Devastation - Annihilate The Alien Race - #1 - Normal settings

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Published on ● Video Link: https://www.youtube.com/watch?v=e0Jx3vjYWds



Game:
The Alien (1982)
Duration: 0:00
123 views
2


2022-01-07. Testing recent update of Devastation - Annihilate The Alien Race. The game has several orthogonal game modes, and my brother (Matthew Doucette / Xonatron) and I played through several modes in this series of videos.

Game Mode: Normal, Survival, Hardcore
Difficulty: Newcomer, *Normal, Professional, Insane
Game Style: Normal, One-Life, No-Bombs, Maxed-Out

*Named "Regular" in the menu selection, "Normal" throughout the game.

Playing on my M15 Alienware 240Hz laptop. We pretty much dominated the game. Matthew decided to attempt to optimize bullet efficiency by shooting sideways. This allows bullets that miss to collide with other enemies, rather than wasting them all on a single enemy. Almost all enemy bullets aim at the first player, and most power-ups seek out the first player.

INSPIRATION notes:

I can see significant inspiration from Score Rush (and Duality ZF):
power-ups seek players
power-ups suck in when close to target
bosses have ~16 partial destruction steps (the original games would show fire spots indicating damage during each change)
HUD disappears when the players get near it (but it's inconsistent; often disappearing when not required, and also not disappearing soon enough to navigate bullets)
gather power-up when full power causes bullet wipe circle
full screen, random explosions when boss dies (which is actually originally inspired from Thunder Force II on the Sega Genesis)

Also possibly inspired directly from Score Rush, but these ideas are also ubiquitous in shmups:
dual-stick control
tons of bullets (though there is no on-screen limit, nor any spread, meaning that there is no advantage to get in close to enemies, as you cannot take them down faster)
shoulder slowdown button
bombs (though they trigger very delayed, about 3 seconds, making this useless as panic buttons. Raiden II had two different bombs: one was panic, the other was delayed)
visible, tiny hitbox

Not inspired:
slow acceleration / deceleration causes the player to move significantly more than desired, and also disallows quick motion to avoid collision


My playlists:
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Voxel:
Road:
Ray Casting 3D:
Side-Scroll Shmup:
MonoGame Tutorial:    • Arena Shmup Demo #1 - Tiled Arena, Pl...  

My websites:
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my GitHub: https://github.com/JDoucette
my company: http://xona.com/
my Blog: http://thefirstpixel.com/







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