[personal profile] kpreid

I have come to realize that I have more ideas for programs than I'll ever have time to write. (This means they're not actually all that significant, on average — see all that's been said on ‘ideas vs. execution’.) But maybe I have the time to scribble a blog post about them, and that's stuff to blog about, if nothing else.

So, a video game idea I had today: reverse bullet-hell shooter.

A regular bullet-hell shooter is a game where you move in a 2D space dodging an immense number of mostly dumb instant-death projectiles launched in mostly predefined patterns, and trying to shoot back with dinkier, but better aimed, weapons. Instead, here you design the bullet pattern so as to trap and kill AI enemies doing the dodging.

The roles seem a bit similar to tower defense, but the space of strategies would be considerably more, ah, bumpy, since you're not doing a little bit of damage at a time and how it plays out depends strongly on the AI's choices.

That's probably the downfall of this idea: either the outcome is basically butterfly effect random due to enemy AI decisions and you mostly lose, or there are trivial ways to design undodgeable bullet patterns and you mostly win. I don't immediately see how to make the space of inputs and outcomes “smooth” enough.

Anonymous( )Anonymous This account has disabled anonymous posting.
OpenID( )OpenID You can comment on this post while signed in with an account from many other sites, once you have confirmed your email address. Sign in using OpenID.
Account name:
If you don't have an account you can create one now.
HTML doesn't work in the subject.


If you are unable to use this captcha for any reason, please contact us by email at support@dreamwidth.org

Notice: This account is set to log the IP addresses of everyone who comments.
Links will be displayed as unclickable URLs to help prevent spam.