| ~Hakurei Shrine~ > Rika and Nitori's Garage Experiments |
| Development of a dammaku game that can rival Touhou |
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| Helepolis:
* Helepolis shrugs. I have been sitting on the fence to see how this develops. I can only conclude that both the project and the discussion are going nowhere to be honest. And I kind of want to steer this towards a closure, so everybody please say state your last arguments and opinions and let us leave it at that. Same applies for me. So, Ctrekoz, I think you need to accept the hard reality that currently you lack reputation to effectively recruit people for your project. The reason you're getting so much backfire is that you're not accepting the fact that currently you got nothing to offer in terms of core activities -> Programming. I made this post earlier in the thread for reasons. Anyway, ignoring all the fluff about famous people and talented people making awesome games, the fact remains that you're not showing the right attitude here. You're rather being (quite) defensive, extremely counter-arguing with examples blown out of proportions, and most of all showing no signals of "All right, I will dive into this and do my best as much as I can" or something like that. Think about it. You started this adventure in on 23th of July 2019. We're in November now. That is already 3 months and nobody has seen any programming effort from you yet. --Helepolis |
| Rhyxek:
Hi, so I have been following this thread for a while, and I do have some things to point out that may be linked to why people don't really take you seriously: 1. Right off the bat, clickbait-y title. And even admitting to it right away makes it look more like a "you got pranked!" more than anything else, thus heavily reducing any credibility you may have. 2. You say a lot of things that make your project look "better than" Touhou / Len'en, thing is these are two established franchises with their own world and intrigues, while your world, from what i read, is oddly similar to Touhou ( inspiration =/= rebranding, as it had already been said before) --- Quote ---Maiden Deity's lore is much more developed than in any single Touhou game, and is noticeably different in many details. --- End quote --- Saying that your WIP game's lore is worth more than 20+ years of storytelling by various medias (games, print works and CDs) is BS, not gonna lie. Right now it looks like you want to leech off the popularity of Touhou & Len'en by saying "look its the next big thing but you need to make it for me". 3. I have read your documents, i do think your project could be going somewhere, but it is hard to keep reading through walls and walls of text, you need to be CONCISE. Less is more, as they say. People need to get the point in a few sentences. I have read but i couldn't get myself to the end. Please use bold and italic for important terms and what they signify, it will drastically improve reading experience. As they say, an image is worth a thousand words, so instead of describing in lengthy detail all the patterns, show them and give a short description. (even a drawing on MS paint can really get the point across) Let's take Nue's final spell for example, i can say (from memory) --- Quote ---Nue's final spell, Grudge Bow "The Bow of Genzanmi Yorimasa" is a spell where Nue Houjouu, extra stage boss will shoot lasers in a dome above her at a constant firing rate, said lasers will rain from the sky after a while, and around arriving mid screeen, they would change in lines of X bullets that fall towards the player at random speeds and slightly randomized angles, as the spell wears down, the intensity of firing rate increase, leading to more bullets flooding the lower half of the screen. The laser "dome" would render dodging above nue impossible due to its random nature. --- End quote --- or i can say: --- Quote ---Nue shoots lasers upward randomly (avoids safespots), that fall back down and transform in lines of bullet midway with increased firing rate per phase. --- End quote --- 4. I do absolutely not understand the need for details such as "ambidextry" for a game where you won't probably pay attention to it (unless all danmaku MUST be fired from the hands). The devil is in the details, but that detail doesn't matter in a danmaku fight, does it? 5.In your spirit battles you cite a number of rules that aim to make those battles non-lethal, such as "agreeing on the number of arts" ,"setting up a safe space for the battle" and "simplyfing the attack if necessary and agreed by both parties". What would happen if someone didn't respect the rules but forced a fight in the middle of town with no regards for the weaker opponent? What is the penalty for not respecting the rules? (ie: In Len'en, if you loose a fight, you MUST obey whatever the winner's wish is. If you don't, you are immediately erased from Mugenri, which could make one wonder "do i REALLY wanna take the chance?" (len'en fans correct me if i'm mistaken)) . Also, I highly recommend creating a VN if you really enjoy writing (accessible engines like Ren'Py are out there and free), and reworking your universe. There is potential, but don't just make it a Touhou ripoff. I was guilty of that when i first started creating my OCs, since the first one was a "shrine guardian". Since then i took a massive step back and i'm currently happy to where i shifted directions towards. And yes, Danmakufu makes shmup creation easy, with the community around it and the wiki. You just need to leap into it, and you'll be able to show screenshots and videos of your characters in no time (placeholder graphics are perfectly fine) As you discover more, you will find more ways to make your characters unique and likeable. By the way,humility is key for creation. (ties into point 2) Stay hungry, but stay humble. Good luck to you. |
| Stuffman:
Okay dude, you're right, we obviously have no idea how this shit works. Of course! That's why nobody wants to work with you! We don't understand how games are made, even though we've made games and you haven't. Guess you better go find a forum that isn't full of idiots like us, huh? |
| Trickysticks:
I think it would help if you just sat down for a few hours and gave it an honest try. Even making the simplest patterns with whatever assets you have can generate significantly more interest and show that you're willing to put in the effort. Danmakufu is very simple (I first started when I was twelve, and I was a very dumb twelve-year-old) and we have a lot of resources available to make learning the process easier. Helepolis has a series of video tutorials that can help you get started here. If videos aren't your thing, Sparen also has extensive tutorials on his website here. And those are just tutorials - if you need further help there are various ways to get it, such as the help thread on this very forum or various Discord servers. Maybe you'll try and you'll be very bad at it, who knows? But trying is the first step. Even if you do step back from programming and just become the project lead, it'll still give you a sense for what exactly is involved and can help you make better decisions. |
| Sparen:
I guess I'll drop off my last few cents here. It is precisely because you put so much time and effort into building the lore and the world that I truly believe that it is in your best interest to build this project by yourself, even if only at the start. It is important to realize that no matter how much you put into words, as long as it is your world, only you, its creator, can truly know what kind of game you wish to create and what kind of world you want to bring to life. This is your project. If you want to make it a reality and be able to declare at the end that it is truly your game, you will need to take ownership of your project and be ready to take on the challenge of building it and being an effective leader should you end up with a team. Once you have shown that you are willing to take control and have built something that you are proud of, perhaps other members of the community will be willing to extend a helping hand. If you want to build the game, learn how to build a game. Break up the problems into subproblems. Learn the skills you need. Learn to use the vast toolkit of resources on game development and bend them to your will. Even if you fail, you will have learned from your mistakes, and you will only be better prepared for that which comes next. Take the same energy you put into the concept and invest it into your own knowledge base and experience. Everyone has to start somewhere and there is no better time to start than now. Grab a game engine, devote yourself to learning how to use it, and build the game that you have always imagined. You've got a long road ahead of you and if you're not the one trying to achieve your own dreams, then what's the point? ~~Sparen of Ir?a |
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