The Design of Schildmaid MX - Interview with HitP Studio

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  • čas přidán 12. 09. 2024
  • Interview with Shmup developers Alter Howdegen and Michiel from HitP Studio about their Shmup Schildmaid MX
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Komentáře • 14

  • @Undermog
    @Undermog Před 9 měsíci +3

    Another great interview, I was able to listen while mowing the lawns today :)
    Thanks for the Indie Shmup Bundle shout out at the end too, Michiel!

  • @Steve-Fiction
    @Steve-Fiction Před 9 měsíci +2

    Very likable guys, I haven't played this game yet but I gotta try it now. Love the idea of the loop system

  • @kyral4978
    @kyral4978 Před 9 měsíci +3

    My new favorite CZcams series!

  • @taxicomicsGamedevCave-ne6zm
    @taxicomicsGamedevCave-ne6zm Před 9 měsíci +2

    Thank you for staying active in the scene :) Your efforts really revived the Shmup scene in Pico8 :D Grüße!

  • @HydrogLox
    @HydrogLox Před 9 měsíci +2

    Despite the direct inspiration from U.N. Squadron the shield mechanic seems to have turned out like a (more forgiving) variation on Psyvariar's Buzz System bullet grazing mechanic.
    Edit: There it is 37:02.

    • @michielkroder4031
      @michielkroder4031 Před 9 měsíci

      Yeah, I’m a big fan of Psyvariar, so that whole dynamic (or something reminiscent) must have snuck in there somehow. 😄

  • @razeal_
    @razeal_ Před 9 měsíci +2

    This interview series is awesome, keep up the great work. :)

  • @sagelord77
    @sagelord77 Před 9 měsíci +2

    Great interview, really cool devs!

  • @HydrogLox
    @HydrogLox Před 9 měsíci +2

    1:34:38 I recall Rigid Force Redux taking a bit of a graphics hit when moving from PC to console (3DGS A8 to Unity) and I wondered whether that was a
    Data-Oriented Design-Or Why You Might Be Shooting Yourself in The Foot With OOP (2009)
    kind of situation. That is whether using an Entity Component System architecture with HPC#/Burst compiler within Unity DOTS would have had better result on Switch-though that would likely be a complete rewrite (and more importantly complete re-think).

  • @boghogSTG
    @boghogSTG Před 9 měsíci +3

    Unless I missed it somehow, I cannot BELIEVE that the fighting game esque title plates were not discussed 😠 In general Schildmaid's general structure is far ahead of almost every shmup around with not just customization but indepth stats as well, and something other games should learn from

    • @LazyDevs
      @LazyDevs  Před 9 měsíci +1

      Title Plates?

    • @boghogSTG
      @boghogSTG Před 9 měsíci +1

      @@LazyDevs The leaderboards let players use custom title plates when uploading their score, saying one of a bunch of premade phrases, like fighting game plates you see next to your/opponents healthbar and stuff

    • @michielkroder4031
      @michielkroder4031 Před 9 měsíci +2

      Thanks for the kind words, Boghog, means a lot! We must have talked about meta progression and unlocking stuff in the game (as the titles are tied to achievements and thus unlocked that way), but maybe not the title plates specifically 😅 There was a lot to go over, as it turns out.