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We're starting a new small project which would be a fast, old-school style top-down shmup in the likes of Aero Fighters, Giga Wing, Espgaluda, R-Type Delta, Raiden, more recent Jamestown and mostly DoDonPachi.
The goal is to create a game which will be really fun to play, challenging, but at the same time in a modern package that is sure to impress with art style. Games like this aren't seen often these days, and this game is going to be no-nonsense, no-gimmicks, full-blown visual & audio art coupled with fast-paced gameplay.
Target platforms would be Windows, Mac & Linux.
** Looking for artists. If you're interested send me a PM.**
1 comment by sirgru on May 6th, 2013
Showing some components to create a first level, atmospheric render with these components, and part of one of the strip for level. Demo coming soon.
Hope you enjoy!
Take into account that over this strip goes atmospheric clouds, post processing, and light clouds to simulate sandstorm. Quite a visual treat for one fast paced shmup.
Also, if you haven't by now, visit our new site www.ennoble-studios.com , you can also register there and join the forum where you can ask us anything.
It seems good, what about the performance? Do you use PoolManager, for exemple, to recycle bullets? And finally, as I also do a shmup under Unity, do you think to share this integretion of bulletML? I thought to use it at first but i had not idea how to do it... Keep going.
That integration is already out there, I haven't made it from scratch.
Bullets are recycled, not repeatedly created and destroyed. The key is do disable them asap. I have made some tests and a scene can sustain about ~500 bullets onscreen on my PC, though I see how it can be pushed further. Number of bullets is #1 concern for performance though.
You know that Unity can export to Linux, right...?
Well aware. I used to do with Linux for a living.
Corrected, thanks.