No.33203
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No.33374
I've just realized that I could never make a good bullet hell game because I wouldn't come up with nice patterns. How the HELL do you even conceptualize them?
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No.33619
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No.33692
>>33374
Honestly, it's probably easier if you think about the character first, and make patters that feel symbolic. Say you have a steampunk character. The patters could have bullets coming up from a few points at the bottom coming fast upward, and each has a small random horizontal speed which becomes more apparent as their vertical movement slows. Like steam vents.
And another could be some rings of bullets that spin on a center point and interlock like gears.
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No.33747
>>33692
Didn't ZUN think of the patterns first and of the character designs later? Don't quote me on that, though.
Though picking a theme at the start is essential. It may be easier to think of patterns as one-two main thematic patterns with additional bullets to make things more exciting, e.g. the main motif and bullets that slowly spiral outwards. The rest is throwing it all at the wall and seeing what sticks.
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