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Prototype Devroom : Game Suggestions

June 24th, 2013 at 5:40pm
 
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Ageman20XX
Ageman20XX
9,269,071 BP
221 TP | 575 PP
Use this thread for any and all game-related suggestions that you may have. If you believe the topic or suggestion is large enough to warrant it's own thread, you are free to do so at your own discretion.

That being said, this thread is really anything-goes in relation to how the game flows and functions, how the turns work, the features/mechanics that are available, etc. and I welcome any and all comments and/or criticisms you may have.

Please, let me and all the rest of us know what's on your mind - what could make the game better? What new ideas do you think would fit in with the existing framework and what mechanics needs to go? Tell me!

For website-related suggestions, see this thread.
Prototype Devroom : Game Suggestions
Posted by Ageman20XX on June 24th, 2013 at 5:40pm
Viewed 21376 Times
TheDoc
 
TheDoc
12,484,029 BP
3 TP | 717 PP
Posted on January 18th, 2014 at 5:27pm
Posted 2014/01/18 at 5:27pm
#1
First off, Pharaoh Shot sounds to me like the same thing as the Player Busters, except it does less damage and doesn't boost your stats. Even considering the super effective feature, it seems bland.

Secondly, there's some types that don't seem to have a lot going for them. For example, the number of Nature-cored robots and Nature-type abilities is...very small, even considering the RMs/abilities that haven't been made. What you could do here is:
a.) Make more abilities, possibly even separate from the RM Level-up system (the way you would unlock this could be anything; certain # of BP, buying it at a store, password-exclusive, etc.)
b.) Make RM cores more diversified (i.e Nature/Missile HORNETMAN COUGH COUGH). This would give the Nature RMs the ability to equip more, well, abilities, and not be stuck with loading on all nature abilities. Unfortunately, that would also open up RMs with an already high number of compatible abilities to EVEN MORE, so that may not work out :/.
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MegaBossMan
 
Administrator
MegaBossMan
79,651,336 BP
55 TP | 1831 PP
Posted on January 18th, 2014 at 5:38pm
Posted 2014/01/18 at 5:38pm
#2
I find Pharoah shot to be a very powerful move myself.


Doing the second thing would help the game more diverse, but like you said some robots would get SO many moves. The game is in prototype though so who knows what could happen. Adrian will have an answer soon(probably) Fun fact: The stardroids were going to be dual_type.
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StupidStudiosN
 
StupidStudiosN
31,643,580 BP
6 TP | 448 PP
Posted on January 18th, 2014 at 7:38pm
Posted 2014/01/18 at 7:38pm
#3
Personally, I feel like a shop would be a good idea. Like, enemies/robot masters could drop bolts, and you could use those bolts for stuff like energy capsules, weapon energy, 1-Ups, pretty much anything you could find in the average Mega Man 7-10 shop.
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Brorman
 
Contributor
Brorman
3,516,752 BP
15 TP | 139 PP
Posted on January 18th, 2014 at 7:45pm
Posted 2014/01/18 at 7:45pm
#4
Also skins could be bought at the shop, and maybe some special robot masters that are event exclusive? (Because everyone loves holiday events and limited-time stuff)
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MegaBossMan
 
Administrator
MegaBossMan
79,651,336 BP
55 TP | 1831 PP
Posted on January 18th, 2014 at 10:55pm Edited on 2014/01/18 at 10:56pm
Posted 2014/01/18 at 10:55pm Edited 2014/01/18 at 10:56pm
#5
For Christmas, we could get shotgun ice for Ice core robots!
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StupidStudiosN
 
StupidStudiosN
31,643,580 BP
6 TP | 448 PP
Posted on January 18th, 2014 at 11:54pm
Posted 2014/01/18 at 11:54pm
#6
Color Ball (Color Man/Wacko Man's Weapon) for Easter maybe?
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MegaBossMan
 
Administrator
MegaBossMan
79,651,336 BP
55 TP | 1831 PP
Posted on January 19th, 2014 at 12:08am
Posted 2014/01/19 at 12:08am
#7
Dark Hold for Halloween perhaps? You know we need to start a thread about this.......
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StupidStudiosN
 
StupidStudiosN
31,643,580 BP
6 TP | 448 PP
Posted on January 19th, 2014 at 12:19am
Posted 2014/01/19 at 12:19am
#8
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Ageman20XX
 
Developer
Ageman20XX
9,269,071 BP
221 TP | 575 PP
Posted on January 19th, 2014 at 11:00pm
Posted 2014/01/19 at 11:00pm
#9
The shop is a great idea, I will add it someday, and it will let you purchase battle items (like the Energy Capsule, Weapon Pellet, etc.), new fields (like the MM3/MM5+ robot master stages), abilities (like the suggested X-series DLC), and so much more - it's just a matter of me working out the logic and mechanics in my head and then programming it. :| Oh, and implementing bolts into the game... That too. :P
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QuickLikeQuickman
 
QuickLikeQuickman
1,656,050 BP
3 TP | 38 PP
Posted on January 20th, 2014 at 3:00pm
Posted 2014/01/20 at 3:00pm
#10
Could you change the Ice Slasher in some way? Currently, if Ice Man and Bomb Man are fighting, they can both be super effective against each other. I don't really know how you could change it, as removing the cutter element would remove the "mix and match" part of the weapon. If you remove Bomb Man's Cutter weakness, then, well... Don't do that. It's extremely annoying when fighting Ice Man as Bombman, but then again, it doesn't really matter that much, I guess.
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Ageman20XX
 
Developer
Ageman20XX
9,269,071 BP
221 TP | 575 PP
Posted on January 20th, 2014 at 4:29pm
Posted 2014/01/20 at 4:29pm
#11
Because the Ice Slasher is Ice Man's second level-up ability and most initial encounters will only use their first level-up ability, I think it's okay. There are many, many instances of dual-type abilities messing with the weakness cycle, so one of my goals for the game (long-term) is to have each robot start with a single-type ability and then learn a dual-type one later. That's a long way off though so don't hold your breath. Hmmm. I will consider this and try to think of a way to prevent annoying fights, but I may end up leaving it just for the sake of keeping the abilities interesting. It is a good point though and something I need to think about for a while...
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QuickLikeQuickman
 
QuickLikeQuickman
1,656,050 BP
3 TP | 38 PP
Posted on January 22nd, 2014 at 6:30pm Edited on 2014/01/22 at 6:37pm
Posted 2014/01/22 at 6:30pm Edited 2014/01/22 at 6:37pm
#12
@MegabossMan - Not to backseat mod, but website-related suggestions go here. But, now that you've posted it here, I guess it doesn't really matter much. However, I really like the idea! A chat room would be nice.

Can you make less stars that boost more in the Starforce post-game part? Just thinking about all the stars I have to collect makes my head hurt. Then again, this is like day 2 of collecting stars for me, and it may be easier than I think.
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MegaBossMan
 
Administrator
MegaBossMan
79,651,336 BP
55 TP | 1831 PP
Posted on January 23rd, 2014 at 5:25pm
Posted 2014/01/23 at 5:25pm
#13
What about an overworld map for the mission select screen?
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CHAOS_FANTAZY
 
Contributor
CHAOS_FANTAZY
3,879,253 BP
7 TP | 121 PP
Posted on January 24th, 2014 at 9:53pm
Posted 2014/01/24 at 9:53pm
#14
It has come to my attention that the MMK Battles utilize Mega Man 2 Wily's Castle 1 as their theme, rather than their actual Mega Man Killer themes. I would like to see them get their own themes, or at least placeholders while we wait for TheLegendOfRenegade to cover them (As I know he hasn't).

Enker Candidate (By RushJet1)
Punk Candidate (By 8BitDancoot1)
Ballade Candidate (Also by 8BitDancoot1)

Naturally, permission would be required, but other than that, I see no reason to not use them.
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Gigggas
 
Gigggas
2,886,657 BP
4 TP | 26 PP
Posted on January 25th, 2014 at 1:56am Edited on 2014/01/25 at 4:12am
Posted 2014/01/25 at 1:56am Edited 2014/01/25 at 4:12am
#15
Reply to Adrian Marceau post #102:

Perhaps each scientist could have a separate counter used for their total bolts. Bolts could be rewarded for winning missions, as well as a possible drop from defeated enemy mecha support. Then the shop could be initially implemented within the Players tab, underneath the Player Fields as an Item section. The Item section could have 8 separate buttons that each show the scientist's current stock of an item and the cost in bolts to buy another. Clicking one of the buttons would deduct the cost from the scientist's bolt total (if he has enough) and increment his stock of that item.

Here's a quick photoshopped Players gui to show what I mean:


However, while this might be alright for the first version of the shop, it probably would not scale well enough to accommodate buyable skins, abilities, robot masters, etc. Though, you could use this layout with buttons for each type of purchase (items, skins, etc), which would show a drop down menu when clicked.
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Ageman20XX
 
Developer
Ageman20XX
9,269,071 BP
221 TP | 575 PP
Posted on January 25th, 2014 at 7:52pm
Posted 2014/01/25 at 7:52pm
#16
@MegaBossMan : I'd considered an overworld map many times, but due to the way fields can be customized and, more importantly, the way fusion fields work, I'm not sure if I world map would even be possible. At least not a pre-drawn one. I'm not even sure where I'd start with that... :S I do like the idea a lot, I just don't know how feasible it is.

@CHAOS_FANTASY : I like the idea and I'll consider it. I would prefer to use something else from the same remixer - even if it's not technically the correct theme - until he finishes the MMGB remixes. If only because I want the style/instruments used to be consistent. Something misc or even one of the Wily Castle themes from MM3 or MM5+ might be fun. If you have any suggestions from within current TheLegendOfRenegade's library I'd be able to get it done faster and I'd be more comfortable with it, but if not I'll see what I can do with the provided links. :)

@Gigggas : That's a pretty good idea, and I think I might use a version of it in a future update. I would like to have the shop as it's own separate tab but it will work very similarly to what you describe. On the actual player editor screen, you totally guessed what one of the counters would represent - bolts. And I like your idea about only minor enemies dropping them. I think instead of having the shop integrated into the player editor itself, it will be its own tab and the player editor will instead allow you to customize which eight items are equipped to the selected player. Right now there are exactly eight items in the game simply because there's only enough room for eight in the menu. If I add a way for players to take eight different items into battle than those default eight we could add a lot of cool little extras - something else that would tie into the shop and make it more fun. But yeah, awesome stuff. ^_^

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CHAOS_FANTAZY
 
Contributor
CHAOS_FANTAZY
3,879,253 BP
7 TP | 121 PP
Posted on January 25th, 2014 at 8:37pm
Posted 2014/01/25 at 8:37pm
#17
Well, let me just take a look around.
...
...Well, now I just look silly! Apparently, he decided to cover the Bonus Stages (Which, as we all know, were the MMKs' stages) as part of his MM10 campaign, so he did the songs in question about two months ago.

Enker
Punk
Ballade

...Oops.
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Ageman20XX
 
Developer
Ageman20XX
9,269,071 BP
221 TP | 575 PP
Posted on January 25th, 2014 at 9:28pm
Posted 2014/01/25 at 9:28pm
#18
Oh, that's great! Thanks for finding them - I had no idea. ^_^

I'll put this on my list of things to update - will certainly make the fights more engaging and unique from each other. :)

Thanks again!
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MegaBossMan
 
Administrator
MegaBossMan
79,651,336 BP
55 TP | 1831 PP
Posted on January 27th, 2014 at 12:47pm Edited on 2014/01/29 at 1:24pm
Posted 2014/01/27 at 12:47pm Edited 2014/01/29 at 1:24pm
#19
One thing but I had an idea. When you fight ghost data, we should make it so that the person you just fought has a lesser chance of appearing than others, then after a few battles, their chances to fight you reset. It's gets so annoying sometimes when you get the message that someone beat you.... 21 times. although if I had controlled the AI, then they wouldn't be so lucky. HAHAHAHAHAHAHAHAHAHA >:D


EDIT: Ok, this problem is starting to get annoying. When I got on the prototype, I get 20 messages that I lost from the same guy.

EDIT2
"I've fought against MegaBossMan's team several times"-Gigggas
*sobs* Why me?! I'm like a gazelle around here! All you cheetahs are going after me!

I'm just kidding but it would be nice if we can fix my problem.

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Retrop
 
Retrop
14,718,847 BP
31 TP | 768 PP
Posted on January 27th, 2014 at 3:18pm Edited on 2014/01/27 at 3:34pm
Posted 2014/01/27 at 3:18pm Edited 2014/01/27 at 3:34pm
#20
As you know, Light Robots (MM1/MMPU/Megaman/Roll) gain 25% Defense bonus ONLY when with Light, Wily Robots (MM2/Bass/Disco) gain 25% Attack bonus ONLY when with Wily, and Cossack Robots (MM4/Protoman/Rhythym) gain 25% Speed Bonus ONLY when with Cossack. When with other players, (ex. Disco with Dr. Light) robots gain 2x E.X.P. but lose stat bonuses. While I see the advantages in these, it sort of limits the robots to either Tanks, Sweepers, or Olympic Racers.

Personally, I think that robots should have stat bonuses depending on who they are with, for instance, let's say that I want my Oil Man to have increased speed. Under normal circumstances, that isn't possible, considering that Oil Man is a Light robot, so he has to be a tank! However, if things go how I suggested, then I can train Oil Man with Cossack so that way, I can increase Oil Man's speed, which in turn, transforms Oil Man into an Olympic Racer. Basically, if I train robots under Dr. Light, than their defense gets boosted, under Dr. Wily, than attack gets boosted, and under Dr. Cossack, than speed get boosted.

Also, the way to get boosted E.X.P. could be using an item that can be purchased in the shop which can boost your e.x.p. gained.
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