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Tuesday, April 1, 2008

Resource Management---Touhou Fuujinroku


All the resources are intangible; unless they come in the form of power-ups (Extra Life or Extra option power-ups are tangible to the players). Character’s life stocks are always player’s resource to continue the game until the end. We don’t have to worry about the ammo when shooting for it would be ridiculous to have limited number of ammo. The designer of Touhou 10 states that he has render the concept down to the very basic of the Touhou shooting, the result is us players don’t have to consider about the cherry point or any additional scoring mechanics. Hold down “z” key, look for the timing to bomb, and don’t get hit is everything considering the resource management.


Source and drain---
For a shoot-them-up game, the fundamental resource of Touhou 10 is some what similar to FF12--- the mob. After destroying each of the mobs that are coming at players, the point items and the power items are what all players aiming at. Reasons are:

Enough point = extra life
Enough power = enough options = more bomb

As already explained in previous blog, players literally have infinite amount of bomb if controlled well. So in a skilled player, using bomb is essentially not drain, but gain at some point.
Converter and trader---
Basically, the game converts two things--- from score to extra life and from power to extra bomb. Touhou series never really had a trader (hey, we are shooting, we don’t have time to trade).

Production mechanism---
There isn’t one in Touhou 10 because the attacking patterns are already set within it.

Feedback Loop, Deadlocks---
When the character is hit, some power item will fly out of where player was hit. It is the only chance for quick recover in power. One thing to mention again, if players continued, they don’t continue from where the character died, they have to replay the entire level.

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