CSP: The making of
A Shmupformer
Designing, Failing, and Leveling Up
Yingjie Yu / Zhiwei Huang / Zining Tang
Introduction
Initial Idea
-What if: shmups fused with platformers, while keeping each gameplay loop completely harmonious?
-Press jump, and then jump again to transform into flying mode
-flying mode shoots automatically at a locked location
-Flying mode consumes a stamina bar that will regenerate when outside or refill on the ground
Story
-Shooting bullets vs. emotional screaming
-narrative about suppressed emotion
Commitment & Retro Design Philosophy
-Modern games emphasize accessibility and ease of play
-Since we are fusing two very retro-inspired genres, our gameplay would be more challenging with large commitments in gameplay (e.g. cannot change direction when locked)
-Pure bullet hell: players will navigate bullets instead of removing or avoiding them with invincibility frame slike modern games
Pre-Production Period
From idea to sketch, from sketch to product.
Inherited Experience (from previous projects)
Pre-Production
-Shared documents to record ideas
-Mind maps to test out mechanical possibilities
-Consistent meetings with all members to communicate
Visuals
-DO NOT IMPLEMENT VISUALS UNLESS THE CODE IS COMPLETELY STABLE
-If art is made for a object or element that is scrapped during testing, it is wasted labor
-Utilize simple placeholder sprites for testing
-Always prioritize coding over visuals for a prototype
Design
-Start with ONE CORE MECHANIC
-having multiple systems (e.g. a visual novel that is also a maze traversal game) will double or even quadruple the workload
-Ideas are cool to motivate devs, but production has to be grounded in realist expectations
Why Gamemaker?
Dev Tools and Why we use them
GPT Support?
The correct way:
Coding Logic (that we learned)
-Objects to persistent between rooms
-Use for ever-present objects in Initialization
(e.g. HUD/Health Bar)
-Compartmentalized code/functions, highly customizable
-Easy integration into multiple different objects
(e.g. ScreenPause on hit and Pause Game)
-Identify and Categorize objects
-Template or opportunity to inherit code
(e.g. Flying monster and crawling monster are both made from enemyParent)
4. Draw_text debugging
-drawing out text during gameplay
-allows real-time tracking of variables
-able to identify bugs in logic
5. Enum and Modes
-define & switch between modes
-encompasses most of enemy & player behavior logic
6. Variable editing
-Sometimes simple editing variables is most effective
-Saves time rather than writing complex algorithms
(e.g. giving the movement a 0.175 rather than writing frame-sync code for movement )
Prototyping & Iteration
Over many different versions of the game, various mechanics evolved over time.
Original:
-Only locked to left or right in flying mode
-Restrictive since both dodging and attacking occurs on the same axis
Changes:
-Added a reticle to show where you are aiming, shrunk it down to balance visual priority
-Originally can only hold to enter flying mode, but added tapping to “float” because many players instinctively tries that
Final:
-360 degree free aim based on player input, able to lock direction for greater precision if needed
-Skill needed in controlling the player (lore accurate)
2. Overload
Original:
-Fills when player is in flying mode, discourages staying in it for too long as getting stamina regen in human mode is a core mechanic (you die when the bar is filled up)
-At one point becomes an MP bar to execute powered up attacks
-Scales with attack width & DPS to have greater risk & reward
Changes:
-Needlessly complicated and interferes with gameplay consistency
-shooting too much is impossible because the player will always be dodging
Final:
-No more death upon reaching overload limit
-Expanded more on attack scaling for more risk & reward
-Encourages finding boss openings and rewards players learning attack patterns
3. Stamina Bar
Original:
-Linked with flight mode
-Supposed to reward players strategically recharging or attacking
Changes:
-Greatly reduced at the start of the game
-Too much stamina and flying removes the joy of exploration
-Have very limited stamina teaches players to manage resources properly in tutorial
Final:
-Remains the consistent core mechanic with minimal changes aside from execution
Removed Mechanics
-In a game where dodging bullets is a
priority, this becomes a liability
-Can potentially get players to be killed with much frustration
-Same as the first, only that players have less control during the process
-Too complicated & does not serve a unique function
(no need to shoot through walls)
-Replaced by the new overload system on normal attacks
Player Feedback
What we changed
What we insisted
The end! Enjoy our game! :)