Hey!
For the last couple of months (5 to be exact) I have been working on a shoot'em'up (shmup) game with XNA and have now come to point where I can show what it will look like and how it will play.
I have screenshots and a gameplay video that can be found at http://shmup.blogspot.com. (Remember that this is work in progress, and a lot of stuff is missing). Here you can also read about the development and progress of the game. I don't yet have a playable demo for download (sorry). Later on I will have a beta for download for those of you that wish to try it.
It has been a WHOLE lot of work to get this thing play (I know maybe it doesnt look like much work when you see it but trust me - it is!) Almost all the gameplay elements are there but some parts are not done yet. The GUI/HUD are not complete and cutscenes is missing. Then the balacing of the game need some work, that's hard. Also some graphics needs to be replaced.
Here are some features of the game:
- Fast gameplay with lots of bullets and lots of action
- 3D graphics but with 2D style gameplay
- Unique controls enable you to aim in 360 degrees
- Player autofire and "heatseeking" laser missiles
- 1 player can play alone or 2 players can play co-op
- Beautiful rendered space backgrounds
- 16 different enemies and lots of different formations and bullet patterns
- Combo system that lets you get higher score
- Highscoretable that lists the best players
- Runs on Windows and Xbox 360
- Works with Xbox 360 controller, mouse or keyboard
Please have a look and tell me what you think.

Bullet Hell Tactics - Shoot'em'up game created with XNA (video and screensots)
MLanger
That looks really cool, lot of work you put into it! :)
lailaland
Jeff
Thanks for the link. Now to think up a game idea that uses flocking behaviour... always thought this would make an interesting element in a 2D shooter.
Cheers.
MarkBosley
@Gunston
I don't predict where the enemy is going to be in the future. I just calculate the angle from player ship to alien ship. Then I add to that angle, lets say 45 degrees (depending how much curve you want). Then when the missile is flying you subtract the angle value over time. This makes the missile create a curve. When you have subtracted the value to zero your missile will fly straight to its target.
I tried a lot of different numbers before I got it the way wanted.
WXS123
Thanks :-)
One week to do that, hehe thats fast :-) I think that looks like a very good start, I love Ikaruga! Parts of my game is also "Ikaruga-like", the guided missiles for example...
I'll see if I enter dreambuildplay, it would be fun!
lm089
Yeah, what he said!
thukralz
Jean-Pierre Fouche
sax0n
Very, very nice work. 5 months Doesn't surprise me at all.
I'm embarrassed to add a link to my own bullet hell effort but, hey, here it is: http://forums.microsoft.com/MSDN/ShowPost.aspx PostID=1155742&SiteID=1.
This took me about an elapsed week to do (mainly evenings) and the code is primarily in the engine, not the game.
You're entering dreambuildplay !
Cheers.
cnugget0
Looks like we all feel that way for each other!
Chez
"I'd be interested in how you did the guided missiles... I have some bezier curve stuff in what I did to model attack patterns - was considering using that. Do you predict where the alien ship will be in the future and hit that target or is the hit 'instantaneous' "
Look at this stuff for some cool ways to handle missles/enemies.
http://www.red3d.com/cwr/steer/
adman666
Frame
Andreas Asterlund
Kobingo
I'd be interested in how you did the guided missiles... I have some bezier curve stuff in what I did to model attack patterns - was considering using that. Do you predict where the alien ship will be in the future and hit that target or is the hit 'instantaneous'
Re dreambuildplay, I haven't seen anyone else on the forums doing bullet hell - would be good to have representation there for this genre. I don't have the necessary time/skill to commit to my project unfortunately, purely for my own amusement so I certainly won't be entering.