Hi all! I'm JL, an indie game developer working on an atmospheric sci-fi shoot 'em up game called Force Typhoon. I recently released the announce trailer and thought I'll post it here as well :)
Force Typhoon - Experience the chaos and intensity of high-speed combat in this atmospheric sci-fi vertical Shoot ’Em Up, rendered in full 3D.
Blast your way through relentless waves of enemies as you unleash the might of your firepower against the enemy and break the blockade forced upon your world.
Inspired by the classics of the 80s and 90s, Force Typhoon features pure arcade adrenaline, precise controls, immersive 3D visuals and a strong atmospheric edge - With an oppressive foe that grants minimal downtime between waves.
#shmup #stg #indiegame
Hi Spiders! Sorry long-winded post ahead!
Inspiration wise, it was mostly the ones I grew up playing in the 80s/90s. A particular one I played a lot was Namcot's(Namco?) Dangerous Seed(genesis). Having the UI on only one side of the screen is sort of inspired by that game as well, just that dangerous seed had it on the right side instead of the left. Having hull points(hp) was also inspired by the same game. It was one of the few that did not feature single hit destruction. It actually had an interesting 3 fighter system with 3 hp each and some transformation system that I won't go into detail to avoid going off topic 😅
As for the rest that formed and influenced my understanding of the shmups of that era, for verticals, I played a lot of Raiden, FireShark, Tatsujin, 1943, Aero Fighters, Musha Aleste, Batsugun, Macross(Arcade), Raystorm, Twin Bee, Darwin4081.
For horizontals, I really enjoyed Thunderforce, Aero blasters, Einhander, Gradius, Macross(nes), Arrow Flash, Darius, R-Type, Paranoia, Fantasy Zone(interesting shop system) and few older ones on the pc-engine that did not have english names and I was too young to figure out what they were called!
I hadn't played as much of the post 2000 shmups so when I finally tried to catch up about several years ago and tried to play a touhou game, I was surprised how far the genre has evolved! The geometric bullet patterns were beautiful and the bullet density was quite insane sometimes in some of these bullet hell/curtain games. I honestly have never seen this amount of bullets on screen! In some cases, it looked like there was more space taken up by bullets than actual available safe spaces! The mechanics got a lot more complex as well with the scoring systems and grazing and many others.
Anyways, before I ramble more and go off topic, what I am trying to create, with Force Typhoon, is more of a simple, classic style where the bullet density is much lower than the STGs we see nowadays, but the velocity of the bullets are faster.
The only thing I have gone radically different, and sort of an experimental route is the visual style of the game. With this game, I am trying to give the player a feeling of being immersed in the chaos and intensity of battle. I was looking at a lot of armor combat footage (tanks, apc, ifv etc...) and trying to capture the heat and intensity seen when they exchange fire. I'm still tweaking things and it's a fine balance, but I hope to make it as readable as possible while not losing too much of the current intensity. After several rounds of tweaks, the playtesters and myself feel the game is quite fair and readable now(we can own every hit taken) but I understand there are some that find it too intense.
Moving on, the scoring system here is also quite a simple one. Which brings me to the first number on the left panel, which is the Threat Level(or threat score).
The basic premise of the scoring is very simple. You are trying to defend your home. The scoring is subject to change but currently, any enemies that are left undestroyed and gets pass you, increases the threat level. The more time it takes to clear a stage, the more threat is added at the end of the level. Every bomb used adds to the threat level. Every hit taken adds to that as well. And lastly, any uncollected resource containers that fall back into enemy hands adds to the threat level. So, the objective in this game is to achieve as low of a score as possible instead of a high score. Something like that. It's still being worked on :)
For the 2nd field on the left, it's basically the amount of resource containers collected so far. I understand that this is controversial for some, but instead of the traditional power ups that drop mid stage, this shmup has a hangar scene at the end of stage that allows the player to use these resource points to outfit the fighter. With that said, do note that there is no grinding in this game. It is not possible to go back or keep replaying a stage to accumulate more resources to out-gear a stage. If the player is destroyed during a stage, all collected resources will be lost.
On the topic of outfitting the fighter, if you move further down the left panel, you see the 6 equipment slots. Pri(primary), Sec(Secondary), Ter(Tertiary), Aux(Auxiliary), Gen(Generator) and Drone(aka Options). It's just a quick indication to show which banks are populated(or not).
Each bank has its own set of unique modules that can be chosen. There are no +5% damage or +10% fire rate kind of upgrades here! Except for the generators, every module has distinct functionality.
I could go into more detail regarding each slot but I'm afraid this post might go too long! 😅
Moving to the bottom of the left panel, we have "hull" which is self-explanatory, and we have "energy".
"Energy" is generated by the generator module installed. There is a "boost" function in this game that increases the player's firepower but rapidly drains the energy bar. Tactical and timely use of the boost mechanism will aid greatly in eliminating threats quickly in tricky situations.
Tertiary and some auxiliary modules also drain energy as well so there is some build experimentation for players.
I have to say that the hangar/outfit system is designed to be fairly simple and straightforward. The goal is to give players the ability to customize their ship quickly, not spend more time navigating menus than shooting at enemies!
For the last item, at the bottom right of panel, you can see the mode that the analog stick is set to(If using a gamepad). It's possible to switch between digital(1/0 only) or analog behavior for the analog stick.
I hope this answered the questions! Apologies if I missed anything, do let me know and I will get back when I am able. Have a good one.
Hi all! I'm JL, an indie game developer working on an atmospheric sci-fi shoot 'em up game called Force Typhoon. I recently released the announce trailer and thought I'll post it here as well :)
Force Typhoon - Experience the chaos and intensity of high-speed combat in this atmospheric sci-fi vertical Shoot ’Em Up, rendered in full 3D.
Blast your way through relentless waves of enemies as you unleash the might of your firepower against the enemy and break the blockade forced upon your world.
Inspired by the classics of the 80s and 90s, Force Typhoon features pure arcade adrenaline, precise controls, immersive 3D visuals and a strong atmospheric edge - With an oppressive foe that grants minimal downtime between waves.
#shmup #stg #indiegame
Hiya thanks for dropping by! Don't mind if I tell a short story, but this actually started out as a hobby project back in 2018. But progress was slow between the day job and family commitments.
However, at the end of 2023, I was laid off from a job I was in for 15 years. In early 2024, I pondered for a while and then decided to bring this game to fruition by going full time indie. It's a little hard to count exactly how many hours I have sunk into this from the pre 2024 days as it's kind of scattered but I hope I kind of gave a picture of things :)
Thanks for the compliments and appreciate the comment! 👍