Over the weekend, I looked over at some scrolling shooters, both old and new, to get an idea of what worked and what didn't. I also drew up some character designs which we could use. I couldn't upload the images as of this post, but I will include them in the next blog post.
From what I saw, this is what worked great for a scrolling shooter:
-Diversity of weapons *
-Ratio of enemies is on par with the weapons and difficulty
-Movement patterns of both the enemies and player
-Hitbox of the player works
-Strong use of bosses in varying difficulties and different patterns *
-Enemies could have weaknesses
-Usually consist of hard but short levels
-Enemies work with the design of the player
-A form of scoreboard (either in points obtained from enemies destroyed or a simple story) to keep the player entertained
And here is what I saw didn't work so well:
-Slow moving (both from the player and the scrolling environment)
-Seeing no diversity of weapons or enemies
-Repetition (goes with the above 2 examples)
Ones with * next to them stood out the most to me.
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