Original post, for brevity.
Spoiler:
ZDanmaku
(but, admittedly, it's mostly influenced by the Touhou Project series.)
Danmaku (Wikipedia)
Touhou Project (Wikipedia)
WHAT IS THIS?
ZDanmaku is essentially creating a bit of a danmaku "engine" (I hesitate to say that word, as I'm not entirely sure if it would apply here) to ZDoom. This is all done in ACS.
WHY WOULD YOU DO SUCH A THING?
A few days ago (actually, 3 days ago), I had a sudden desire to make something for ZDoom. However, I'm lousy at DECORATE, and spriting, nor can I muster up the willpower to make a .wad heavy in those. Instead, I thought of something insane for ACS.
And here we are now.
Spoiler: Screenshots
PROJECT AIMS
- To create a reasonably well working danmaku "engine" for ZDoom, using ACS.
- To then make it easy enough to use that danmaku .wads can be made.
- To [eventually] release open-source to the public (but I don't think that's going to be for a long while.)
DONE / TO BE DONESpoiler: To DoGOT A FEATURE?
Already done:
Player movement
Bullets
Enemies
Partially done:
Bosses (the framework's there.)
Code Externalization (is that the right term?)
To be done:
Items
Bosses (it's not done done.)
Power/shot types
Lives
Bombs
Lasers/rays
If there's a major feature that you do not think any danmaku game cannot be without, feel free to post here or send via PM (I'm not entirely sure about guidelines on that, so, well, whichever the rules support more.)
WANT TO HELP?
I will probably be seeing a need for spriters/graphic artists in the future, when this actually gets built into games.