Maidens of the Kaleidoscope

~Hakurei Shrine~ => Rika and Nitori's Garage Experiments => Topic started by: CK Crash on July 20, 2010, 08:54:06 AM

Title: Danmaku Design Discussion
Post by: CK Crash on July 20, 2010, 08:54:06 AM
Even if you are a Danmakufu genius, one thing that always needs considering is the design of the danmaku itself. This is your gameplay factor,  the most important part of any boss script. This thread is for discussing danmaku design. Give tips, debate about guidelines, etc.



Some things I just want to throw out there:

-Nonspells are typically for no-gimmick dodging. Look at UFO. Ichirin and Murasa didn't use their respective gimmicks during their nonspells. They don't need to be complex: repeat the same basic pattern with progressively harder twists thrown in, and you should be fine for your nonspells.

-What I've found to be a good standard for boss health is to have 2000-3000 health for the nonspells, and 1000-1500 for spells (use a 10,10 damage rate, and change it to 50,50 after a delay of 800-1200 frames). Test with all the default players and make sure that they can all easily beat it before the timer reaches 10. Remember that you're designing the boss fight as a whole, not just as a series of attacks, so don't be afraid to throw in some shorter patterns as well.

-Keep in mind the amount of time it takes your pattern to repeat. Mokou's "rings of death" aren't hard on their own, but it's the quick succession of them without breaks that makes people dread this attack. Compare to Byakuren's first spell, which is very dense, but has a pause in the action. When the next wave starts, the player has a chance to reposition himself and strategize.

-You shouldn't force micrododging of bullets with vague hitboxes. Rather than forcing people to dodge between tight bubbles, just make walls of smaller bullets. Rather than using fireballs for micrododge patterns, take advantage of their blending and make macrodanmaku out of them, or give the player a chance to dodge from further away.

Anyone care to argue these points?

EDIT: Also throwing in Naut's stage design tips from the PoSR thread, since they're going to go unseen otherwise:

Basic Touhou-style Stage Design Concepts and Ideas.

Title: Re: Danmaku Design Discussion
Post by: Stuffman on July 20, 2010, 10:46:13 AM
I'm starting to think stage design is so much harder than boss design it's ridiculous.

Basic enemies are so easy to program, it's the concept and execution that's the problem. It's so difficult to make them play smoothly, you want to keep the screen filled with bullets most of the time to keep the pressure on and keep it interesting, but you also want the player to be able to fly up to hit the PoC. You want to keep a mix of streaming and dodging so that the player doesn't stay in one spot, but you also want to avoid combinations that block off big portions of the screen or have the potential to trap you if you don't kill enough stuff.

You just have to keep playtesting and playtesting forever, and look for bits that don't "feel right" and you have to think of ways to change it. Endless tweaking. And eventually you realize some things just don't work at all and you have to scrap the concept. (For instance, I recently discovered that giving revenge bullets to enemies that fly straight at you is a really really bad idea.)

As most of you have heard, I'm redesigning Stage 4 to be a Raiden-esque top-down base where you engage Rika's planes and tanks and stuff, and while it all looks really cool with planes lifting off from the ground and tanks rolling down the road, I'm finding it very difficult to come up with attack patterns that don't swamp you with annoying forced movement attacks due to the screen being cluttered. Touhou lacks the horizontal movement range to get around that stuff. Like, with the tanks, when you've got a big enemy with a lot of health that's moving steadily towards the bottom of the screen, what kind of bullets do you give it so that it's not totally unfair once it gets in your face?

Fuck. Just...fuck. :fail:
Title: Re: Danmaku Design Discussion
Post by: Beef Owl on July 20, 2010, 11:16:20 AM
I've found that a few patterns and quirks typically appear and (usually) work well in shmups:

-Big enemies usually shoot rings or other broad, even attacks, and smaller ones usually stream bullets (though it can work opposite, in MoF at least ._.).

-Background transitions are either very well hidden to make it look like you suddenly arrived somewhere (like EoSD Stage 3 after China's midboss attack) or very gradual to appear sort of ominous or forboding (MoF Stage 4 as the waterfall fades to black).

-Backgrounds and enemy waves are often rhythmically synced with the music (like IN's Stage 4, Stage 5, Extra Stage... well IN in general :V). This tends to make waves or transitions seem more meaningful, at least for me.

-Avoid complexity in your levels, enemies with extremely complex, boss level bullet patterns, and too many types of objects on screen at once (UFO :3) as it tends to be confusing, and the player will often notice/recall less about the stage.

-Your background often forms the contrast against your bullets, so keep colors in mind; notice many Touhou backgrounds are somewhat dark/dull in color, and it makes bullets easier to see. On those that aren't (like the sky area of PCB's Stage 4, notice how the bullets are mostly reds and purples) use bullet colors that make a nice contrast and can be easily seen.
   
Just a few thoughts of mine from playing shmups in general :)