Project Falconwing DevBlog

Posted by Castypher on July 27, 2010, 1:05 p.m.

I haven't had a devblog for this game, I think. Maybe one or two pictures, but no real information. This is an old game that I submitted for a YYG contest a while back, and then it was pretty short and low quality, but it was the only game I could actually call done. So I decided to do some further work on it lately. And since I'm not JakeX, I figured I'd share with people who could provide useful advice.

Touhou probably did something for it too. I hate that game. It's so hard.

For those who don't know the game:

This is a shoot-em-up. But it's not your "one hit you die" type of game. You've got an armor bar, and once that's down, you (obviously) explode. Collect powerups, shields, blah blah blah to enhance your ship.

The game also follows a "Bullet Hell" style for you sadistic gamers.

In case you do remember this game, it's gone through a massive revamp, the most visible change being extra ships and modified gameplay mechanics. So without further ado, here are the ships.

The Sweeper

Though this picture doesn't really capture the range of the Sweeper, the idea is that it can clear out waves from a stationary point because of its wide bullet spread. Its power is fairly low, but if you get closer to the enemy, you can focus your fire.

Bomb: Shoots a slow-moving orb that reaches the middle of the screen, then detonates. Medium preparation time, short duration.

The Needler

The Needler is a pure damage ship with a small range. It's pretty fast and evasive, but damages by using a barrage of needle-shaped bullets to finish off bosses before they finish you off.

Bomb: Fires a massive laser in front of the ship. No preparation time, medium duration.

The Launcher

The Launcher, as you may have guessed, launches rockets. Like the Needler, it's built for damage, but attacks slowly, though the attacks are very powerful. Upgrades add homing rockets, which greatly increase the potential range.

Bomb: Calls three extremely unstable rockets. When they reach the middle of the screen, they will cause a massive explosion. Long preparation time, long duration.

The Titan

The Titan isn't much larger than other ships. The reason it bears that name is because it can take a heavy amount of damage. The disadvantage is that both it and its bulletfire are very slow, so one might resort to ramming the waves instead of shooting at them. However, the bulletfire will often destroy enemy bullets. Upgrading gives it a constant laser, which is weak but reliable.

Bomb: Sends out three pulse waves to clear the screen. No preparation time, medium duration.

Fin

The game's coming along nicely, but currently only has one stage, and I face a problem concerning powerups. Within the next week or so, I should have a few more levels, and some neat bullet patterns (for what is a bullet hell game without bullet patterns?).

Then I can finally have a game I can call finished. Wheee.

By the way, graphics are pretty temporary, so cut me some slack there.

Comments

Scott_AW 14 years, 4 months ago

Sounds promising with a graphic rehaul.

Zaron 14 years, 4 months ago

Graphic tempness is good to hear. Your HUD leaves me unimpressed, though the game itself looks adequate, if at a base level.

I loves me some bullet hell, tho, so I look forward to failing horribly at this. b:

RoyalSmacketh 14 years, 4 months ago

Kinda reminds me of a game called area flat

Castypher 14 years, 4 months ago

Yeah, the HUD is especially temporary, because as you can see, it's ugly as hell. Since this isn't a geometry game, there'll probably be some real ships (thank God I don't have to animate them).

I've actually been debating whether to just have the HUD on one side, or to keep it on both. Either way I want the playscreen to be taller than it is wide, and things will be moved around. Right now, they're where I can see them, and that's all that matters in this stage.

Also, I'm facing one problem as far as gameplay goes, and I could use a suggestion. I switched from "one powerup item to upgrade" to a Touhou-based power system. Problem is, I'm not always able to get to the first powerup hurdle before the boss, and drop rates are very random. So:

Suggestions on this are welcome, because even at the first power level, every ship is underpowered (except for the Launcher).