09-05-2013, 09:03 AM
Comedius - Super Daisy Land
Comedius is a horizontal cute-em up based heavily on Konami's Parodius-series from the 90's, which again was a parody on their trademark SHMUP series Gradius. Much like the series it's based on, it's meant to be tongue-in-cheek take on the existing game series it features.
Features:
- Daisy is a initial playable character, flies on Sky Pop while utilizing Gradius 1-weapon set with a Mario-twist.
- More characters has been planned which come from series from other companies and will be added later.
-Each character possesses unique weapon sets, which may parody weapons from other SHMUPS or throw back on their own game series.
- Some new mechanics (Close-range attack that reflects certain projectiles and let's you interact with the stage, opens up for puzzle-oriented boss tactics and perhaps more tactical involvement with the enemies and the stages themselves.
- Levels are standard Horizontal SHMUP-fare, but have interaction-based exploring aspect to them.
- Interacting with the levels in a certain way helps to open up levels "inside" levels during regular play and is necessary to complete the game "truly". You can also earth secrets or important props to advance on the game's true challenge.
- Levels also contain conventions of parody, injokes and other things to their respective series or SHMUPs in general, which play as the basis of mechanics of these levels.
- Scoring System planned to be easy to access to, but asks for certain tactics in order to get out the best points out of the things you can shoot.
Playable Characters:
- Daisy (Super Mario Bros)
- ???? (Puyo Puyo/Madou Monogatari)
- ???? (Tales of Phantasia)
- ???? (SECRET)
Levels
1 - Super Mario Land (Boss: Castle Core)
-> Secret Level: Bowser's Castle
2 - Casino Night Zone (Sonic 2)
-> Secret Level: W.I.P
3 - Cave Of Origins (A pastiche of Stage 4 from Axelay, while having elements from Metroid)
-> Secret Level: W.I.P
4 - Venus Lighthouse (Golden Sun)
-> Secret Level: Dhaos's Castle (Tales of Phantasia)
______
Development Plan (as of now)
1 -Level Scrolling & Basic Movement (DONE!)
2 -Level Boundaries
3 -End Scrolling at certain part(s) of the stage (for example at the end when boss comes out)
4 -Program game over/lose life, continues? (test with self-destruct button)
5 -Program results screen -> program main menu
6 - Program player ships -> enable it to shoot
7 - Program shootable things and enemies -> enable them to shoot back
This was meant to be developed on E02, a powerful but somewhat obscure game engine, made by the same developer behind Sonic The Hedgehog-ports for IOS and Android (Stealth). Sadly it proved to bit too difficult to jump back to after months had passed.
I decided to move back on Game Maker to try it again on this platform, but I'm still quite a beginner, even if I believe making game like this isn't super-hard.
Comedius is a horizontal cute-em up based heavily on Konami's Parodius-series from the 90's, which again was a parody on their trademark SHMUP series Gradius. Much like the series it's based on, it's meant to be tongue-in-cheek take on the existing game series it features.
Features:
- Daisy is a initial playable character, flies on Sky Pop while utilizing Gradius 1-weapon set with a Mario-twist.
- More characters has been planned which come from series from other companies and will be added later.
-Each character possesses unique weapon sets, which may parody weapons from other SHMUPS or throw back on their own game series.
- Some new mechanics (Close-range attack that reflects certain projectiles and let's you interact with the stage, opens up for puzzle-oriented boss tactics and perhaps more tactical involvement with the enemies and the stages themselves.
- Levels are standard Horizontal SHMUP-fare, but have interaction-based exploring aspect to them.
- Interacting with the levels in a certain way helps to open up levels "inside" levels during regular play and is necessary to complete the game "truly". You can also earth secrets or important props to advance on the game's true challenge.
- Levels also contain conventions of parody, injokes and other things to their respective series or SHMUPs in general, which play as the basis of mechanics of these levels.
- Scoring System planned to be easy to access to, but asks for certain tactics in order to get out the best points out of the things you can shoot.
Playable Characters:
- Daisy (Super Mario Bros)
- ???? (Puyo Puyo/Madou Monogatari)
- ???? (Tales of Phantasia)
- ???? (SECRET)
Levels
1 - Super Mario Land (Boss: Castle Core)
-> Secret Level: Bowser's Castle
2 - Casino Night Zone (Sonic 2)
-> Secret Level: W.I.P
3 - Cave Of Origins (A pastiche of Stage 4 from Axelay, while having elements from Metroid)
-> Secret Level: W.I.P
4 - Venus Lighthouse (Golden Sun)
-> Secret Level: Dhaos's Castle (Tales of Phantasia)
______
Development Plan (as of now)
1 -Level Scrolling & Basic Movement (DONE!)
2 -Level Boundaries
3 -End Scrolling at certain part(s) of the stage (for example at the end when boss comes out)
4 -Program game over/lose life, continues? (test with self-destruct button)
5 -Program results screen -> program main menu
6 - Program player ships -> enable it to shoot
7 - Program shootable things and enemies -> enable them to shoot back
This was meant to be developed on E02, a powerful but somewhat obscure game engine, made by the same developer behind Sonic The Hedgehog-ports for IOS and Android (Stealth). Sadly it proved to bit too difficult to jump back to after months had passed.
I decided to move back on Game Maker to try it again on this platform, but I'm still quite a beginner, even if I believe making game like this isn't super-hard.