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What kind of functionality / feature would you like to see in a SHMUP?

03-14-2014, 07:31 AM
#1
What kind of functionality / feature would you like to see in a SHMUP?

Okay, this may seem overly broad a question, I guess it is.

I recently created my first shmup, it's got a few things to set it apart.
(evolutionary foes, 2p mode, and soon dynamic environments, ... the thread is here ).

I'm not sure how I got myself to creating a shooting game (although I DO love them, it's just that I always seemed to be working on completely different stuff, and suddenly I put together a prototype quickly and found myself 'cruising' towards a first release),
but I was really surprised at the... explosion of ideas and questions that this brought to mind, as I realised what looks like a very classic (outdated even) genre actually looks open to endless innovation / improvements.

What I'm trying to figure is:

1 - rather than what is your favorite shmup (Danmaku U is high on my list), why? What defines a great shmup in your opinion.

2 - features that you would really like to see in a shmup, like, stuff that you dream of, think could refresh what is at once a classic and outdated(?) genre.

Maybe later I'll do a poll for features to be added to my own, but for now I hope to get some general ideas please.... shoot.

Creator of Antistar: Rising (3D adventure) and Darwin's nightmare (vertical shooter)
Working on: Game Degree Zero, Project Spectral and The Belated Antistar Sequel.
03-14-2014, 08:20 AM
#2
Joined: May 2012
Location: USA
Posts: 2,081
Well... Einhander. It was such a sick game for a console. Collect guns from defeated enemies, reposition guns, adjustable speed, huge bosses, hidden bonuses, transforming robots. And owning a Squaresoft game kinda felt cool.





I like having multiple ships that do different things like Phoenix HD. Being able to change ship parts would also be nice. A focus on weapons or ship perks rather than ship bulk.

I also grew up loving Gradius! All the upgrades you'd get were pretty neat. Plus it had the classic Contra cheat code.


Game Center/Steam/PSN: Echoen
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Last edited by Echoen; 03-14-2014 at 08:29 AM.
03-15-2014, 01:31 AM
#3
Just make sure it's well-designed. Features are great but playtest, playtest, playtest. Consider the players path and pace through a level and consider the tactile elements of, what is in my eyes, well-described as game feel.

I care more about a developer putting actual thought behind a title than any feature list.
03-15-2014, 09:43 PM
#4
Quote:
Originally Posted by Topherunhinged View Post
Just make sure it's well-designed. Features are great but playtest, playtest, playtest. Consider the players path and pace through a level and consider the tactile elements of, what is in my eyes, well-described as game feel.

I care more about a developer putting actual thought behind a title than any feature list.
Hey I totally agree with the above the idea of this discussion is to find some inspiration both about what we like/miss from shooters we played before, and novel ideas to refresh the genre?

Be assured I won't mmh extract a list from this thread and grind through it

Yes there is such a thing as 'game feel'. I guess you could put game feel at the top of 'most wanted in a game'. As a dev I think of a game as having a soul, even. What's that? Well some games are interesting to play regardless of feel, and before they're games they're projects, some of which feel good, some of which don't. As such games have a soul in my humble opinion...

Whether feel or soul, however, these things are hard to discuss so don't really know what to make of the above.

Creator of Antistar: Rising (3D adventure) and Darwin's nightmare (vertical shooter)
Working on: Game Degree Zero, Project Spectral and The Belated Antistar Sequel.

Last edited by tea; 03-15-2014 at 09:57 PM.