[05-Jun-2014] Added in the Exp Chart.
[22-May-2014] Just kicking this off with a few thoughts and some key sections.
You have come to this deviation because you are a developer or wish to try your hand at it.
Our intent is three fold.
1) Showcase developers who wish to make themselves known.
2) Provide a host of development resources and guides for creating shmups.
3) Create a meeting place for developers to team up, or share their experience.
We hope you are with us on this and we would welcome all assistance and contributions.
As the information we host grows we may segregate or move parts of this to another site or deviation.
In theory we can organise and network everything together in an accessible way.
Shmuproom Developer Experience
Our Champions of Shmup development
Right now we have 12 members of our shmuproom who have successfully created shmups playable online.
Quality varies, but simply having a first project is a great achievement in itself.
Our current group Champions are as follows.
Are you a member with a live shmup but not on this list? Drop us a note with a link to a playable version of your game.
ResourcesWe will expand on this section in due course, right now "Google is your friend".
There are many many tutorials and guides out there on developing your own shooter/shmup.
We would also suggest visiting the following two sites.
CommunityRight here in the shmuproom, get involved, comment on the journal entries and other members deviations.
There is also a great community forum at the Shmups forums
The Roles of a developerYou may be specialised in one of the required fields, or you may wear many hats.
One thing is certain, creating a shoot-em-up game can be a big challenge in itself.
Lets start by discussing the many roles in a development team.
*We will not be discussing PlayTesting beyond that of the role of the designer.
*We are segregating marketing and distribution for another section (Promotion).
DesignDesigners themselves can specialise in specific tasks.
A game development often goes through a number of phases through to completion.
Prototyping is an important phase that needs design input.
You may be involved in writing scripts or narratives for the game.
Levels will need to be designed, scripting waves, and a need for quality assurance and testing.
VisualsArt, Animation, Effects and Motion Graphics. These are your tools in exciting players and creating cool stuff.
There is much work to be done in creating a shmup, in the early stages you may be working on 'pre visualising' the game.
Later you will need to create assets for each section of the game, from Ships, Enemies, Backgrounds, HUDs, and User Interfaces.
CodeGames have logic. This is the primary function of Code to creating something that is playable.
The rules for the game must be created, they must function as designed, free of bugs and glitches.
There will also be a variety of ways that the Code could provide features and interfaces with the other areas of Audio, Visuals, and Design.
AudioThe sound and music of the game.
Kicking tracks and audio FX. These enhance the experience, offer immersion, stimulus and reward.
Not only can the Audio stand out in its own right. The players experience is heightened when the audio is in harmony with the design and visuals of the game.
Production/Direction/AdministrationLast but not least, as with any project, there must be a degree of administration.
Depending on the size of the project, number of members in the team and the development goals/brief,
someone needs to be keeping track of the progress.
This includes ensuring everyone is happy, knows what they are doing and things are moving in the right direction.
Even a single lone wolf developer needs to commit time to ensuring his roadmap, strategy and progress are looking good.