Oh, not at all. Think of Irem's Spartan X (or the Western version Kung-Fu Master, if you prefer). It basically is the before-and-after milestone in the short-range sidescrolling action genre. Your character doesn't move around at warp speed exactly and yet, the pace is fast and uninterrupted. And the memorization aspect is way less relevant than the reaction skills, comparatively, at least.
Your approach of course is not that, I'm aware, but that was precisely my point -- the arcade school, with Spartan X as its founder (Tatakai no Banka, Dragon Ninja, Daiku no Gen-san...), is more compelling and exciting than that other school which was soon confined in home territories and their low-spec requirements. (Which doesn't mean that the formula cannot be evolved a bit to be more exciting, and a wider move set is a good start indeed.)
Okay, I see what you're saying now. I haven't played any of those games except for a bit of Dragon Ninja, so my points of reference for this subgenre are essentially the FC Natsume/Sunsoft games, the Rockman games where you can play as Zero, and maybe Strider, which is why our approach basically mirrors theirs. Looking at a video of Spartan X, enemies which fire projectiles are much rarer than in our game (where basically every enemy does), so the balance is indeed different. Still, tweaking this to support a more constant flow of enemies doesn't sound too hard.
Sounds like I have to play Tora he no Michi, then.
Keep in mind that, much like I do when I'm reviewing a game, I'm not considering the budget and resources aspects -- I'm just trying to picture what would be my ideal vision of your game, the perfect form. Adding a Metal Slug-like section would imply indeed creating another game engine, and that may be a lot to ask for. Nevertheless, after watching you video till the end, the first thing I thought is this will need variety more than anything, DECO-style. And it'd also be quite an epic way to surprise the player, especially, after such methodical mechanics. Again, I'm just brainstorming. With limited resources, it's always better one single engine perfectly polished than an amalgamation of genres just because.
Yeah, of course. I understand that you're talking about the ideal game design, rather than what's really feasible depending on our real budget and time, which seems exactly like what a critic should be doing. What can be implemented in practice is for me to figure out.
Purely from a programming perspective, I don't see a run-and-gun section taking too much work; the engine I've created is certainly modular enough to support it fairly easily. The main challenge would be the design, and perhaps even more importantly, the aesthetic aspects (trying to deliver the player a similar scale and sense of destruction that the Metal Slug games do). And as you surmised, it's not something I would want to include unless I was 100% sure we had the time and resources to pull it off properly.
I can suggest this:
For types 1 and 2:
- A: attack
- B: jump / slide (with down) / go down (with down)
- C: subweapon / zipline (when jumping)
- D: not usedReally -- on an arcade stick (and on any controller, when you come down to it), minus is more. Layouts such as Street Fighter's work for very particular reasons. This is not the case since the conventions are pretty old now. If you need to have both, whip and subweapons such as grenades [hey, I wrote that correctly this time], then, neutral/left/right + C is whip and down + C is subweapon (that is, when crouching). This way, you force me to use C button a lot, that's right, but since I don't have to worry about a 4th button and, since all the actions for that button are indeed about special weapons/tools, my brain will get used to it quickly. Depth without complexity -- arcade philosophy; tight design.
This indeed sounds like the best way, now that I've thought about it for a bit. When I try to picture the way my fingers would have to move on an arcade stick, or even a controller, this definitely seems more natural than the alternative you suggested. The "downside", as you mentioned, is that the player won't be able to use their subweapon in the air, but how necessary was that going to be anyway?...
I like the idea of finally fitting the entire moveset into three buttons, at any rate. What's also nice is that, in this scheme, it doesn't seem very easy to accidentally enter the wrong command. I will have to try both variations on the slide you listed: either not letting the player slide on the upper planes, or not letting them go down without the help of "holes" added in the layout (which they can quickly slide to). At the moment, the latter option seems more natural to me, and as you mentioned it even adds a slight new strategic aspect.
Notice I don't think the themes are bad, just mediocre. They fit the setting and the graphics pretty well, anyhow, which is something. Having Sakimoto on board for a couple of themes would be great, on the other hand.
Sure, but "mediocre" isn't exactly what you want for the first music the player hears going into the first stage of your game. (Or any other music, really, but it's even more important at the very beginning of the game.) The Sakimoto thing was just brainstorming BTW, I have no idea if that's going to be possible yet. It'd be really nice, though!
Glad to read that. There shouldn't be any issue, whichever the technology you're using for making the game. In fact, it's very rare the case of a Windows game designed at that res. (and free from subpixel crap and whatnot) which you can't run at the native mode after setting the desktop to it, at least. Devs aren't even aware.
If you face any problem with configuring a 15-kHz WIN-based system anyhow, feel free to ask. After taking a look here if you still haven't, that is: (link omitted)
That looks awesome!! But, Radeon only... Is there an alternative for nVidia cards?
And yeah, the game's fullscreen mode just uses the current desktop resolution. This will be the default, but you'll be able to change it in the options (based on whatever resolutions are detected on your monitor), if for some reason you need to.
(By the way, I had to edit out the link from the above quote before being allowed to post this. The forum software gave me an error about only being allowed 1 link in a post...?)
I borrowed it from Josh, if I recall. (You want him in this thread, by the way, if you still haven't talked to him.)
I had e-mailed Josh a while back, but apparently the e-mail I used was out of date, so he literally just got back to me... around 10 minutes ago. I had talked earlier to zinger through PM on the gamengai forums, until those went down recently (as they seem to every other week), and to icycalm on the Insomnia forums about a month ago. Both their positions matched up with yours, essentially: good art, and the zipline is a good idea, but the music and the action need spice.
People will play the easy mode and then will find no reason to play the real mode -- make no mistake. Unless there's scene development you only get there.
True...!