2026-01-26 — 3 minutes
Shmup Devlog #0
No Plan, Just Bullets
A Shmup Devlog Begins
I’ve always wanted to develop a game. On the one hand, I wanted to explore the world of game development, on the other, I wanted to do something creative again. But I always thought it would be too difficult, since it’s completely different from my day job and I had absolutely no experience with it. But then I thought to myself, "It can’t be that hard, right? Right?!"
I want something where I can experiment and try things out. Getting it right isn’t that important at first. It’s more about doing it and seeing where it leads. Since I’d tried creating a platformer before and realized it was just too much, I figured a vertical shoot-’em-up (short “shmup”) might be a better fit (and I think, you can never have too many vertical shmups).
So this devlog is about a vertical shoot-’em-up that I’m working on in my spare time. I plan on writing about the development process. It’ll probably be a mix of technical and personal insights. Or maybe it’ll turn out to be something else entirely.
There’s no set schedule or anything like that. I most likely won’t be posting every week, but rather when I feel I’ve made progress worth mentioning.
Current Status
First, a few key points:
- Genre: 2D vertical shmup
- Scope: Single-player
- Resolution: 640x360
- Language: C#
- Libraries: MonoGame, MonoGame.Extended
- Tools: Aseprite for sprites and textures, Tiled for levels
The game is still in the early stages of development. What’s working already:
- Player movement is functional, though currently only via keyboard input. However, GamePad support is planned.
- Three player weapons have been implemented: two bullet-type weapons and a homing missile. A fourth beam weapon is currently being developed.
- The player ship has primary and secondary weapons, both of which can be leveled-up.
- A basic level has been set up with spawn points for enemies and power-ups.
- Enemies and power-ups spawn, and basic enemy behavior is implemented. Bullets and homing projectiles are fired.
- New enemy and weapon types can easily be added thanks to a system based on the type object pattern.
- Support for Catmull-Rom splines with near-equidistant sampling is in place for smooth enemy movement. There’s even a basic spline editor!
- Collision detection and a damage system are in place.
- All graphics are pretty placeholders for now.
- And I’m pretty sure there are a few more little bits and pieces that I’ve already forgotten about!
Here’s a quick glance at the current status:
Level 1 starts The action begins Worm-like ships are trying to kill the player


How this Devlog is intended to work
I’ll post an update as soon as there’s something to report. I see this devlog as part of the project - more of an experiment.
What’s next?
To be honest, I don’t know yet. Just stay tuned! 📻