To answer you all at once:
…………………………………………………………
Love that a few of you love the art style and graphics. We have taken the worst hits because of our “poor” art style. Graphics artists can rip on newbie programmer art just like programmers can rip on newbie programmers! One graphics guy is giving me a hand with some obvious flaws that we will fix, but the art style is going to remain. I am quite satisfied with it. If our gameplay and action overshadows the graphics, then our main goal is complete.
…………………………………………………………
The weapon is called the DUAL-SL (spread/laser). So it’s the same weapon, that can be morphed into a spread or laser or a hybrid in-between (which I did not make much use of in that demo).
…………………………………………………………
Controls:
- Left thumbstick = moves fighter #1
- Right thumbstick = moves fighter #2
- A = shoots
EDIT: (autofire in dual play)- Left trigger and bumper = morph to spread or laser (which do you think?)
- Right trigger and bumper = morph to spread or laser (which do you think?)
- Triggers = smooth morphing
- Bumpers = stepped morphing (to accurately access hybrid modes you like)
Which trigger does what? I want to poll you. Picture yourself controlling one of the Duality: ZF fighters. It has spread by default. You can morph it to laser. Which trigger do you pull to do so? Left or right?
But know, to morph back to spread you have to pull the other trigger. So in the end, one trigger always goes towards one weapon and the other trigger always goes towards the other weapon.
Which trigger should be spread and which should be laser?
Also consider that the laser is great for concentrating fire power on bosses, big enemies, and supply ships (to give you power up icons fast), and the spread is great for miscellaneous damage of multiple smaller enemies and ensuring no little enemies have been missed.
In dual play, the triggers morph both fighters’ weapons at the same time. We considered independent controls as MrPopo thought, but we figured it was easier not to, and it remove a large barrier of entry to dual play. Now some of you might want it as an option, but it is one of a hundred potential options we can put in this game, and not all of them are going to make it. For now, no option exists. And so far in playtesting, it is not missed.
…………………………………………………………
The camera centers itself one the players by maximizing the “border space” around the leftmost and rightmost player. You don’t want one fighter at the edge of the screen while on the other side of the screen have a fighter with tons of space left over. So it does that, but not instantly because it is far too jerky, especially when fighters die and come back, so we smooth it out. The slight movement you see after the fighter stops moving is the tail-end of that smooth camera scroll effect. We have tested various camera scrolls extensively, and this was best. I am not sure what is normal for scrolling. We only did what worked best in playtest.
We do maintain bullet positions with the ground as the camera moves. Any shooter game that does not do that is flawed. You have probably all played some shooter where it’s hard to escape an enemy bullet that the camera pulls into you as you scroll it. The sun in Super Mario 3 was like that.
…………………………………………………………
Glad you like the music. Imphenzia is great!

It is the final music of our game.
…………………………………………………………
400 Microsoft Point is the official price. It will not be 800. We can only choose between 200, 400, and 800, but 200 option is only available for games that are 50MB or smaller and we are pushing over 150MB, which, incidentally, is greater than the 150MB limit for 400 and 800 point games!
…………………………………………………………
We plan to release it for PC. I will start a discussion on how to do that when it comes, but feel free to shoot us some advice. We are thinking of putting it on Steam. Plus, we need help with the dual play controls. What key placement should we use? Plus, it’s hard to get a lot of keys on a keyboard to respond. How do we support single thumbstick gamepads? All of this must be taken into account.
Plus, will Steam games work on Linux (through WINE installation or something)? I have absolutely no clue about this right now. We will figure it out when the time comes.
…………………………………………………………
No PSN support.

I wonder what that would entail… I would love to port it. Something else to look into. Has anyone ported an XNA creation to PSN? What is the PSN development kit called?
…………………………………………………………
The enemy shots are drawn last of all, on top of everything. If you check our latest Duality: ZF screenshots (as of the time of this writing),
http://xona.com/2009/03/31.html, you’ll see they are even drawn on top of the scores, text, sparks, explosions, etc.
You can also see the bullets are bright and also have a dark outline for when they are drawn on top of something their own color. No matter what, you can see them.
They are still sometimes hard to see, because the onscreen action and pull your attention away. But that’s your fault! Just kidding… We have gone through a lot of testing and pains to make them as visible as they can possibly be without removing the cool effects that help give an exciting experience.
Game development is all about balance. There is no “perfect” design. And whatever balance you choose will be too much of something for one player and too little of something else for another, and sometimes those two players are the same player just with different amounts of experience playing your game.
Making games is hard.
…………………………………………………………
WE HAVE NO HEALTH BARS! I agree with 64-bit; One bullet hits you, you are dead. There are no health bars, no shields, no bombs to save your ass. The only thing keeping you alive is your ability to dodge bullets and shoot down enemies so they stop shooting you. How about that? A 2D shooter that emphasizes the pure arcade basics.
…………………………………………………………
The campaign mode of the game takes about 30 minutes to complete. I’ve heard reviews of shooters that complain about “only 30 minutes” being too short. I think it is fine. Plus we have SURVIVAL, SCORE RUSH, and BOSS RUSH, which are short one-stage runs. The video above,
http://www.youtube.com/watch?v=ClxTi__1F0s, is SURVIVAL mode. As you can see, it lasted about four and a half minutes.
So, if you like long shooters, do the campaign. We have three campaign modes: HOME, ARCADE, and BULLET HELL. ARCADE is probably the most exciting, but we could not offer it as the default mode.

It is Duality: ZF as it would have been had it been a coin-op arcade!
…………………………………………………………
Infinite continues. But, each time you continue you have less and less powerups. You continue with the same amount of powerups as you would have had had you had an extra life. Follow that? And each time you die you lose a bit. Don’t worry, there’s not Gradius syndrome in our game. You still have a fighting chance, unless you continue 10 times on a stage you were not yet meant to beat anyway.
…………………………………………………………
We hope to continue the shooter trend on the Xbox, and also break down the Xbox LIVE Community Games barrier. Not many gamers know about it, and we hope to change that. That is thinking big. It’s just a dream for now. It will probably not happen.
But, there’s going to be more games from Xona Games, including a Duality sequel, so who knows what the future might bring!
…………………………………………………………
Hard? It has infinite difficulty modes. You have to beat the game to unlock the next one. So no gamer ever runs out.
…………………………………………………………
Thanks for all the marketing tips. If you have any, I will mark it down in my marketing doc. If you have any blogs and whatnot, please feel free to spread the word. It would be very much appreciated.
Do any of you have regularly updated blogs, podcasts, youtube accounts, etc.?
This game could be a fan favorite. It would kick ass if somehow a shmup could be one of the best Xbox LIVE Community Games! It might regenerate interest and respect for this kick-ass genre. Reminds me of a quote:
“I consider shmups to be the last real classic game genre still alive - games in which score, skill, technique, replayability, and finely honed 2-dimensional gameplay are all-important.” –
http://www.shmups.com/…………………………………………………………
Release date: We are saying this month, but don’t hold that against us. This game has to go through playtest and peer review (on top of our own playtesting that is) on xna.com before it gets released. How quickly it takes to do that is an unknown. With two weeks left in this month, added onto some major hurdles we’ve had this past week, I would not be surprised if it was a May 2009 release. We already have gamers upset over this. But, trust me, we know what we are doing each and every time we extend the release date. For $5 USD we hope everyone understands and doesn’t hold delays on our first game project against us. We truly intended to release the game sooner than this, but inevitabilities held us back.
…………………………………………………………
We are working on revival techniques. It will have revival if it works, and not have it if it doesn’t work. More than likely revival will happen at the beginning of the next stage.
We thought about having a “do not fire for 5 seconds to revive the other player” but we are making a shmup, not a donotshmup. The idea was from Castle Crashers where you have to stop fighting to revive your mate. The beginning of next stage idea sounds better. Waiting for a stage to end is not so bad.
Everyone revives on continues, of course.
…………………………………………………………
Dual play cannot be default mode, as solo play will suck as an unlockable after playing dual play. You want it to get “better” not “worse”. We cannot make both solo play and dual play unlocked as that’s too much content to throw at the gamer at once (2 control modes x 6 game modes = 12 configurations, not including multiplayer and difficulty possibilities).
Plus, unlocking dual play will be very easy to do. It will simply be a matter of playing the various game modes in solo play first for a tiny bit.
I think this is ok, as I remember Project Gotham Racing advertised the Ferrari F50 on their cover box, even though it was locked. Do you think this analogy fits our game?
That said, we could make dual play be the default mode in the trial. We are still working on this. We will do whatever makes the most sales (according to our guesses) in our trial mode. Unfortunately we are not going to be as free with this game as we have been with our works to date. We really need this to sell for it to be known and allow us to continue making games.
…………………………………………………………
Dual play ends up not being that hard to learn. I think most gamers are use to independent thumb controls (one thumb moves / one thumb aims), so it’s not that bad.
…………………………………………………………
Stacking fighters on top of each other is allowed, but it seems impossible to exploit. And, if you could, we want to let it happen, because you would have to be god like to play like that, and why would I ever want to stop that from happening?
Let me know if I am missing something.
Fighter collisions just ring out loudly as a no-no to me.
…………………………………………………………
Everyone, keep in mind that dual play is just an extension of multiplayer, so any dynamics between the dual play fighters must also exist with multiplayer fighters. Since we do not want multiplayer fighters colliding, we cannot have the dual play ones colliding either.
The only thing we “add” to dual play is the game knows the same player is playing both ships and adds up the scores for you. That’s it. The other dynamics stay the same, including death, revival, continues, left over powerups that go out to other fighters on death, etc.
Dual play is playing two players at the same time. We want to keep it as that, just providing the functionality within the controller and the scoring system to do so easily.
…………………………………………………………
Longest post ever, concludes!