Duality ZF – April 2009 Trailer – DBP 2009 / IGF 2010 (Xbox 360; Shoot’Em Up; Shmup; 2D Shooter)

// novembre 19th, 2009 // Trailer VO




April 2009 trailer of DUALITY ZF, Dream Build Play 2009 and Independent Games Festival 2010 entry. Coming soon to Xbox LIVE Indie Games*. Price: ??? Microsoft Points. SUBSCRIBE for notification. DUALITY ZF placed 2nd in Canada and 7th in the world in the global Dream Build Play 2009 Challenge (Microsoft’s XNA Game Studio Contest) out of over 350 entries from over 100 countries. xona.com Duality ZF features: – DUAL PLAY, one player controls two fighters at once (optional) – 6 game modes (HOME …

25 Responses to “Duality ZF – April 2009 Trailer – DBP 2009 / IGF 2010 (Xbox 360; Shoot’Em Up; Shmup; 2D Shooter)”

  1. ImphenziaMusic dit :

    That’s just the thing – I don’t even own a Xbox 360 (yet) so maybe different rules apply here as I mentioned (if money is spent from a pot of points rather than from your bank account). Unfortunately I can only comment on indiegames in the PC world, but when I raised BB2 from $5 to $10 sales increased – could be a coincident . But I think nearly just as many people will get the game for $3 as they would for $1, and payback for all your hard work, would be much higher.

  2. matthewdoucette dit :

    youtube is not letting reply to this comment, it thinks it’s spam!

  3. matthewdoucette dit :

    google and read the article « Software Pricing: Are We Doing It Wrong? ». it agrees with the idea that lowering the price makes more profits.

  4. matthewdoucette dit :

    i think a variable between xbox live and pc indie exists that changes everything. gamers are already ready to buy a game on xbox live. all they have to do is click a button. no forms to fill out. this allows impulse buys that pc indie never gets (unless you are on a content delivery system like steam).

  5. matthewdoucette dit :

    bottom line is, if you make a gamer go through the process of paying for a game, it should be worth their time, because even the time it takes to fill out a cc form in enough to push potential buyers off, especially impulse buys. this applies to the price of anything that costs extra (the time and money to drive to the store, the time to fill out online forms, etc.) but doesn’t apply to xbox live. even when i have no points left, clicking a button two times (i think) gets me more points!

  6. matthewdoucette dit :

    but, Imphenzia, you could be right! these are only my theories! i think generally XBLIG games have sold better when they’ve reduced their prices. Even Biology Battle went from 800 to 400 to 240. we may be unable to make the 50MB barrier anyway, so I don’t want anyone to get their hopes up of a $1 Duality ZF!!

  7. knucklez2 dit :

    Will this game have a way to slow down your ship for bullet hell dodging?

  8. JDoucette dit :

    The ship speed automatically goes slower for Bullet Hell mode, since it’s just impossible at the normal speed (you can dodge bullets, but you end up backing up into ones you’ve already dodged).

  9. JDoucette dit :

    The controls are proportional, so you only move as far as you press the thumbstick (unless you use the D-pad, in which case you’ll move max speed). The movement is optimized to the square (even if your thumbstick can’t reach the corner, as all official controllers cannot), so diagonal movement has full left/right and up/down speed combined (so you don’t lose speed when you need to dodge diagonally after moving orthogonally). This works in conjunction with the proportional control.

  10. illDiology dit :

    Been thinking about making my own xna shmup for the future. How friendly is the development environment for this kind of game? Are there lots of stuff in the library that helps you do the stuff you need like moving bullets around, collision detection – stuff like that?

  11. JDoucette dit :

    XNA handles loading graphics and drawing sprites, so you’ll get something moving quick. It handles the game framework, so you just update and draw frames; you needn’t mess with the video hardware. You have to move the bullets and do collision yourself, but it’s trivial. Unless you have 1,000’s of bullets like (Duality ZF) you’ll get 60 fps without optimizations. The framework handles the boring stuff, but you still need to code the game. Run through the 2D tutorial and you’ll see! :)

  12. afghanapex dit :

    How did this not win at least second place?

  13. JDoucette dit :

    Likely due to polish reasons. Most others are 50% polish and 50% game. Duality ZF is 75% game and 25% polish. Also, it’s hard to innovative on shoot ‘em ups, although I think we’ve done well. Being a shmup, it’s hard to compete against brand new concepts. However, we believe gameplay and fun factor are #1 priority. The path to that is the pure arcade action you see here. We’ve optimized this to give the best play experience we can, removing all annoying deaths. What’s left is challenge and fun.

  14. illDiology dit :

    Ah yes putting graphics on the screen, I remember many years ago creating games as a kid that was the hardest part. I agree movement and collision should be easy in 2D – just simple trig.

    Do you guys, or most xna devs, take a hardcore Object Oriented approach to your code? I know in the old days it was all assembly – these days I think the code re-use you get from OO, as well as just keeping things organized, would be better.

  15. JDoucette dit :

    Just getting pixels on the screen and setting up double/triple buffering used to be a big deal. XNA handles all of that for you. As well as the sound and controller input. The hardware is managed. All you have to do is interface with XNA and program the game! (and artwork, special effects, game state management, etc.)

    Yes, OO for sure. C# does this well. Knowledge of class / struct and value / reference data types is a must. It differs from C++ so make sure you know it.

    Best of luck!

  16. D3m0nZCL dit :

    We need a demo!

  17. charlienash87 dit :

    BALLER!!! I’ve been looking forward to this for months now, it needs to come out SOON

  18. daguyondacivic dit :

    Beautiful gameplay, art, particle effects… obviously a lot of great work put together. Please let me know when I can get my hands on it. Keep it up you 2! =]

  19. TheGametrailervideos dit :

    Watch my New Game Trailer Videos

  20. MMMETALL dit :

    Finally coming out, huh :) I had my doubts in the beginning, but it looks like it’s going to be pretty damn good.

  21. Th3dz dit :

    If you play in dualmode, or what it was called when controlling two ships at once, can you adjust the firerate differently on both ships or does one control both?

  22. matthewdoucette dit :

    in « dual play » both fighters respond to the same firing controls. if you morph the weapon to a wide spread shot, both fighters will do so. we did not want to change the controls from solo play to dual play. true experts may wish to have a spread shot on one figher and a laser shot on the other, but that is a sacrafice we were willing to make to introduce dual play in the easiest form possible (simple controls). barrier of entry was important as dual play frustration could scare off gamers.

  23. Th3dz dit :

    yeah I totally understand, it could probably get a bit overwhelming otherwise, like it would be really hard to keep track of the weapons and that would only lead to frustration.

  24. SpringGames dit :

    Very interesting game! good luck! :)

  25. matthewdoucette dit :

    Thanks! and good luck with Color Symphony in IGF!

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b25nPndvb19yZXNpemU8L3N0cm9uZz4gLSB0cnVlPC9saT48bGk+PHN0cm9uZz53b29fc2hvcnRuYW1lPC9zdHJvbmc+IC0gd29vPC9saT48bGk+PHN0cm9uZz53b29fc2hvd19jb250ZW50X2FyY2hpdmU8L3N0cm9uZz4gLSBmYWxzZTwvbGk+PGxpPjxzdHJvbmc+d29vX3Nob3dfY29udGVudF9pbmRleDwvc3Ryb25nPiAtIGZhbHNlPC9saT48bGk+PHN0cm9uZz53b29fc2lkZWJhcl9hZF9ocmVmXzE8L3N0cm9uZz4gLSBodHRwOi8vd3d3Lndvb3RoZW1lcy5jb208L2xpPjxsaT48c3Ryb25nPndvb19zaWRlYmFyX2FkX2hyZWZfMjwvc3Ryb25nPiAtIGh0dHA6Ly93d3cud29vdGhlbWVzLmNvbTwvbGk+PGxpPjxzdHJvbmc+d29vX3NpZGViYXJfYWRfaHJlZl8zPC9zdHJvbmc+IC0gaHR0cDovL3d3dy53b290aGVtZXMuY29tPC9saT48bGk+PHN0cm9uZz53b29fc2lkZWJhcl9hZF9ocmVmXzQ8L3N0cm9uZz4gLSBodHRwOi8vd3d3Lndvb3RoZW1lcy5jb208L2xpPjxsaT48c3Ryb25nPndvb19zaWRlYmFyX2FkX2ltZ18xPC9zdHJvbmc+IC0gaHR0cDovL3d3dy53b290aGVtZXMuY29tL2Fkcy93b290aGVtZXMtMTI1eDEyNS0xLmdpZjwvbGk+PGxpPjxzdHJvbmc+d29vX3NpZGViYXJfYWRfaW1nXzI8L3N0cm9uZz4gLSBodHRwOi8vd3d3Lndvb3RoZW1lcy5jb20vYWRzL3dvb3RoZW1lcy0xMjV4MTI1LTIuZ2lmPC9saT48bGk+PHN0cm9uZz53b29fc2lkZWJhcl9hZF9pbWdfMzwvc3Ryb25nPiAtIGh0dHA6Ly93d3cud29vdGhlbWVzLmNvbS9hZHMvd29vdGhlbWVzLTEyNXgxMjUtMy5naWY8L2xpPjxsaT48c3Ryb25nPndvb19zaWRlYmFyX2FkX2ltZ180PC9zdHJvbmc+IC0gaHR0cDovL3d3dy53b290aGVtZXMuY29tL2Fkcy93b290aGVtZXMtMTI1eDEyNS00LmdpZjwvbGk+PGxpPjxzdHJvbmc+d29vX3NpbmdsZV9pbWdfZDwvc3Ryb25nPiAtIHRydWU8L2xpPjxsaT48c3Ryb25nPndvb19zaW5nbGVfaW1nX2g8L3N0cm9uZz4gLSA8L2xpPjxsaT48c3Ryb25nPndvb19zaW5nbGVfaW1nX3c8L3N0cm9uZz4gLSA2NTA8L2xpPjxsaT48c3Ryb25nPndvb19zaW5nbGVfdGh1bWI8L3N0cm9uZz4gLSB0cnVlPC9saT48bGk+PHN0cm9uZz53b29fdGFiczwvc3Ryb25nPiAtIGZhbHNlPC9saT48bGk+PHN0cm9uZz53b29fdGhlbWVuYW1lPC9zdHJvbmc+IC0gSXJyZXNpc3RpYmxlPC9saT48bGk+PHN0cm9uZz53b29fdHdpdHRlcl9lbmFibGU8L3N0cm9uZz4gLSB0cnVlPC9saT48bGk+PHN0cm9uZz53b29fdHdpdHRlcl91c2VybmFtZTwvc3Ryb25nPiAtIHdvb3RoZW1lczwvbGk+PGxpPjxzdHJvbmc+d29vX3ZpZGVvPC9zdHJvbmc+IC0gZmFsc2U8L2xpPjwvdWw+