what is this?
it's an attempt at a touhou-oriented danmaku engine styled after the famicom/NES using löve2D.
of course, the actual hardware limitations are absent, and i don't really plan on strictly following or implementing recreations of most of them (sprite limit per scanline, amount of background/foreground graphics that can be loaded at once, etc) -- but i will keep them in mind and try to respect them as much as logically possible for a bullet hell game (it's just a visuals thing, anyways).
main inspirations are:
- Touhou Komakyou (Touhou Wiki entry), a famicom-style recreation of Touhou Koumakyou's first three stages, as well mockups made by its developer;
- Touhou Rououmu (developer's website), an actual NES game which is a remix of Touhou Youyoumu.
for now it's mostly just a "for fun" thing, though i do have some ideas on what i could use it for.
here's what i've got so far:
- The Bare Minimum: basic sprite/animation system and collision detection;
- three player characters: reimu hakurei, marisa kirisame and youmu konpaku, each with unique shottypes;
- bullets: variable hitbox sizes depending on type, as well as indexed sprite rotation for bullets that need it;
- general bullet pattern funcionalities;
- in-game pattern editor and previewer.
next steps:
- basic boss functionality;
- player death;
- [?] more player characters (they're fun to make!).
updates
05 november 2024
- implemented enemy functionality for movement and shooting;
- changed player and bullet hitboxes from squares to circles for better feel and accuracy;
- added sanae kochiya as a playable character;
- implemented a scenes system (!).
things have been going well, if a bit slowly. implementing some basic stuff, really.
working with löve2D makes me appreciate the stuff that's usually taken for granted on most game engines: animations, scenes/rooms, angled movement, etc. re-implementing these systems has been a very rewarding experience.