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> Yggdra UFO (YUUFO), Let's make a fan shmup
AthenaWyrm
post Jun 25 2014, 01:30 AM
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Side-scrolling or top-down, I dunno.

Based on
[14:33] <&Rhiannon> LOW UFOS ARE TOO HARD AS FENCER

== Controls ==

Movement on the left, shooting and Union button on triggers, and the right controls Passive-Aggressive (if necessary). Maybe the triggers should control passive-aggressive. Who cares, customizate it.

== Single player ==

You start off as Yggdra or whatever. Other characters are powerups dropped rarely (miniboss/quest rewards?), and you can catch them into your Union formation.

The shmup bombs in this game come in the form of union attacks. Everyone in your union shoots their special attack. I guess Unions also launches your leader's Card ability. In fact, maybe bombs are all in the form of Cards. Yes, you collect Cards to be able to launch Unions.

Maybe if you die, your Union Leader gets replaced by a random(?) other member, and either the union formation is shuffled, or all the chars are launched and you have to recatch them.

The other chars have smaller sprites, and either have smaller hitboxes or are just invincible.

The bullets are your followers? E.g. Yggdra shoots Valkyries.

== Multiplayer ==

Instead of pressing the Union button to trigger a Union, you hold the Union button and, if no one else is already holding it, the Union grid shows up under you. (Maybe instead of straight-up 8-slot grid, it's just glowing lines in an X or + shape.)

When you release the button, any players in your formation will shoot off their Union attack. If none, you do it alone. Maybe a Super freeze animation. Players in the union also get a bullet-absorbing shield, I guess (Leader gets biggest), and the ones that don't make it into the union can still hide in the shields.

Players aren't locked into the formation and have to manually steer into it. Or they can hold their Union button and fly into the formation, and get locked into it (relying on the leader's steering).

== Passive-aggressive ==

Aggressive: Move faster. Shoot harder.

Passive: Move slower. Smaller hitbox.

== Other, weaker ideas ==

You get, like, powerups in the form of a weapon icon, which gives your units with the right thing a random YU weapon of that type.

There will be places in the stages that are like towns. Instead of shooting the houses like in regular shmups, maybe you have to stay on them for a while.


EDIT: CHANGED NAME FROM "Yuufoo" TO "YUUFO" BECAUSE THAT COULD BE "UFO" OR "YGGDRA UNION UFO". MAY CHANGE BACK TO "YUUFOO" WHEN WE CAN CALL IT "YGGDRA UNION UFO ONLINE".


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Seans
post Jun 25 2014, 04:26 AM
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Mockup:
» Click to show Spoiler - click again to hide... «


Notes:
- Yes, Yggdra's bullets are curving downward. Why not. We'll look at it in postproduction.
- I realized that wasn't Yggdra too late.
- I was thinking of the assassins here as delayed shot: they jump out, fire, backflip (should backflip in place instead of flying all over), and disappear.
- Too lazy to add in the third char's bullets.
- The blue cross is the Union thing. Elena is stuck to it due to holding the Union button. The blue outline indicates being in the union (not necessarily locked). The "Union!" text appears at the union's Ace.

Credits:
- Sprite src=http://spritedatabase.net/game/1195
- I used Martel's icons for consistency and border.


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catlandcreator
post Jun 26 2014, 01:17 PM
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ORR everyone could be in a UFO (Yggdra converted the Gran Centurio to a UFO for Ragnarok II), with each spot in the UFO offering different effects. Like the frontmost spots would be the only spots that get to fire, the backmost spots affect the movement potential of the UFO, and the side spots (up/down, I guess) could affect special effect type things like shields or healing or something. And you can rotate your UFO to literally rotate all the positions (so side people are in the back and front and back/front people are on the side) to serve different purposes.

You could make it a 3x3 UFO, maybe, to make things easier. You can only union with five people after all, and you should probably have limited people for this idea. So like, five. Which means you could choose to have a person in each of the front rows, so you shoot three lines of lasers, and then you could have two people in the back so you'd be really fast. But you wouldn't be able to unionattack with all of them, because it'll still use mini unionformations, based on the ace, to decide who's in on those.

The ace would be some kind of ace pilot, of course, so that should color some things. I guess the union attacks/card skills could be based on your ace?

ALSO SCREW YOU RAI


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Seraphim55
post Jun 26 2014, 09:56 PM
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ARRRRRRRRRRRRRRN NO U
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Mighty Griffon
post Jul 9 2014, 02:29 AM
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I've started working on this as a means of filling my ridiculous amounts of free time trapped in Seattle.
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Bron
post Jul 10 2014, 01:27 AM
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what how


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Yggdra..I don't know how to deal with girls who have been named after trees..
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Swiyth
post Jul 10 2014, 05:43 AM
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What do you mean how? I started working on an engine. >_>


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AzureDemon
post Jul 11 2014, 06:24 AM
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please teach me what that means
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Gaggy
post Jul 11 2014, 09:23 PM
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CODE
var gamestate
    data
    - player : unit
        ^ unit : placeable
            ^ placeable
                - anchor
                    #What this object is anchored to
                    #null normally
                    #a reference to another placeable if anchored to it
                    #This means that "position" is relative
                - position
                    #if not anchor'd, then absolute position
                    #if anchor'd, then relative position
                    #maybe anchor should default to the corner of the screen?
                - velocity
                    #if we want a bit of sliding
                    #also to determine facing?
            - char : Character
                ^ Character : collidable, displayable
                    ^ collidable
                        - collidesWith(other): boolean
                    ^ displayable
                        - sprite: state => icon #no time parameter?
                    - bullet
                    - weapon_type
                    - union_type
            - health
            - facing?
                #directing facing
                #not necessary if they always face forward
                #or backward, for enemies
            - weapon #even for enemies?
            - nextTurn() abstract: (velocity, action)
        - Union grid
            - slots for characters
        - lives
        - nextTurn(): (velocity, action)
            - velocity <-
                #
            - action : {shoot, None} x {unionon, unionoff}
    - enemies : list(AI)
        ^ AI : &unit
            - AI routine
            - Current AI state
    - Bullets:
        - type: bullet
            ^ bullet: collidable, displayable
                
            - display(position, facing, state)
            - damage(position, facing, state)
            - getCollisionBox() #??
        - velocity
        - time to die (how long before it disappears)
            #used to show what frame of the sprite is displayed is i guess
        
    - Level position
    - Any triggers to be made (i.e. visiting houses)
    - Additional conditions
    - nextFrame(): ??
        #- is sequenced, * is not
        - scroll the screen
            ` state.stage_position += STAGE_PER_FRAME;
        - compute change in velocity and action
            #objects that are fixed should maybe not be advanced
            #AI should happen first if they home in on opponents?
            * AI
            * user input
            `+
                for(var i = allunits.length; i-->0;)
                    
        * calculate new events
            - special action (Card or whatever)
            - shooting bullets #done before collision detection so they deal damage instantly
        * change positions
            * units
                #don't change positions if characters are fixed
                #well let the unit decide what to do if fixed
            * bullets
        - collision
            * calculate bullet collision #no ship collisions?
                * bullet with bullet?
                * bullet with shield
                - bullet with ship
            * calculate obstacle collision
            - deal damage
        - calculate trigger events


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Mysteryman
post Jul 11 2014, 10:50 PM
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I drew a thing nobody wanted.
» Click to show Spoiler - click again to hide... «

Which has nothing to do with the idea I posted in this thread but oh well. The Gran CentUFO's "eye" thing opens up to let party members out to float in space on these speedy little disks. Speardra is a real person (THANKS STING FOR THE FREE DESIGN YOU NEVER USED) because out in space having Yggdra's hair fly freely would be a problem and also she can't use the Gran Centurio because she turned it into a giant spaceship that fires a huge GUESSWHATTHISISPOWEREDBY laser. Yggdra pretty much gets real close to enemy UFOs (piloted mostly by servants of goth) so she can spear them. Someone like Elena would be shooting arrows at them instead. I don't know why they don't just have the Gran CentUFO laser everything. Maybe it's too slow to aim at them.

I also kept thinking of doing something with GU's Centurio Buster because having a gatling gun instead would be cool too, for like, rapidfire stuff, but I didn't get the chance to think of what ridiculous way you could switch from the blade to that because the design of the the thing really doesn't have anything to do with the Gran Centurio's.


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Shiokazu
post Jul 14 2014, 02:56 AM
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http://www.playmycode.com/blog/2011/08/bui...-in-javascript/


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Suzu Fujibayashi
post Jul 16 2014, 07:26 PM
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I was planning to use a framework like Crafty to avoid needing to deal with the specifics of drawing and such and focus on just the game logic and interaction. I liked the sound of your idea (turn based shmup) but haven't really sat down to try to visualize it except as being YU with aiming in battle cutscenes.


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Geek4life07
post Jul 17 2014, 12:42 AM
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QUOTE
I was planning to use a framework like Crafty to avoid needing to deal with the specifics of drawing and such and focus on just the game logic and interaction.


I don't know what this means I should do next.

Turn-based shmup:
- Everyone on a team acts at the same time (to make it easier to deal with multiplayer).
- Each unit gets a Move and an Action each turn.
- During your turn, you can move to any point within your movement range (floating point circle distance rather than grid?), and fire bullets either before or after the movement (this can be negotiated).
- Your bullets move right before your team's turn, and hurt any enemies. They are also obstacles for the opponent (can't move through them).


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Christophen
post Jul 17 2014, 05:32 AM
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I've been poking around the source code of some crafty demos to see what's the best way to go about this. Spoiler tags 1 = #yuufoo transcript, Spoiler tags 2 = Summary of major game mechanics as I understand them.

» Click to show Spoiler - click again to hide... «


» Click to show Spoiler - click again to hide... «


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Grim Angel Kotaro
post Jul 17 2014, 06:13 AM
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(PROTIP: Ctrl and the + key zooms in the web page. Ctrl and 0 resets zoom. Mac may use Cmd instead.)


Ideas about the player character (how YU and Riviera characters will play differently):
» Click to show Spoiler - click again to hide... «



Turn-based ideas:
» Click to show Spoiler - click again to hide... «



QUOTE
-Unions can remain a matter of formation. Should, in fact, but perhaps not in the same way as YU if we use a circular rather than grid based movement system.
I imagine, when you activate Union, an X or cross appears on the map, and they have to be touching that. Or it has width and they have to be inside it.
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