Oops, I forgot I made this thread teehee.
I've been playing Deltarune this week. Me and my friends took a break from watching movies because somehow we can't find each other online at the same time anymore, someone is always busy with something.
I find it interesting how my tastes have changed over the years. When I originally played the 1st chapter, I didn't like Susie very much, but now I think she is pretty based and I wish I could ditch that loser Ralsei to hang out with the cool kids. Also I can fix her. Yes, I have a thing for the emotionally distant scaly girl with a punk style and violent tendencies. I blame Snoot Game for ruining me. But it's fine, everything is fine in the end. The cool kids join the lame kids and Susie is fixed. I also like how you can bully the autistic deer girl in the 2nd chapter, not enough games have this feature.
Anyway, I got the idea for a bullet hell game. No, nothing like Tōhō, I was thinking more along the lines of Realm of the Mad God (for the 1 other guy who knows this game), where you can actually aim your bullets with the mouse instead of lining up your character in the same axis as the enemy. I already drew character portraits and a map on a piece of paper, as well as details on the type of enemies you will find on each part of the map, like their attacks and how their AI will work.
My idea for this game is for it to be more of a boss-rush than spending 30 minutes fighting annoying minions in a dungeon only to kill a shitty boss at the end in less than 30 seconds. Still not boss-only though, I also want smaller fights with mini-bosses and whatnot. It won't have a set story or anything, rather I want it to be like Doom: let people create and share their own custom levels, and it might be possible to carry data between levels so someone could create a campaign if he really wanted to. I want it to be possible to define pretty much everything for a custom game: player stats, weapons, enemies, bullets, effects, etc. And, of course, reuse assets from other custom games.
I started planning out the data structures for the player, enemies and items. Everybody knows that sensible data structures will make or break your program. I might post them later, but I just finsihed implementing Zarasthura in C and played a few round with a friend, and now I'll see if I can write a decent bot for it later. I only got side tracked with this idea because I drank too much coffee today and my friend recommended me a bunch of 2hu doujin music albums so I supposed that's how I got the inspiration for a comfy bullet hell game.
>>260796
>I didn't know the 2hu games went the down the sidescrolling path
All 2hu games are sidescrollers if your rotate your screen before playing.
>>261062
>I managed to make the angle thing work
The way you talk makes it almost sound like this requires more than the bare minimum of trigonometry knowledge. Are you the guy making his game on Java? Sorry, I already forgot who you are, besides being the little pest trying to subvert my thread with yesdeving.
>I don't want to advance too much on the technical development part before doing at least some basic art for the game
>I don't feel ready to start making the art and think that I should improve my art skills at least a little bit
Since you are actually putting in effort to have something to show for the rest of class, I'll give you a piece of advice; be grateful because I don't usually go around giving freebies like this: it honestly doesn't matter which one you choose at this point in time. You seem to be just legging it as you go, so there are high chances that the way your game works will substantially change later on, and whatever assets you create now will have to be updated to fit again. This means that if you choose to make sprites with your shitty skills right now, you are going to have to change them later when you get better at it anyway. And if you choose to stay the cubist course for now, then you're just saving effort.
But I think drawing now would be good for practice, and it will let you tune your game for when the visual appearance of the player and enemies don't perfectly match their hitboxes.
>I see that the two other dev bloggers are at a roadblock.
No, it's just that I have the gift of foresight (seeing the same shit play out exactly the same, time and time again) and I put a curse on them to make them give up before the end of the month. Feels good to be right as always.
>>261267
>nodev on nodev thread
>sage
Sage negated.