • Level 1: Single shot that moves toward one enemy
  • Level 2: Double shot that moves toward two enemies
  • Level 3: Double shot, but tramples through enemies

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

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

Other various shmup stuff

Sideline for DOS

3-button

Fire - autofire Bomb Change gunpods

Forward
Backward
Front/back
Follow movement
Circle
    pods fire erratically

3 sec. invulnerability on player start

shield - 3 hits, invulnerable after hit Shots

normal pea shooter
Grey
    90 degrees toward an enemy, even backward
Missile

Options