I feel like this game has just unlocked the one main ingredient for a 3D bullet hell to work: letting the player fly around relatively freely in a borderless space, while still forcing them to actually deal with the thick of the patterns. Really nicely done on that end. The one problem I have is how hard it messes with my depth perception when the bullets move toward the camera. But I'm really not sure what can be done about that.
It has been quite the challenge so far, and I’ve been trying to deal with it! I’ll find a way… eventually… maybe? It involves a lot of illusions so far. For example, the center of the grazing hitbox it placed more forward of the player, so that it feels more like your grazing with bullets you can actually see.
The game continues to evolve, it's cool. Yakinatori and her patterns look more gentle and understandable, for example, line shots or, as I understood it, something like "Fractions". As if the first part of it is quite good for filling Graze, and yet, the pattern looks quite beautiful. But, there are only 2 stages, so I wonder what kind of danmaku she will have next. Good luck with the development and I hope that everything will turn out well for you. (By the way, I wonder why Sachi would beat a cooked Phoenix... I hope this will be revealed in the dialogue... Or maybe Sachi is just hungry?)
Absurdly interesting. Don't think there's anything quite like this; normally you have something like Space Harrier (modern version of that being Mirage Feathers), Touhou Multi Scrolling/Shooting Star or After Burner (modern: Rogue Flight). Don't think there's a bullet hell with free movement that still orients bullets towards the player for dodging. Looking forward to this!
Thanks! Theres been a lot of challenges with this, and I’ve had to adapt. One of the challenges is having to fire the bullets relative to the speed of both the boss and the player, so that the player has time to dodge. They are flying super fast, and firing bullets normally would whiz at the player so fast that they couldn’t react. Other than that, it’s just a lot of illusions. Like the enemy scaling up when far away so you can see them, the grazing hitbox being slightly forward, etc. I had to orient the bullets based off the players velocity because otherwise Sachi is moving so fast and the angles are so small the bullets would appear to be straight and look like they’re flying weirdly otherwise. Theres been unique challenges.
@@sachiterasuJetsune hm, so basically, as a player, you have to "allign" a 2D box (due to how bullets fire relative towards the player's position in space and time, you end up dodging a bit more like a 2D game) towards a moving boss (the alligning action = the useage of the 3D space in keeping the line to the boss green)? That's pretty interesting. I wonder if this means that one could have both flight controls as shown here as well as 2D dodging controls ala Space Harrier; if so, that would allow for a bit more micrododging for survival, i.e. more complex or also faster patterns. I'll wait for a few more updates before trying this out, but I'm pretty hype for it ^^ Currently really interested in how bullets are portrayed in these games, as I myself come more from a 2D shmup background, so I have been grinding through the few games like this that exist to understand them better.
I guess that’s a way you can put it, but the player is able to move anywhere they want. And the game’s default control scheme is usually simple flight controls (Pitch and Yaw). It is truly 3D still though, but because of how the boss is moving, you still have that satisfaction of dodging a hail of bullets. The bullets only appear to orient themselves based on the direction they are going from the players perspective. They never actually change directions, even if they appear to. The best way to think about how the game is supposed to look is to watch one of MinusT’s videos, as they are the main inspiration for this.
I feel like this game has just unlocked the one main ingredient for a 3D bullet hell to work: letting the player fly around relatively freely in a borderless space, while still forcing them to actually deal with the thick of the patterns. Really nicely done on that end.
The one problem I have is how hard it messes with my depth perception when the bullets move toward the camera. But I'm really not sure what can be done about that.
It has been quite the challenge so far, and I’ve been trying to deal with it! I’ll find a way… eventually… maybe?
It involves a lot of illusions so far. For example, the center of the grazing hitbox it placed more forward of the player, so that it feels more like your grazing with bullets you can actually see.
The game continues to evolve, it's cool. Yakinatori and her patterns look more gentle and understandable, for example, line shots or, as I understood it, something like "Fractions". As if the first part of it is quite good for filling Graze, and yet, the pattern looks quite beautiful. But, there are only 2 stages, so I wonder what kind of danmaku she will have next. Good luck with the development and I hope that everything will turn out well for you. (By the way, I wonder why Sachi would beat a cooked Phoenix... I hope this will be revealed in the dialogue... Or maybe Sachi is just hungry?)
Hah, I needed her patterns to be calmer as the level 1 boss!
Absurdly interesting. Don't think there's anything quite like this; normally you have something like Space Harrier (modern version of that being Mirage Feathers), Touhou Multi Scrolling/Shooting Star or After Burner (modern: Rogue Flight). Don't think there's a bullet hell with free movement that still orients bullets towards the player for dodging.
Looking forward to this!
Thanks! Theres been a lot of challenges with this, and I’ve had to adapt.
One of the challenges is having to fire the bullets relative to the speed of both the boss and the player, so that the player has time to dodge.
They are flying super fast, and firing bullets normally would whiz at the player so fast that they couldn’t react.
Other than that, it’s just a lot of illusions. Like the enemy scaling up when far away so you can see them, the grazing hitbox being slightly forward, etc.
I had to orient the bullets based off the players velocity because otherwise Sachi is moving so fast and the angles are so small the bullets would appear to be straight and look like they’re flying weirdly otherwise.
Theres been unique challenges.
@@sachiterasuJetsune hm, so basically, as a player, you have to "allign" a 2D box (due to how bullets fire relative towards the player's position in space and time, you end up dodging a bit more like a 2D game) towards a moving boss (the alligning action = the useage of the 3D space in keeping the line to the boss green)?
That's pretty interesting. I wonder if this means that one could have both flight controls as shown here as well as 2D dodging controls ala Space Harrier; if so, that would allow for a bit more micrododging for survival, i.e. more complex or also faster patterns.
I'll wait for a few more updates before trying this out, but I'm pretty hype for it ^^
Currently really interested in how bullets are portrayed in these games, as I myself come more from a 2D shmup background, so I have been grinding through the few games like this that exist to understand them better.
I guess that’s a way you can put it, but the player is able to move anywhere they want. And the game’s default control scheme is usually simple flight controls (Pitch and Yaw). It is truly 3D still though, but because of how the boss is moving, you still have that satisfaction of dodging a hail of bullets.
The bullets only appear to orient themselves based on the direction they are going from the players perspective. They never actually change directions, even if they appear to.
The best way to think about how the game is supposed to look is to watch one of MinusT’s videos, as they are the main inspiration for this.