DOGOS: help with bullets

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DOGOS: help with bullets

Postby keywiz » Sat Mar 05, 2016 5:15 pm


I'm developing Dogos an open world shump.
I'm the programmer and director of development. All the tools, engine, etc. are developed in house.
So far the game is working, level are almost done.
Right now I'm working in the bosses.

I have some bullet movement:

- Directional
- Around Direction
- Wave
- Homing
- Flak
- 2 step homing

I made up the names, not sure if its all the people use.
I try to give the level designer some freedom.
Anyone know a tool, or tutorial how to let people edit weapon behaviors?

Right now a weapon in the game has:

- bullet: describe how the bullet looks, trail, hit fix, lighting, etc
- trigger: when the fire button in pressed: fire delay, number of shoots, etc..
- target: where the bullet goes
- movement: how the bullet moves

I have several of each one, can have parameters, but I need to code each new one.

Maybe is a way to do it simpler, or better.

Please check some screen of our editor.




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Re: DOGOS: help with bullets

Postby monoRAIL » Tue Mar 08, 2016 12:26 am

Creating your own editor and design tools is very impressive.

It sounds like you're designing your bullets in a good way to allow the designers freedom to create interesting patterns. You should take a look at BulletML ( ... dex_e.html).

It's a markup-language or basically a way of scripting bullet behaviors. It still needs to be interpreted by the game engine, but it's a good example of how another shmup designer has approached this problem.

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Re: DOGOS: help with bullets

Postby keywiz » Fri Mar 11, 2016 3:40 pm

Thanks for your words.

I don't know about BulletML I will be looking into it right now, I think I can do a parser

Thanks for the info.

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Re: DOGOS: help with bullets

Postby TiaoFerreira » Thu Aug 18, 2016 3:42 am

Are you planning to sale the world editor? It is mot impressive than the game made with it! :)

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