I love your material. Even when I may never sit down to program, learning what goes on behind is really cool and useful to appreciate all the work put into creating a flowing, engaging experience. You keep doing this good job, sir.
Thanks, and yeah gonna keep it up until the end of this series atleast! And yeah, it also really highlights how good at these games developers were at the time - a lot of shmup design relies on an extremely keen understanding of how players will move and when. I don't think Ketsui's stage 5 elevator could have been made by people who aren't good at *playing* shmups.
Loving these vids as a newbie to shmups. They're fast tracking me to understanding the games... how I should prioritize enemies, what I like and dislike in games, and appreciating the work and intention from developers/designers. Thanks Prof Bog Hog!
Hehe you're welcome B) Focusing on enemies (rather than the bullets) made the genre click into place for me when I was starting out. Without it, dodging can be really confusing (even knowing where to look isn't necessarily clear), but once you get a solid gameplan going everything else can be learnt organically I think.
Great video, really shows how different the design is between older games and post-CAVE stuff. Enemy spawn invincibility made it so you have to position yourself to draw bullets in a way that gives you the most room to manoeuvre, much more interesting than the games where you have to memorise spawn locations to take enemies out early.
True and it prevents the enemies from being too tanky, preserving the quick pace. Otherwise sure you might prevent quick kills with bloated HP but then good luck to players who damage stuff extremely suboptimally. That said I do think giving enemies armor (divide incoming damage) instead of invincibility is better, and this problem can also be solved with level design, its just a lot harder
i'm not a shmup developer, but while thinking on enemy designs for a game idea I came across you're video. And I just want to thank you for not wasting 20 minutes of my time with a mind numbing voice. such a fresh breath of air. and the visuals of the video even as it's own unique style!
Gunvein reignited my love of shmups! I've been shoveling as much info into my brain as possible as I dive headfirst back into them. Thanks for the vids! Btw, Gunvein is in my steady rotation of Mushihemisama, DoDonPachi, and Andro Dunos 2. Well done. So freakin' good.
Yup that and scoring system design. The next vid will cover level design in more depth. But honestly a lot of it comes down to building intuition for what good design is through playing a lot. Rules are better if they build on those intuitions, rather than attempting to compensate for a lack of them
Good! Not only cuz it gives me more views ( ;) ) but I honestly think it's way too much info delivered too quickly to internalize right away. Playing the games a bunch & making some prototypes, then coming back to these vids would probably be the best way to learn, cause it contextualizes all the stuff I'm talking about
Very interesting. I feel like there's loads that goes into making games that I as a player don't consciously notice, but makes a big impact. Also, what's the source for the Kasane Teto(?) artwork in the thumbnail?
I love your material. Even when I may never sit down to program, learning what goes on behind is really cool and useful to appreciate all the work put into creating a flowing, engaging experience. You keep doing this good job, sir.
Thanks, and yeah gonna keep it up until the end of this series atleast! And yeah, it also really highlights how good at these games developers were at the time - a lot of shmup design relies on an extremely keen understanding of how players will move and when. I don't think Ketsui's stage 5 elevator could have been made by people who aren't good at *playing* shmups.
Loving these vids as a newbie to shmups. They're fast tracking me to understanding the games... how I should prioritize enemies, what I like and dislike in games, and appreciating the work and intention from developers/designers.
Thanks Prof Bog Hog!
Hehe you're welcome B) Focusing on enemies (rather than the bullets) made the genre click into place for me when I was starting out. Without it, dodging can be really confusing (even knowing where to look isn't necessarily clear), but once you get a solid gameplan going everything else can be learnt organically I think.
Great video, really shows how different the design is between older games and post-CAVE stuff. Enemy spawn invincibility made it so you have to position yourself to draw bullets in a way that gives you the most room to manoeuvre, much more interesting than the games where you have to memorise spawn locations to take enemies out early.
True and it prevents the enemies from being too tanky, preserving the quick pace. Otherwise sure you might prevent quick kills with bloated HP but then good luck to players who damage stuff extremely suboptimally. That said I do think giving enemies armor (divide incoming damage) instead of invincibility is better, and this problem can also be solved with level design, its just a lot harder
i'm not a shmup developer, but while thinking on enemy designs for a game idea I came across you're video. And I just want to thank you for not wasting 20 minutes of my time with a mind numbing voice. such a fresh breath of air. and the visuals of the video even as it's own unique style!
Hell ye, hopefully you got something out of it regardless!
Gunvein reignited my love of shmups! I've been shoveling as much info into my brain as possible as I dive headfirst back into them. Thanks for the vids!
Btw, Gunvein is in my steady rotation of Mushihemisama, DoDonPachi, and Andro Dunos 2. Well done. So freakin' good.
Fuck yea, happy to hear that! Welcome back, gotta grab Crimzon Clover & Cotton Rock N Roll as well while you're at it
Enemy design to flow with stage and players is the most complex part of a making a good SHMUP.
Yup that and scoring system design. The next vid will cover level design in more depth. But honestly a lot of it comes down to building intuition for what good design is through playing a lot. Rules are better if they build on those intuitions, rather than attempting to compensate for a lack of them
I keep watching these over and over to drill them into my brain. XD
Good! Not only cuz it gives me more views ( ;) ) but I honestly think it's way too much info delivered too quickly to internalize right away. Playing the games a bunch & making some prototypes, then coming back to these vids would probably be the best way to learn, cause it contextualizes all the stuff I'm talking about
Awesomeness boghog ❤❤🎉 great video! Kudos for including under defeat hd! My favourite shmup
G.Rev were so cool back in the day
Look forward to new games from you man.
Tribvtes from germany
Marc Msx brought me here I'm grateful. Even if I'm dying in that bshmup thing miserably
don't mind me friend, just watching these videos instead of actually working on my game.
Another great video from professor Boghog
❤
Very informative
@@kuma-wamu Happy it helped!
Awwwwwww Saidaioujou and Under Defeat :)
🎉
Very interesting. I feel like there's loads that goes into making games that I as a player don't consciously notice, but makes a big impact.
Also, what's the source for the Kasane Teto(?) artwork in the thumbnail?
whether deliberate or not, I enjoyed "turd" in lieu of "turret"
epic
Lad from thumbnail?
Horkos from SMT
@@boghogSTG thank you good lord
burp
This goes hard
best underage waifu