These are some of the absolute best videos about shmup/STG mechanics ever made. I say that without a hint of hyperbole. This videos have a place right next to Full Extent of The Jam in terms of offering incredibly valuable insight into a beloved genre. S++ my man, can't wait for more in the future!
Aw shucks man, gonna make me blush! Full Extent of the Jam helped me a ton when I was getting into the genre, these vids doing the same for devs is a massive W in my book. Also at least 2 more vids left 😤
Wow so nice to learn these new bullet pattern terms! Guess I'll do some homework to identify these types of bullet patterns in the games I play. As a big fan of Touhou, I've always liked those "Boxing The Player In" patterns. 😆
I'm not actually making a bullet hell but this is still fun to watch as I play a lot of bullet hell games. Very interesting and entertaining! I always wondered how a lot of those types of patterns were created. It would be interesting to see more traditional shmups covered as well maybe in the future.
Thanks! A series like this for traditional horis would be cool since those games are designed so differently. Not sure if a vid on traditional verts thing would be that necessary since all the building blocks are pretty much the same in bullet hells, just arranged in different ways and with a different focus. I guess a "style differences" overview kinda vid could be cool
@@boghogSTG Just watched the video again as I like it so much 😅. Didn't noticed this comment till now (sorry about that). Do you think you'll end up doing that style differences video? I think that would be cool too.
Thanks and you bet, I'm trying to get the most important parts of this vid series done this month so I can get back to devving without them sitting in the back of my head
How do enemy patterns and bullet patterns get made? The attention to detail to make these intricate dances that allow only the slightest passage with precision movement and timing
Very nice video, a hidden gem I'd say. What is the difference between "pressure" and "clutter" patterns? Role of pressure is to force player to move, but clutter also does this thing, like you can't just stay afk. I don't get it.
Thanks! "Clutter" patterns can get players to move but it's more incidental than intentional - you could have clutter patterns with safe spots for example. It's just there so that if the player *does* move, they have to deal with all those extra obstacles. th-cam.com/video/SB1idDgK9PM/w-d-xo.html Here's a good example of both patterns working together ( 18:00 ). The dense spread (clutter) by itself isn't too difficult to dodge and has obvious gaps, but because there are constant aimed line patterns (pressure) hounding your ass, you have to actively move through it instead of staying in 1 area
Yup, just gotta make it fun to dodge. Could have a boss dribbling a basketball while launching giant cream pies at you, if it works it works. More traditional shmups that have simpler bullet patterns tend to rely on more non standard bullet types, I mean look at the classic Taito lasers
@@boghogSTG I see. For my another question, do you think its a good to apply a bullet pattern in Knights in the Nightmare to a shmup? I don't know if its a good idea to use a snake that moves clockwise. Or an enemy that uses a seal/trap where if you step on it, the seal/trap will shoot bullets?
@@soratheorangejuicemascot5809 I mean, my answer is always gonna be the same no matter what sorta projectile type you're asking about - it's good if you make it good. There's nothing inherently good or bad about using that sorta stuff. So if it's well telegraphed, looks cool, is challenging (either by itself or because of how it's combined with other attacks/levels) and has some depth (so there's not just 1 answer to the attack every time) then you're good to go.
@@boghogSTG ahh so the most important thing is "taste my own dish", right? If its too terrible, throw it at a window, if its good I think I should just let them complain?! Hehehe. Ok I got it. Thanks for response.
The game won't explode if you use ammo but what's the point of it? It tends to just make offense limited & weak without actually offering anything substantial back to the player. Even for precision shooting, a strict shot limit or scoring incentives work better since they're much more dynamic
A must watch series for bullet hell players and devs. Thanks for this huge service to the community!
Happy to help!
These are some of the absolute best videos about shmup/STG mechanics ever made. I say that without a hint of hyperbole. This videos have a place right next to Full Extent of The Jam in terms of offering incredibly valuable insight into a beloved genre. S++ my man, can't wait for more in the future!
Aw shucks man, gonna make me blush! Full Extent of the Jam helped me a ton when I was getting into the genre, these vids doing the same for devs is a massive W in my book. Also at least 2 more vids left 😤
You're the only one going this eloquently in-depth abt shmup game design. Thanks a lot for your work!
You're welcome! Check out LazyDevs' ShmupWords video if you haven't, he's also been making some really helpful shmup dev vids
very informative
Wow so nice to learn these new bullet pattern terms! Guess I'll do some homework to identify these types of bullet patterns in the games I play.
As a big fan of Touhou, I've always liked those "Boxing The Player In" patterns. 😆
I have a shmup idea for a future game I will make, thank you so much for making these videos.
What an awesome series, ty
Great video! Well explained and illustrated!
Thank you!
Hell yeah this is dope, thanks boghog
I'm not actually making a bullet hell but this is still fun to watch as I play a lot of bullet hell games. Very interesting and entertaining! I always wondered how a lot of those types of patterns were created. It would be interesting to see more traditional shmups covered as well maybe in the future.
Thanks! A series like this for traditional horis would be cool since those games are designed so differently. Not sure if a vid on traditional verts thing would be that necessary since all the building blocks are pretty much the same in bullet hells, just arranged in different ways and with a different focus. I guess a "style differences" overview kinda vid could be cool
@@boghogSTG Just watched the video again as I like it so much 😅. Didn't noticed this comment till now (sorry about that). Do you think you'll end up doing that style differences video? I think that would be cool too.
These are great videos
How many hogs could a Hog Bog Hog if a Bog Hog could Hog Bogs? :)
Easy counterstop
He would hog, he would, as much as he could,and hog as much as a HogBog would if a HogBog could hog a bog.
Excellent video Bog Hog! Def reminds me of Gunvein tutorial. You making any new games after Gunvein? :)
Thanks and you bet, I'm trying to get the most important parts of this vid series done this month so I can get back to devving without them sitting in the back of my head
Ah man, youre awesome!
How do enemy patterns and bullet patterns get made? The attention to detail to make these intricate dances that allow only the slightest passage with precision movement and timing
Hopefully the vid showed that it's not too different from any sorta attack design once you understand the "language" of the genre
Very nice video, a hidden gem I'd say. What is the difference between "pressure" and "clutter" patterns? Role of pressure is to force player to move, but clutter also does this thing, like you can't just stay afk. I don't get it.
Thanks!
"Clutter" patterns can get players to move but it's more incidental than intentional - you could have clutter patterns with safe spots for example. It's just there so that if the player *does* move, they have to deal with all those extra obstacles.
th-cam.com/video/SB1idDgK9PM/w-d-xo.html
Here's a good example of both patterns working together ( 18:00 ). The dense spread (clutter) by itself isn't too difficult to dodge and has obvious gaps, but because there are constant aimed line patterns (pressure) hounding your ass, you have to actively move through it instead of staying in 1 area
Do you think its a good idea to implement a non-bullet attack in a shmup? Something like a giant sword swing or tentacle.
Yup, just gotta make it fun to dodge. Could have a boss dribbling a basketball while launching giant cream pies at you, if it works it works. More traditional shmups that have simpler bullet patterns tend to rely on more non standard bullet types, I mean look at the classic Taito lasers
@@boghogSTG I see. For my another question, do you think its a good to apply a bullet pattern in Knights in the Nightmare to a shmup? I don't know if its a good idea to use a snake that moves clockwise. Or an enemy that uses a seal/trap where if you step on it, the seal/trap will shoot bullets?
@@boghogSTG sorry if I am bombarding you with questions that are too dumb to be asked
@@soratheorangejuicemascot5809 I mean, my answer is always gonna be the same no matter what sorta projectile type you're asking about - it's good if you make it good. There's nothing inherently good or bad about using that sorta stuff. So if it's well telegraphed, looks cool, is challenging (either by itself or because of how it's combined with other attacks/levels) and has some depth (so there's not just 1 answer to the attack every time) then you're good to go.
@@boghogSTG ahh so the most important thing is "taste my own dish", right? If its too terrible, throw it at a window, if its good I think I should just let them complain?! Hehehe. Ok I got it. Thanks for response.
do you only put the title of the games and not the exact track you are using to get people to listen to the whole OST? because if so, damn, bless you
Hehe you got me
Why the bullets are always unlimited, is it fine if there's a reload system?
The game won't explode if you use ammo but what's the point of it? It tends to just make offense limited & weak without actually offering anything substantial back to the player. Even for precision shooting, a strict shot limit or scoring incentives work better since they're much more dynamic
Gunvein
Glad you liked it!