Throughout 2024 I've been keeping you up to date about Golden Code's awesome looking Danmaku shooter of 'Hyperborea'. A game that doesn't just feature decent graphics, but more bullets and lasers than you can handle all running on a stock A1200 or above. Well if you're interested in the latest developments of this upcoming Amiga game which was formerly known as 'Hyperborea'. We've got some new game play footage which can be viewed right now below.
And here's the dev notes for this latest video! "Real bullet hell on a stock Amiga 1200, 304 x 256 PAL 50 Hz, 2p simulation mode, hundreds of bullets but work in progress".
What's new:
- muzzle flash is now integrated into the player ships, so no hard gaps here anymore. Made it procedurally during loading so that the respective assets can still be easily edited.
- blinking hitbox on player ships (maybe I'll put that a few pixels down)
- new pseudo-ground enemy mode. The spiders at the beginning of the test-level use that mode. Physically such enemies are drawn on playfield 2 (so they can have their own palette without touching PF1), but they don't cast a shadow and the player-sprites appear on top of them, even though stuff on PF2 has the highest priority. Useful for hords of small ground enemies like tanks or so.
- blockable enemy lasers. Those are big growing laser-streaks which can be blocked by using the fat laser weapon mode. Similarities to Dodonpachi Resurrection are purely coincidential ;)
- player-shots vs enemies collision system now supports some flags to adjust the vulnerability to the player's weapons. So e.g. an enemy can be made very vulnerable to the spread-shot and less vulnerable to the fat laser.
- flicker shadows (stable shadows still available in the video options). For two reasons: 1. it gives the gfx artist more freedom regarding the ground palettes because unavoidable brightness "errors" become less noticable. 2. Performance, of course. Most of the time stable shadows aren't a problem, but sometimes they may be. And in such cases I prefer flicker-shadows like in Dodonpachi over cutting down the action.
- The test-boss has 30 colors now, not just 15.
- volumes for all types of sounds adjustable (before it was just the bonus sound volume)
- prepared for 2-channel music by only using channels 2/3 for sfx (unless music is disabled, then all 4 channels are used for sfx). Concrete sfx channel and priority also depend on whether 2 players are active.
- lots of fixes :-)
The Team:
- Code - Daytona675x
- Gfx - Crome
- Audio - Triace
Additional credits & thanks to:
- additional gfx: Matt Walkden
- placeholder level music: "te-x-mas 6" by xtd / mystic & the grid, from MOD archive
- music player: Frank Wille
- VSCode dev system: Bartman^Abyss
And that's all we know so far, but as soon as we get more details from the developer we will let you know.
Amazing work!
ReplyDeleteStill nothing to play with...
ReplyDeleteWonderful stuff. Explosion sounds from SWIV were always the most satisfying of any Amiga shmup so it's great to hear those here too ;)
ReplyDeleteLook forward to this one!
Those Swiv sounds are just placeholders, of course, but I'm aiming at a similarly satisfying style 😊
DeleteThis game looks awesome!
ReplyDelete