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Prototype Devroom : Update Megathread 2019

January 5th, 2019 at 11:42am
 
Developer
Adrian Marceau
Adrian Marceau
7,851,500 BP
206 TP | 532 PP
While most updates are posted to the News & Updates board, there are sometimes smaller additions, tweaks, or fixes that don't make it to the front page. Historically, these have only been posted to our chat room but going forward I'm going to be copy/pasting those transcripts here for the rest of the community to see. I'll be posting each update here in the opening post and in the comments below in order to facilitate a more organized discussion. Now then, let's get started!
2019 Game Update #1: Let Sidequests be Side Quests!: (2019/01/05)
Starforce was always meant to be a casual, post-game sidequest that players could opt-in to. Unfortunately, my overemphasis on balancing throughout the years morphed it into something else entirely until it was overbearing and loathsome. While a lot of its other issues have been fixed by now, mandating the collection of stars during the campaign was probably my biggest sin. Well... that ends today! Collecting stars is now a 100% optional side-quest that is not in any way required to progress through the campaign. In fact, stars can only be found in the optional Star Fields chapter now, making the campaign significantly less frustrating to get through. I'm aware of the effects this will have on the leaderboard, but given the fact that another leaderboard / battle point reboot is imminent I'm not too worried. Now then, what else does this patch include?
- Each doctor has a custom "current chapter" marker now, showing where they are in their campaigns
- All three doctors have had spiffy new sprites created by Rhythm_BCA and they all look fantastic and way better than before
- Each of the doctor's campaigns can now be completed *independently* of each other, no more going back-and-forth if you don't want to
- Popups for when a doctor unlocks a new chapter, better popups for a doctor completes their campaign and for when they unlock their bonus chapters
- Miscellaneous bug fixes and UI tweaks to mission select screens
- Veteran players may see a lot of popups for the bonus chapters *and I'm sorry*
2019 Game Update #2: The Great Battle Point Reboot of 2019 (2019/01/12)
As part of a major update to the game's mechanics, all battle points and leaderboard standings have been reset and recalculated. Your score is no longer based on your turn count in missions, but rather the progress you've made in the overall game and the items, robots, abilities, etc. that you've collected. Please check the "Points" tab of your leaderboard profile for a detailed breakdown of where all your points are coming from. Additionally, you can check the Item Database page on the website for the BP values of every item in the game. All details and specific point values aside, the main takeaway from this update should be this; It is no longer required or necessary to OHKO every robot in a single turn in order to climb the leaderboard and doing so will affect nothing but how much zenny you earn from missions. Let us know what you think and/or any questions you have in the #game-discussion Discord channel or right here in the community. Thank you all for playing!
2019 Game Update #3: Minor Tweak to Reggae's Weapon Shop (2019/01/13)
A new "Core Gauge" has been added to Reggae's Shop that makes it easier to keep track of how many of each core type have been sold to Reggae. This is important as *all* elemental abilities in Reggae's Shop now require you to have sold him the relevant core types (a mechanic which was previously reserved for the Shot/Buster/Overdrive abilities). Tier 1 abilities for an element will start to appear after you've sold at least 3, Tier 2 will appear after at least 6, and Tier 3 after you've sold at least 9 (at which point the gauge will simply show a star icon). Not all abilities have Tier 2 or Tier 3 weapons (yet), but they function the same as any other type for consistency (and to facilitate future content, of course). This addition is more geared towards newer players or those still in the middle of the campaign, but some veterans may find it useful as well. Thanks again for all the testing and bug-reports from yesterday's BP reboot, and don't forget to vote in our new robot master poll!
2019 Game Update #4: Rogue Stars Have Entered Orbit (2019/01/19)
A new event mechanic referred to as "Rogue Stars" has been introduced to the game and is available as soon as you complete the main campaign. Rogue Stars appear every weekend, come in every elemental type, and last for 48 hours before disappearing until the next event. Rogue Stars act as a kind of global Starforce, granting all core-matched robots in the game with a huge power boost for a limited time. The element of orbiting Rogue Stars will change from month-to-month, starting out as Freeze-type for this month but changing to something new in February, and then again in March, and so-on. Take this opportunity to level-up and power-up your winter robots if you haven't already, and *maybe* if they try hard enough they can help you win some player battles. Enjoy!
2019 Game Update #6: Interstellar Robot Special (2019/02/10)
This month's Rogue Star is Space-type and with it comes a handful of stellar new content. First up are new sprite sheets for Star Man done by our very own Brash Buster! Star Man's new sprites are great and his pallet is much more in-line with the other robots in the game. His sheet is also the first one were we've deliberately passed on using the old "bevel-shading" technique... and I think the results speak for themselves! Going forward, all future sprites will *not* be bevel-shaded and over the next few months all existing robots will have the shading removed too. This is a great thing and it will make future content and updates so much easier for the staff it cannot be overstated. Now, moving on we have a new ability and three new alts for Galaxy Man which is perfect because Galaxy Man is unlockable now! The Galaxy Bomb is a Space/Explode-type ability that creates a black hole behind the active robot, dealing damage to them or anyone who switches in at the end of every turn for five turns. This is our first damage-over-time ability and it was really fun to program! Last but certainly not least, we have the newly added Astro Man and his new ability plus three new alts - and yes, Astro Man is unlockable too! Astro Man's sprite sheet, like Galaxy Man's, was created by our very own MegaBossMan and all I can saw is wow. The victory pose on that guy is just out of this world! Astro Man's new ability - the Astro Crush - is a Space/Impact type that sacrifices a bit of the user's attack stat to deal heavy damage to all robots on the opponent's side of the field! You can purchase all three of these robots in Kalinka's Shop as per usual, and their corresponding abilities can be found in Reggae's Shop a-la-carte if that's more your thing. Please take advantage of the Rogue Star in orbit for the rest of this month and we hope you all enjoy the new content! Thanks for playing!
2019 Game Update #7: Seven New Mega Man 2 Abilities (2019/02/23)
A grand total of seven new abilities have been added to the game, all of which are learned by the Mega Man 2 robot masters via level up, and several more abilities have been buffed or otherwise tweaked to better compliment the new abilities in this update. Finally, every single MM2 robot has a T1 and a T2 ability, just like the MM1 cast! (Yes, MM4 will get secondary abilities someday too, but for now let's just focus on the MM2 ones okay?). Many new mechanics are introduced via these abilities, so I hope you try them all out at least once! Please check the shop for a quick way to get these new abilities via zenny OR take the appropriate robot master into battle and simply level them up at least once (or simply defeat an enemy if at level 100 already). For a complete list of what has changed please see each new ability's description in the database, but to summarize each of the new abilities' effects: Metal Press (T2, break-all), Air Twister (T2, evade-n-counter), Quick Strike (T1, target-item-drop), Crash Avenger (T2, revenge-of-fallen), Flash Pulse (T1, volt-switch), Crash Burner (T2, slowing-burn), and Leaf Tall (T1, five-hits). Please also note the following abilities have also been tweaked or buffed in some way: Air Shooter, Quick Boomerang, Flash Stopper, Leaf Shield, and Blizzard Attack. Please enjoy these new abilities and please let us know if you have any questions or concerns in the appropriate channels. Thanks again!
2019 Game Update #7.5: Core Shields and Admin Updates
This is a fairly small half-update that's more about back-end improvements than it is about new front-end content. There's a certain feature that's currently being tested and should be available to the public in the next month or so, but for now it's limited to just developers. Stay tuned for more info on that next time. For now, let's go over what you do have access to:
- New "Boss Field" mission has been added to the bonus Mission Randomizer chapter
- Held cores now have a new mechanic in that they auto-cast a 6-turn core shield at battle start
- Misc minor bug and text fixes
Alright, have fun and let us know if you encounter any bugs. :P
2019 Game Update #7.75: Star Field Music Updates
A new musical update has been applied to missions found in the Star Fields bonus chapter. From now on, in all Star Field missions, the game will automatically check to see which robot master is leading the enemy party and then search the game's music database for a matching stage theme. If it finds a matching theme, it will automatically switch the mission's music to that theme instead of the default one. Pretty cool! Of course, I'm referring to the Sega Genesis remixes created by YouTuber / professional remixer TheLegendOfRenegade (the ones we've been using in the game since 2013). Most of these tracks were created by Renegade years ago but are only now seeing their inclusion in the MMRPG - sorry for the long wait! Now, only a handful of games have their complete soundtracks added right now, but I'm going to do my best over the next 1-2 months to get the rest of them in there too. Enjoy!
Here are the games that have all their RM themes available right now: MM1, MM2, MM3, MM4, MM9, MM10, MM&B
Here are the games that I'll be adding over the next month(s): MM5, MM6, MM7, MM8
2019 Game Update #8: Sheep Man's Woolly World!
It is my pleasure to announce the very first "special event" challenge mission of the MMRPG and the new method by which we'll be introducing unlockable robots going forward. Eventually missions like this will appear in their own separate chapter, but for now please check your "Star Fields" tab to gain access to the new mission. This mission is special in that it is currently the only way to unlock Sheep Man as a playable character and it will only be available for a limited time. That's right - you only have until Sunday, March 17th at midnight to unlock this robot master, so get your butts in gear! What happens next weekend? And what about next month?! Well, I guess you'll have to wait to find out. :)
Good luck!
...more to come?
Prototype Devroom : Update Megathread 2019
Posted by Adrian Marceau on January 5th, 2019 at 11:42am
Viewed 528 Times

10 Comments

 
ThatOneEnder
37,547,700 BP
12 TP | 703 PP
Posted on January 6th, 2019 at 10:24am
Posted 2019/01/06 at 10:24am
#1
back in 2018 we had to wait all year for an update, kids today just don't get the struggle smh
but uhh nice. the amount of popups really isn't that bad though, it was only like, 9 or so, which took like, 10 seconds to click through, so no need to apologize for that lol.
also i like as soon as mike leaves prototype for good starforce is finally fixed lmao
^ Top
 
Developer
Adrian Marceau
7,851,500 BP
206 TP | 532 PP
Posted on January 12th, 2019 at 11:42am Edited on 2019/01/12 at 11:45am
Posted 2019/01/12 at 11:42am Edited 2019/01/12 at 11:45am
#2
2019 Game Update #2: The Great Battle Point Reboot of 2019 (2019/01/12)
As part of a major update to the game's mechanics, all battle points and leaderboard standings have been reset and recalculated. Your score is no longer based on your turn count in missions, but rather the progress you've made in the overall game and the items, robots, abilities, etc. that you've collected. Please check the "Points" tab of your leaderboard profile for a detailed breakdown of where all your points are coming from. Additionally, you can check the Item Database page on the website for the BP values of every item in the game. All details and specific point values aside, the main takeaway from this update should be this; It is no longer required or necessary to OHKO every robot in a single turn in order to climb the leaderboard and doing so will affect nothing but how much zenny you earn from missions. Let us know what you think and/or any questions you have in the #game-discussion Discord channel or right here in the community. Thank you all for playing!
^ Top
 
Developer
Adrian Marceau
7,851,500 BP
206 TP | 532 PP
Posted on January 19th, 2019 at 4:33am Edited on 2019/01/19 at 4:35am
Posted 2019/01/19 at 4:33am Edited 2019/01/19 at 4:35am
#3
2019 Game Update #3: Minor Tweak to Reggae's Weapon Shop (2019/01/13)
A new "Core Gauge" has been added to Reggae's Shop that makes it easier to keep track of how many of each core type have been sold to Reggae. This is important as *all* elemental abilities in Reggae's Shop now require you to have sold him the relevant core types (a mechanic which was previously reserved for the Shot/Buster/Overdrive abilities). Tier 1 abilities for an element will start to appear after you've sold at least 3, Tier 2 will appear after at least 6, and Tier 3 after you've sold at least 9 (at which point the gauge will simply show a star icon). Not all abilities have Tier 2 or Tier 3 weapons (yet), but they function the same as any other type for consistency (and to facilitate future content, of course). This addition is more geared towards newer players or those still in the middle of the campaign, but some veterans may find it useful as well. Thanks again for all the testing and bug-reports from yesterday's BP reboot, and don't forget to vote in our new robot master poll!
^ Top
 
Developer
Adrian Marceau
7,851,500 BP
206 TP | 532 PP
Posted on January 19th, 2019 at 4:34am Edited on 2019/01/19 at 4:35am
Posted 2019/01/19 at 4:34am Edited 2019/01/19 at 4:35am
#4
2019 Game Update #4: Rogue Stars Have Entered Orbit (2019/01/19)
A new event mechanic referred to as "Rogue Stars" has been introduced to the game and is available as soon as you complete the main campaign. Rogue Stars appear every weekend, come in every elemental type, and last for 48 hours before disappearing until the next event. Rogue Stars act as a kind of global Starforce, granting all core-matched robots in the game with a huge power boost for a limited time. The element of orbiting Rogue Stars will change from month-to-month, starting out as Freeze-type for this month but changing to something new in February, and then again in March, and so-on. Take this opportunity to level-up and power-up your winter robots if you haven't already, and *maybe* if they try hard enough they can help you win some player battles. Enjoy!
^ Top
 
Boss Alicia
22,356,000 BP
13 TP | 61 PP
Posted on January 19th, 2019 at 5:02am
Posted 2019/01/19 at 5:02am
#5
@Adrian Marceau : I love this UPDATES!
^ Top
 
Developer
Adrian Marceau
7,851,500 BP
206 TP | 532 PP
Posted on February 15th, 2019 at 12:49pm
Posted 2019/02/15 at 12:49pm
#6
2019 Game Update #6: Interstellar Robot Special (2019/02/10)
This month's Rogue Star is Space-type and with it comes a handful of stellar new content. First up are new sprite sheets for Star Man done by our very own Brash Buster! Star Man's new sprites are great and his pallet is much more in-line with the other robots in the game. His sheet is also the first one were we've deliberately passed on using the old "bevel-shading" technique... and I think the results speak for themselves! Going forward, all future sprites will *not* be bevel-shaded and over the next few months all existing robots will have the shading removed too. This is a great thing and it will make future content and updates so much easier for the staff it cannot be overstated. Now, moving on we have a new ability and three new alts for Galaxy Man which is perfect because Galaxy Man is unlockable now! The Galaxy Bomb is a Space/Explode-type ability that creates a black hole behind the active robot, dealing damage to them or anyone who switches in at the end of every turn for five turns. This is our first damage-over-time ability and it was really fun to program! Last but certainly not least, we have the newly added Astro Man and his new ability plus three new alts - and yes, Astro Man is unlockable too! Astro Man's sprite sheet, like Galaxy Man's, was created by our very own MegaBossMan and all I can saw is wow. The victory pose on that guy is just out of this world! Astro Man's new ability - the Astro Crush - is a Space/Impact type that sacrifices a bit of the user's attack stat to deal heavy damage to all robots on the opponent's side of the field! You can purchase all three of these robots in Kalinka's Shop as per usual, and their corresponding abilities can be found in Reggae's Shop a-la-carte if that's more your thing. Please take advantage of the Rogue Star in orbit for the rest of this month and we hope you all enjoy the new content! Thanks for playing!
^ Top
 
Developer
Adrian Marceau
7,851,500 BP
206 TP | 532 PP
Posted on February 23rd, 2019 at 2:43am
Posted 2019/02/23 at 2:43am
#7
2019 Game Update #7: Seven New Mega Man 2 Abilities
A grand total of seven new abilities have been added to the game, all of which are learned by the Mega Man 2 robot masters via level up, and several more abilities have been buffed or otherwise tweaked to better compliment the new abilities in this update. Finally, every single MM2 robot has a T1 and a T2 ability, just like the MM1 cast! (Yes, MM4 will get secondary abilities someday too, but for now let's just focus on the MM2 ones okay?). Many new mechanics are introduced via these abilities, so I hope you try them all out at least once! Please check the shop for a quick way to get these new abilities via zenny OR take the appropriate robot master into battle and simply level them up at least once (or simply defeat an enemy if at level 100 already). For a complete list of what has changed please see each new ability's description in the database, but to summarize each of the new abilities' effects: Metal Press (T2, break-all), Air Twister (T2, evade-n-counter), Quick Strike (T1, target-item-drop), Crash Avenger (T2, revenge-of-fallen), Flash Pulse (T1, volt-switch), Crash Burner (T2, slowing-burn), and Leaf Tall (T1, five-hits). Please also note the following abilities have also been tweaked or buffed in some way: Air Shooter, Quick Boomerang, Flash Stopper, Leaf Shield, and Blizzard Attack. Please enjoy these new abilities and please let us know if you have any questions or concerns in the appropriate channels. Thanks again!
^ Top
- deleted -
 
Yoshi2019
15,163,400 BP
9 TP | 74 PP
Posted on February 24th, 2019 at 7:47pm
Posted 2019/02/24 at 7:47pm
#9
@Adrian Marceau : Nice multi-posting.

Okay, I actually was bothered the abilities were not there, I'm glad they are finally here.
^ Top
 
Administrator
MegaBossMan
30,826,000 BP
52 TP | 1712 PP
Posted on March 16th, 2019 at 10:33pm Edited on 2019/03/16 at 10:39pm
Posted 2019/03/16 at 10:33pm Edited 2019/03/16 at 10:39pm
#10
2019 Game Update #7.5: Core Shields and Admin Updates
This is a fairly small half-update that's more about back-end improvements than it is about new front-end content. There's a certain feature that's currently being tested and should be available to the public in the next month or so, but for now it's limited to just developers. Stay tuned for more info on that next time. For now, let's go over what you do have access to:
- New "Boss Field" mission has been added to the bonus Mission Randomizer chapter
- Held cores now have a new mechanic in that they auto-cast a 6-turn core shield at battle start
- Misc minor bug and text fixes
Alright, have fun and let us know if you encounter any bugs. :P
2019 Game Update #7.75: Star Field Music Updates
A new musical update has been applied to missions found in the Star Fields bonus chapter. From now on, in all Star Field missions, the game will automatically check to see which robot master is leading the enemy party and then search the game's music database for a matching stage theme. If it finds a matching theme, it will automatically switch the mission's music to that theme instead of the default one. Pretty cool! Of course, I'm referring to the Sega Genesis remixes created by YouTuber / professional remixer TheLegendOfRenegade (the ones we've been using in the game since 2013). Most of these tracks were created by Renegade years ago but are only now seeing their inclusion in the MMRPG - sorry for the long wait! Now, only a handful of games have their complete soundtracks added right now, but I'm going to do my best over the next 1-2 months to get the rest of them in there too. Enjoy!
Here are the games that have all their RM themes available right now: MM1, MM2, MM3, MM4, MM9, MM10, MM&B
Here are the games that I'll be adding over the next month(s): MM5, MM6, MM7, MM8
2019 Game Update #8: Sheep Man's Woolly World!
It is my pleasure to announce the very first "special event" challenge mission of the MMRPG and the new method by which we'll be introducing unlockable robots going forward. Eventually missions like this will appear in their own separate chapter, but for now please check your "Star Fields" tab to gain access to the new mission. This mission is special in that it is currently the only way to unlock Sheep Man as a playable character and it will only be available for a limited time. That's right - you only have until Sunday, March 17th at midnight to unlock this robot master, so get your butts in gear! What happens next weekend? And what about next month?! Well, I guess you'll have to wait to find out. :)
Good luck!
Sheep Man's Wooly World
^ Top
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