>>9487While this is true, if you think about making and engine and then the interpreter which is capable of read your own language, bullet-hell making is not that easy, or at least touhou is not something easy to make, specially for a team solely made out of only one person.
Your first preoccupation (after the interpreter and basic aesthetics) consists in manipulating all your objects without causing lag, then the following is to organize all that crap and create the fucking patterns. Believe me, looking at all those floating points and hex numbers can be intimidating. And then you have the 3D models and other art things. True, not THAT hard and not related to programming, but not easy as well.
ZUN's ECL quality is surprisingly good, even compiled, and most of touhou's are themselves pretty well coded.
If you ever played with the stage files you'd realize they are pretty well thought.
It's also worth mentioning and recognizing his effort for coding fucking danmaku in fucking C in a 16-bit OS with many limitations, both of hardware and software, being doujin, and still making it enjoyable, and let's not talk about the MML.
All that bullshit that runs in the internet which says making danmaku games are not that hard is because the kids who said that use danmakufu and never made their own engine.
>B-but danmaku is an old genre it can't be that har…Bullshit, look at any danmaku game and you'd realize the bullets' limitations and all the tricks the devs made to make it playable with said limitations.
Nowadays, compared to the old days, it is kinda easier and they're much simpler to make, but they're not an easy project and you have to know what you are doing. "Pro-1337 devs" may want to tell you otherwise, but most of them never even tried to make danmaku.
A more appropriate team to relate this project with would be French Bread/Watanabe Seisakujo, which made the Melty Blood fighting game, or even tasogare frontier with all their shitty bugs.
The making of a fighting game requires more things than a bullet-hell game, but it's as challenging as this last one. You have to take care of multiple hitboxes and coding the combos, plus the life bars decay with every attack and such.
They both aren't easy projects for little teams, but the comparison of danmaku and fighting games is not accurate at all.
>>9488I agree with you that ZUN example is out of place and the work DvsD devs are doing is not easy, but you're only shitposting and you also sound terribly butthurt over whether ZUN coded his own games or not. If you know so much about programming why aren't you helping the devs instead of whinning over something that is not even your business?