Well, this is it people, we finally reached the last part of our 2D shoot ’em up tutorial. Today we are going to finish and wrap things up, and you are going to be able to download (and play, of course) the full thing by the end of this post (don’t worry, the full source is available on Github, right here).
I’m going to cover the main and more important changes and updates that I made to the code, so minimal things like the game over and stage completed messages won’t be covered in order to be able to focus on the most important and “difficult” things to do.
By the way, since our tutorial game is obviously a Gradius tribute (which is a fancy word for clone) there was only one possible way to call it, and that is…
Let’s get to work!
Hi there!, ready for more 2D shoot ’em up making? Good, let’s continue from where we left off last time.
As you know, we finally had a way to load tiled levels and populate them with walls, destroyable blocks and some enemies. That’s great, but we need to be able to slowly scroll the level to the right, or our ship won’t be able to actually get anywhere.
On top of that, we need to build a collision system so we can collide objects between each other, and to be able to keep the player inside the game stage bounds. And those two things are exactly what we are going to do today. Let’s rock!
There is something special about survival horror games. It may be their amazingly gruesome stories. Or maybe the core suspense and tense gameplay they provide. There are many elements that make them so interesting and attracting. There are also very different types of terror and survival horror games, with some differences being so big that you could say they belong to a different genre. But among these qualities and characteristics there are some key common elements that all these games share. On top of that, there are some aspects every terror game must respect and implement in order to nail the experience people expect from them.
If you are thinking on designing a horror game today is your lucky day, because we are going to review a few of these key elements that make the survival horror tick.
So, if you please, close you windows, dim off the lights and sit tight, because we are in for some scary stuff!
NOTE: First of all, there is going to be a few spoilers here and there on today’s post, so if you have never played any Metroid game (SHAME ON YOU) you may consider not to read forward. That, and I strongly suggest you leave anything you are doing immediately and get a copy of Super Metroid ASAP.
Still with me?, good. That means you have good taste and have made your homework. Let’s begin.
As you may know, exploration games have been a broad genre in gaming for quite some time, but if one formula has stuck with us for almost 30 years above all others it has to be the famous Metroid gameplay style.
This means having a huge world to explore without almost no clues about its structure from the beginning. A world where you face roadblocks in your way every now and then that force you to search for new gear that will help you progress. A world where you will face strange new enemies around every corner and that will sometimes deceive you into thinking you are making progress when in truth what you have to do is to just go back the way you came and try a different approach.
This is a formula that has been perfected and copied for quite a long time now, to the extent that this whole genre is what we now call “metroidvania” games.
I love this kind of games, and on top of that I’m a HUGE Metroid fan. I love this gameplay style so much that I’m currently working on a small exploration platformer myself. But enough of that already, I’m here to expose a few bits of game design that compose this kind of gameplay style in order to help people understand what makes this formula so addicting and entertaining. I’m just going to scratch the surface of the whole idea, but hopefully it will be of use to those lost people wondering where to start.