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TIGSource ForumsCommunityDevLogsTektite Symphony - A 'double play' shmup for mere mortals.
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Author Topic: Tektite Symphony - A 'double play' shmup for mere mortals.  (Read 1007 times)
Kolba
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« on: October 08, 2015, 06:22:44 AM »

UPDATE 13th FEB 2016: Video of the first half of level 1, showing off most of the gameplay mechanics (but only one weapon so far).





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'Double play' is a term in shmup terminology referring to the practice of a single player controlling both the first and second player's ships at once. Videos of double players attract attention because these games are designed to be difficult even for a player controlling a single ship. Controlling 2 at once therefore represents a herculean achievement, like this video of VTF-INO double playing Ikaruga:



But what if there was a shmup designed for double play as default, where the difficulty, mechanics, enemies and level design were all designed on the presumption a single player will be controlling 2 ships at once? On the presumption that said player is not some rare example of the übermenschen that walk among us?

Tektite Symphony


Tektite Symphony is a dual analog-stick controlled shmup where the player controls a single ship which he may split in two or recombine at will. A combined ship’s bullets deal twice the damage, however a single ship covers much less ground.



As the enemies move downward, a single ship will not be able to move fast enough to destroy all of the enemies here.



That's better Hand Thumbs Up Left

Weapons

The weapon system is completely designed around the double play idea:



By sending blue's bullets to the red ship, the player can aim at enemies which pass between the two, like some kind of high energy garroting wire. But what happens to those bullets which red is absorbing?



Well every shmup needs its smart bomb. By moving the red ship at the moment of release, the blue bullets may also be directed in a concentrated 100 degree wide arc.

Each weapon will behave uniquely across the three firing states of Forward, Send, and Release.

Next post: Abilities
« Last Edit: February 12, 2016, 11:42:42 PM by Kolba » Logged

Kolba
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« Reply #1 on: October 09, 2015, 08:11:24 PM »

Abilities

Tektite Symphony is not a 'bullet hell' shooter. It's unrealistic to control two ships at once in a bullet hell game, unless you're VTF-INO of course.

Instead, bullets in Tektite Symphony are fewer while moving at a slow pace, so the challenge is one of spacial awareness, and choosing the correct moment to split or combine ships.

Still, even allowing for this, the eye has difficulty tracking two objects at once, so we need to help the player further with some special abilities.

1. Focusing
2. Teleport
3. Pin

1. The Focus System

While a ship-half is close to danger, a spotlight will grow around the ship and the rest of the screen will darken according to the proximity of that danger.



This attracts the eye towards the danger area, allowing the player to take evasive action.

If both ship halves are close to danger, the ship in the more immediate danger will have a brighter spotlight.



In-game the gradual blend to darkness is a subtle effect, allowing it to aid the player without being obtrusive, though focusing can be disabled if the player wishes.

« Last Edit: October 09, 2015, 11:06:30 PM by Kolba » Logged

Cranktrain
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« Reply #2 on: October 10, 2015, 02:42:06 AM »

I'm not terribly familiar with shmups, so I don't know if 'double play' (as you call it) has been done before, but this does seem neat. The focus system does sound like it'll help with managing the need to have eyes in two places, and the garrotting wire-like weapon is very clever, though it does seem quite powerful. Is there anything stopping me from placing one ship way over on the left, the other way over on the right, and just using that weapon all the time?
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Kolba
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« Reply #3 on: October 10, 2015, 03:29:39 AM »

Is there anything stopping me from placing one ship way over on the left, the other way over on the right, and just using that weapon all the time?

Yes Smiley

If the ships are separated by more than half a screen's width, the bullets are weakened.
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Kolba
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« Reply #4 on: October 11, 2015, 02:03:14 AM »

Abilities cont.

2. Teleport

At any moment, the player can teleport either ship to its other half.



This is obviously useful as an evasive technique, but also allows for strategic play, such as using a ship as a decoy. Imagine a situation where a turret in the middle of the screen fires a wall of bullets at any ship that approaches it, preventing passage. Blue as bait approaches on the left side and draws fire towards the bottom left corner of the screen. Meanwhile red has safe passage to pass the turret on the right. Blue, now trapped in the corner by the hail of bullets, ports to red at the last moment. Both ships advance safely.

In addition to situations like the above, the beginning player will find it useful to port on occasions where they become disoriented by controlling two ships simultaneously (this is especially liable to happen if the blue ship, controlled by the left analog, moves to the right of the screen, and the red ship moves to the left, in effect cross wiring the analog sticks. By porting and becoming one ship, the player’s bearings are restored instantly.

3. Pin



Pinning locks the movement of separated ships to one analog stick, as though the ships are connected by a rigid bar. There are times when the player will face symmetrical enemy formations, or environmental hazards, etc. Pinning ships removes the burden of controlling two ships, while still maintaining two points of attack.
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Kolba
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« Reply #5 on: February 12, 2016, 11:36:25 PM »

Video of the first half of level 1, showing off most of the gameplay mechanics (but only one weapon so far).



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