Difference between revisions of "Raiden II"

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'''Related games:''' N/A
 
'''Related games:''' N/A
 
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There's not much in life that comes perfect, right out of the box. Anything that is perfect tends to satisfy a narrow purpose, within narrow boundaries of use. And in time, it will break.  
+
A successful life is about hacking the system: working out how to do stuff with what limited resources you have, without regard to proper procedure. And hacking is about probing; feeling out the cracks in the system, watching what drips through, testing your whims and theories, and building your own meta-filter to slot on top.  
  
A successful life is about hacking the system; figuring out how to do things, using what limited resources are available to you and despite all arguments about what you are and are not meant to do.  
+
Game-Maker's system is made for top-down adventure games like ''[[Overworld|The Legend of Zelda]]''; if you try [[Space Harrier|something else]], you're going to meet resistance. Try to make a shooter, and the system will say to you, that's a strange sort of adventure game. It will run what you plug into it, but it won't know what you're trying to do.  
  
Hacking, more than anything, is about probing; it's about feeling out the cracks in the system to see what falls through, testing out your whims and your theories, and building your own meta-language to slot on top of the system. The cinema staff only pay attention when you enter, so if you stay nonchalant you can wander from movie to movie all afternoon. The phone system uses sound to know when you've dialed or inserted change, so all you need is to input the right sound.  
+
So, most scrolling shooters are kind of a mess on this engine. What ''Raiden II'' does a bit differently is it takes a step back to think about what it feeds into the engine and how that will be understood, then adapts its input accordingly.
  
Game-Maker's system is made for top-down adventure games like ''[[Overworld|The Legend of Zelda]]''; if you try [[Space Harrier|something else]], you're going to meet resistance. Try to make a shooter, and the system will say to you, that's a strange way to design an adventure game. It will run what you plug in, but it won't know what you're trying to do.
+
[[File:RaidenSprite.gif|center]]
  
So, most scrolling shooters on this engine are kind of a mess. What ''Raiden II'' does a little differently is that it takes a step back to think about what it's feeding into the engine, and how that will be understood.  
+
For a template, Alan Caudel broke down Seibu Kaihatsu's seminal ''Raiden'' series and tried to put it back together again. It was a good choice; the ''Raiden'' games are about as pure as a shooter comes. All you do is fly, dodge bullets, shoot enemy targets, and drop the occasional bomb. Power-ups are a simple affair that mostly just change your shot patterns.  
  
[[File:RaidenSprite.gif|center]]
 
 
[[File:raiden2.PNG|thumb|320px|Screenshot from Raiden II'']]
 
[[File:raiden2.PNG|thumb|320px|Screenshot from Raiden II'']]
  
To learn how things work, Alan Caudel took apart and tried to rebuild Seibu Kaihatsu's seminal top-down shooter. It was a good choice, as the ''Raiden'' games are such a pure example of the form. All you do is fly, shoot enemy targets, and collect power-ups. The power-ups are pretty simple; mostly they change your shot pattern or increase the number of shots. Unlike some more strategic shooters, Raiden really is all about shooting.  
+
So with that game as his model, Caudel came to focus on its main action: shooting. There are two components here; outgoing shots, and incoming ones. Game-Maker makes both of these a little twitchy, but one far easier than the other.  
  
So, that was what Alan focused on: shooting. That means the player's shots, and the enemies'.  
+
On the player's end, the ship has a choice of several shot patterns: bullets might go straight ahead, or spread like a fan, or other shapes and with different numbers of bullets per keypress. What should happen here is that as you collect power-ups you get to increase the power (i.e., bullet count) of your current shot pattern, or you pick a different pattern.  
  
On the player's end, he set up a  
+
Although Caudel did a marvelous job at tracing bullet paths and layering them to create different shot levels, Game-Maker's design ensures that the upgrade path does not take the most logical route. In Character Maker, actions that use the same keystroke are tiered in priority. If you can do action 1, you do it; otherwise you do action 2, and so on. The variables that determine whether you can do an action are whether you have enough of the unique associated shot counter, whether you have the correct inventory item, or both. There is no ambiguity; if you fulfil the requirements, you will always do that action. You can't, for instance, select another inventory item or get a new power-up to switch actions -- unless that power-up knocks you up a level, qualifying you for a "better" action.
  
Problem is the power-up structure...
+
Even for levels of a single shot pattern, this structure causes problems. Each power-up you get can only increase a single counter, and each action has its own counter -- and the thing those counters determine is how many shots you have. Furthermore, Game-Maker does not display most counters in-game, so the player will never have a good idea how many shots are left. The best solution within an individual pattern, then, would be to layer power-ups on top of each other; each power-up would increase one counter of that pattern by a set amount, and the player would automatically use the strongest. When those shots were expired, the second-strongest would take over, and so on. This is a weird behavior, and far from ideal -- but just wait until different shot patterns get involved.  
  
 +
Basically, there is no way to dynamically switch weapons and increase the power of those weapons. So, what to do? The only thing available: assign each shot type to a different key. It's not elegant, but at least you'll get to use all the shot types. Maybe you can design a game that works around this concept, rather than trying to force a logic that will never work. Roll with the punches. Maybe in a follow-up project Caudel would have done just that. Here, we have an experiment.
  
Peeling back to the most basic question. The big study here is in the shooting part of a shooter; the various multiple-shot patterns, including bomb and death animations. Finding a way for enemies to shoot back.  
+
The experiment continues with enemy shots.  
  
 
Shooting monster solution developed independently from ''[[Andy in Asunderland]]''.
 
Shooting monster solution developed independently from ''[[Andy in Asunderland]]''.
  
Main issues: Trouble with upgrade paths; firing while moving. In this experimemt enemy planes have no behavior to speak of, but games like ''[[Pipes]]'' and ''[[Ego Force]]'' ably fill in that blank.
+
bomb and death animations: nicely done.
  
 +
Other issues: firing while moving. In this experimemt enemy planes have no behavior to speak of, but games like ''[[Pipes]]'' and ''[[Ego Force]]'' ably fill in that blank.
  
 
== Story ==
 
== Story ==

Revision as of 06:20, 2 September 2016

Pending.png
Raiden II
RaidenTitle.gif

Release type: Incomplete
Release date: 1994
Levels: 1
Author: Alan Caudel
Website: DummyDuck.com
Related games: N/A


THIS ARTICLE IS INCOMPLETE
FULL ENTRY COMING SOON!


A successful life is about hacking the system: working out how to do stuff with what limited resources you have, without regard to proper procedure. And hacking is about probing; feeling out the cracks in the system, watching what drips through, testing your whims and theories, and building your own meta-filter to slot on top.

Game-Maker's system is made for top-down adventure games like The Legend of Zelda; if you try something else, you're going to meet resistance. Try to make a shooter, and the system will say to you, that's a strange sort of adventure game. It will run what you plug into it, but it won't know what you're trying to do.

So, most scrolling shooters are kind of a mess on this engine. What Raiden II does a bit differently is it takes a step back to think about what it feeds into the engine and how that will be understood, then adapts its input accordingly.

RaidenSprite.gif

For a template, Alan Caudel broke down Seibu Kaihatsu's seminal Raiden series and tried to put it back together again. It was a good choice; the Raiden games are about as pure as a shooter comes. All you do is fly, dodge bullets, shoot enemy targets, and drop the occasional bomb. Power-ups are a simple affair that mostly just change your shot patterns.

Screenshot from Raiden II

So with that game as his model, Caudel came to focus on its main action: shooting. There are two components here; outgoing shots, and incoming ones. Game-Maker makes both of these a little twitchy, but one far easier than the other.

On the player's end, the ship has a choice of several shot patterns: bullets might go straight ahead, or spread like a fan, or other shapes and with different numbers of bullets per keypress. What should happen here is that as you collect power-ups you get to increase the power (i.e., bullet count) of your current shot pattern, or you pick a different pattern.

Although Caudel did a marvelous job at tracing bullet paths and layering them to create different shot levels, Game-Maker's design ensures that the upgrade path does not take the most logical route. In Character Maker, actions that use the same keystroke are tiered in priority. If you can do action 1, you do it; otherwise you do action 2, and so on. The variables that determine whether you can do an action are whether you have enough of the unique associated shot counter, whether you have the correct inventory item, or both. There is no ambiguity; if you fulfil the requirements, you will always do that action. You can't, for instance, select another inventory item or get a new power-up to switch actions -- unless that power-up knocks you up a level, qualifying you for a "better" action.

Even for levels of a single shot pattern, this structure causes problems. Each power-up you get can only increase a single counter, and each action has its own counter -- and the thing those counters determine is how many shots you have. Furthermore, Game-Maker does not display most counters in-game, so the player will never have a good idea how many shots are left. The best solution within an individual pattern, then, would be to layer power-ups on top of each other; each power-up would increase one counter of that pattern by a set amount, and the player would automatically use the strongest. When those shots were expired, the second-strongest would take over, and so on. This is a weird behavior, and far from ideal -- but just wait until different shot patterns get involved.

Basically, there is no way to dynamically switch weapons and increase the power of those weapons. So, what to do? The only thing available: assign each shot type to a different key. It's not elegant, but at least you'll get to use all the shot types. Maybe you can design a game that works around this concept, rather than trying to force a logic that will never work. Roll with the punches. Maybe in a follow-up project Caudel would have done just that. Here, we have an experiment.

The experiment continues with enemy shots.

Shooting monster solution developed independently from Andy in Asunderland.

bomb and death animations: nicely done.

Other issues: firing while moving. In this experimemt enemy planes have no behavior to speak of, but games like Pipes and Ego Force ably fill in that blank.

Story

N/A

Instructions

There are weapon upgrades which flash yellow and blue scattered around the map. Which weapon you get depends on what color the block is when you pick it up. Yellow weapons have a wider spread range, but require repeated button pressing. Blue weapons have a more narrow range but you can down the button for automatic firing. There are three level upgrades for each weapon.

For best results, use the numerical keypad.

  • Arrow keys: Move your ship.
  • Q: Fire first level cannons.
  • W: Fire second level cannons.
  • E: Fire third level cannons.
  • B: Drop a bomb.

Credits

Game designed by Alan Caudel.

Background

Exploring power-ups in an early version of Raiden II

Alan Caudel:

One of the hard parts about making this game was making tanks that shoot at you, and then stop shooting once you blow them up. It required a background block that generated a "bullet" monster block, which was covered by a tank monster block.
If I remember correctly, the tank and the bullet had to be the same level or else one would kill the other upon contact. Then when the tank was destroyed, it was replaced with a "destroyed tank" monster block which was a higher level, and destroyed the bullets which kept generating from the background block underneath, so the destroyed tank would no longer fire bullets at you. This took a while to figure out how to get it working correctly, but I think the end result was good enough.
Also, I think I had a problem where if you flew over the destroyed tanks, you could still die if a bullet block generated and you touched it in the split second before the "destroyed tank" block killed the bullet. So... I had to make the destroyed tank monster blocks solid. That was kind of a hassle, because it meant the jet couldn't fly over a destroyed tank without running into it. But I sacrificed realism for playability I guess.

Availability

This game is not known to have been distributed in any form, prior to its addition to the Archive.

Archive History

There are two known versions of Raiden II, both very incomplete but one more developed than the other.

On October 20th, 2010, Alan Caudel commented on a YouTube clip of Peach the Lobster, mentioning that he had used RSD Game-Maker. On December 7th the site contacted Caudel for further comment. At that time he was uncertain if his Game-Maker material still existed.

On June 29th 2011, Adam Tyner located and passed on to Caudel a selection of his, Caudel's, and Yurik Nestoly's old games, including the simpler version of Raiden II. That version was uploaded to the archive on July 5th.

Later on July 13th, Caudel found and offered up a further selection games, including the second and more advanced version of Raiden II. After some restoration, that version of the game was uploaded to the Archive on January 28th, 2012.

Links

Downloads