They blow my damn mind.
You should know the genre. SHMUPs (SHoot ‘M UPs), bullet hell or bullet curtain games. Lots of enemies shooting tons of bullets in all kinds of crazy patterns. And they’re hard. Every Shmup worth its salt is difficult. And yes, that means “hard” difficulty is a bit like a nightmare. Playing them is… a unique experience. You know that thing where, when you put too much focus in, you start messing up, so it’s better to go with the flow, not thinking at all? That’s pretty much how they play. Idea Channel recently did a video on it.
But man, there’s so many bullets on the screen. It is insane to think how fast computers are to be able to handle all those separate objects, and how optimized their code is to be able to run at full framerate on most hardware. But I can get into that. I know a small thing or two about optimizing collision detection, I’m fine on that front. But I’m having a rough time figuring out how they store all the spawn and attack patterns of enemies. Some patterns are aimed at the player, others aren’t. There’s a couple great ones that put good effort into simply looking amazing.
Found a book on the subject, it’s supposed to be really good, but sadly it’s in Japanese, and I can’t find a translation. I should probably just search around a little harder for information, it’s bound to be documented somewhere.
Yeah, that’d be cool, making a bullet hell game.