Hmmmm. I’m thinking of how Spring (it’s an RTS engine) defines units. Dozens of different parameters defining things from size to movement type, with subtables for weapons, build lists, and leaving wrecks.
Since their game is going to change genres between levels, coding specifically for bullet-hell behavior seems like a lot of work for not a lot of gain, and if they’re going to repeat that for each level then this will get bogged down quickly. Figuring out a general-case for enemies/bullets/damaging-obstacles and trying to build from sounds like a better starting point.
Don’t forget the bullet hell classic – geometric objects made of bullets, shrinking, growing, rotating, but maintaining the same configuration.
Comment by Elaborate — October 5, 2020 @ 9:54 am
Hmmmm. I’m thinking of how Spring (it’s an RTS engine) defines units. Dozens of different parameters defining things from size to movement type, with subtables for weapons, build lists, and leaving wrecks.
Comment by ltmauve — October 5, 2020 @ 12:24 pm
Since their game is going to change genres between levels, coding specifically for bullet-hell behavior seems like a lot of work for not a lot of gain, and if they’re going to repeat that for each level then this will get bogged down quickly. Figuring out a general-case for enemies/bullets/damaging-obstacles and trying to build from sounds like a better starting point.
Comment by CeeSea — October 5, 2020 @ 6:45 pm