As many of you have noticed, there are eight ten fan-made robots that appear near the end of the database, all of which have names and types but none of which have sprites or mugshots. This is partially because we're not there yet (okay it's mostly because of that) but it's also because I haven't finalized what each of those robots should look like and how they should act.
So, I'd like to do what Capcom used to do with the original Mega Man games - have a kind of "contest" (but not an actual contest) where people submit their robot master ideas and the best ones are used in the final game in some form. I saw "some form" because, like Capcom, I want to have creative control of the end-product and your submissions may not be exactly as you describe/submit them. I may tweak visual elements, I may tweak attack names, battle style, or all of the above. I may even combine the ideas of multiple people to form something new.
The point is that this thread will function more like the robot quotes and bios threads and less like an actual contest. There will be no single winner, but hopefully 10+ winners with the final designs of the robots being the culmination of multiple people's work rather than just one. So, shall we get started?
This thread is NOT for your fan-made robots. It is only for design, ability, and background ideas for the prototype cache numbers.
Prototype Cache Robots
The ten robots that you will be submitting ideas for are the "PCR" numbered robots in the database, from Lark Man (PCR-001) to Color Man (PCR-010). The designation stands for "Prototype Cache Robot". Who is Cache you say? We'll save that for another day, but I will tell you this - Cache created all ten of these robots itself using scrap, garbage, and unfinished data floating around the deepest parts of the prototype. Naturally, the three doctors have had many robot ideas over the years and not all of them have panned out - their unfinished data, however, was unknowingly imported into the prototype and has since been hacked together to create new, functional enemies. These robots have been given one cryptic command by their master - protect the prototype at all costs.
We are the Robots
Even though I haven't completely figured out how everyone will look and act, I do have a few ideas/pointers that I'd like to maintain (unless there's a much better idea presented). Here's what I have so far:
PCN-001 Lark Man Lark Man is based on an early flying robot design by Dr. Light. Lark Man's method of flight is rather primitive, using rockets instead of actual wings, and was thus scrapped early in development. Developmental research on this model would later serve as the foundation for almost all future wind-based robot masters.
PCN-002 Blossom Woman Blossom Woman is based on an early design by Dr. Wily, and may have made it to production had Wily not abducted Plant Man years later. Blossom Woman would have served a similar purpose, but would have also been able to communicate with both plant and insect life. This idea and technology was later re-purposed for Hornet Man by Dr. Light. Naturally, Blossom Woman's design seems to be based off both a flower and an possible a praying mantis or similar.
...more to come.
As you might have guessed, I've tried my hand several times at designing these robot masters but have thus far come up with only mildly interesting ideas. I'm hoping you guys can come up with better and/or more creative drawings, descriptions, abilities, or really anything else (other than stats and quotes, those go elsewhere). Here are a few pictures to get you started, showing early designs and ideas. Please excuse the cell-phone images as I do not currently gave access to a proper scanner.
Adrian 2k19 Edit: This thread has served its purpose and can now be closed. Thank you all!
Prototype Devroom : New Robot Masters Posted by Adrian Marceau on June 18th, 2014 at 1:42pm Viewed 2481 Times
Posted on June 18th, 2014 at 2:18pmEdited on 2014/06/18 at 3:38pm
Posted 2014/06/18 at 2:18pmEdited 2014/06/18 at 3:38pm
So we do something like
PCN-009 Gate Man A robot designed for lab assistance work, Gate Man can generate viruses to attack for him.
Viral Orb Sends an orb composed of viral data, dealing damage and poisoning two additional Robot Masters.
Gater Summons a swarm of viruses to attack the enemy, attacking nine times and poisoning the enemy.
Start Quote: Ha ha! This madness is so liberating! Taunt Quote: Your data will serve me well, [Robot]! Victory Quote: Now, I can create the ultimate virus! Defeat Quote: Was there a flaw in my viruses?
I based everything off a mix of GateMan.EXE and Gate from X6, and I'd love some X series references for the Cache Numbers. This will be reflected in the concept art I'm scribbling up. In Paint.
EDIT: Concept art is here! I welcome any and all proportion changes because I can't proportions. Anyways, I included the emblems of Punk.EXE on the shoulders and GridMan.EXE in the abdominal area, seeing as Mr. Famous used them as well as GateMan.EXE. I couldn't find a way to work in KendoMan.EXE's stuff, but then, I think we should just leave him be. I left out GateMan.EXE's distinctive "dog ears" in favor of Gate's headcrest thing from his armored form.
I'm really not happy with the quotes, but I don't think GateMan.EXE ever says anything.
Also, Gate Man is listed as PCR-009 instead of PCN-009.
@MegaBossMan : Please, before you continue, let me clarify. These are NOT random new robot masters. I'm simply looking for design and ability ideas for THE CACHE ROBOTS only. Not new ones. If you think a "create a robot" thread would be fun, please create one, but that is not what this thread is for. Sorry!
Posted on June 18th, 2014 at 4:20pmEdited on 2014/06/18 at 4:51pm
Posted 2014/06/18 at 4:20pmEdited 2014/06/18 at 4:51pm
The fact that you have a drawing of a ripped Professor Layton tacked to your bulletin board amuses me greatly. What's that over to the right of the GenV starters, though? Well, not to get sidetracked; I came here with a mission...
As many of you already know, whenever I think of Shark-Man, instead of being led to his appropriate Battle Network counterpart, my mind meanders towards Shark-Man, from Mega Man 3 DOS; however, I know that, like the Constellations, the chances of the DOS Robots getting representation is slim to none. I still think it would be neat if he had a Shark Boomerang ability, to reference the obscure DOS counterpart.
I imagine Hallow-Man being somewhat similar (Design-wise) to Boberatu's concept RM, Spook-Man (Seventh row, second column). I'd imagine him possessing the ability to manipulate shadows directly, concealing himself in them or blinding his foes with them (To reduce their accuracy). As for his actual combat abilites...not sure.
That's the start of my thoughts. I might return with more later.
I'm not happy with how I drew Laser Man either. I planned to include LaserMan.EXE's skirt thing, but I felt that not having it worked better. The red beam pattern thing is taken partially from someone completely different. The helmet, I have no idea where I got it from. I think Robocop. Also, Paint is all I know how to use. Please, anyone competent, redraw him.
The attacks: Disruption Beam The user fires a precise laser that is able to partially negate Starforce effects.
Meltdown Laser The user fires a powerful laser, which ignores half the target's defense.
Posted on June 22nd, 2014 at 2:22pmEdited on 2014/06/22 at 3:07pm
Posted 2014/06/22 at 2:22pmEdited 2014/06/22 at 3:07pm
I feel that since our version of Color Man is Crystal type, he should be more prism-themed than clown/artist themed. I mean, Solar Man was originally going to be light-themed instead of fire-themed. Maybe his attacks could involve different forms of light?
@Spinstrike : I agree completely, which is why Color Man is listed as a "Reflecting Prism Robot" in the database. I think it would be the perfect prism-and-rainbow-based robot, actually, and it's related to the BN robot by name only. It's for the same reason that Gate Man is listed as an "Eternal Portal Robot" - we're changing it up and making it a Time Core, so let's try to reflect that.
If there's any future confusion over the designs (until I finish updating this thread) please just check the database. At the very least I have classes for all the robots and their core type should also give a pretty good idea of their visual appearance requirements. Thank you all for your contributions, they're giving me a lot of ideas. Keep on submitting! :D
A quick question, but will Bond Man still make an appearance? If there were any time for him to appear, I would imagine it would be as a Cache number. True, 10 is a much better number in video games than 11(10 stages, 10 attacks....), but Bond Man always interested me.
Anyway, the link SpinStrike gave about early Mega Man 10 robots seems interesting. Perhaps some ideas there could provide interesting ideas.
When you are doing the designs, I would use other trends that the Robot Masters in other Mega Man games use. There's always the Heat Man bot with the eh? face and those eyes, the cool Robot Master, the cute one, the Guts Man, the Air Man, there's always a trend with these robots that I think we still need to include here. Also, can we even use Hallow Man anymore? I mean, that one fan-game made Murk Man with Hallow Man in mind, and as cool as Hallow Man looks(in that amazing style of Powered up too!), anybody who's ever played that guy's little game will assume we rip-offed the design. Anyway, I would imagine Gate would focus on virus techniques, damaging the opponent each turn, similar to the poison status in oh-so-many games. Hallow Man, if you still include to use him, I would imagine he would use cursing attacks, which I have no idea how it would work. As for Desert Man....How will he work? If you're using the one from Battle Network 3, he's just a head and two hands. For design choices, perhaps he could have some solid objects on him? More specifically, on his chest and joints. At least, what I think. Shark Man, despite being based off the navi operated by Masa, perhaps we could put some elements from Dos's design element too. Even though DOS was terrible, perhaps we could fuse the two, resulting in a more humanoid form of Shark Man. Let's face it, his hunch will make him look like Dr. Frankenstein's creepy assistant who would live in the basement, the stereotypical mad doctor assistant. For Number Man.....I hope you're basing him off your Powered Up design. Anyway, his move should be a gamble of some sort. Sometimes, it does 1 damage, sometimes it does moderate damage, and on very rare occasions, extreme damage. If he's going to be end-game, even give him a very rare chance of Insta-kill. I've played plenty of RPGs where the final enemies have a very rare instakill move, and I think we need to represent Mega Man, the harder parts. The parts when instakill spikes are at the bottom of a pit(Doc Shadow) or the boss moves at extreme speeds(Yellow Devil). I think it's OK if Number Man is near the end of the game and he gets a very rare chance of insta-kill, I mean it's not going to happen often. If it does, then you should have teammates in the back, Number Man isn't going to insta-kill everyone. Laser Man, I have no qualms with. Just include those back thingers, makes him different. Shield Man should be the Fortress of the game, nuff said. He should be the tank that takes your hit, let your stronger fighters recharge their weapon energy while he protects the team. Color Man should focus on colors and crystals and that whole shenbang. You know, that whole Rainbow stuff, whatever. Maybe give him a little crystal ball to ride.
Anyway, I'm done with my barrage of ideas.
Wait, one more. Perhaps we could give each robot a Mega-form, like Mega Evolution. In fact, we could even base those forms on the ones from Battle Network. Just call the item Mega-Disc or something, make em big and strong. Although, don't do it for Mega Man, Bass, and Proto Man. Just give them Super Adaptors, much cooler.
Posted on July 13th, 2014 at 7:37pmEdited on 2014/07/13 at 8:20pm
Posted 2014/07/13 at 7:37pmEdited 2014/07/13 at 8:20pm
Maybe Shield Man could be tank, having huge defenses, but has very unimpressive attack and speed stats, here's what I got:
E: 110 A: 55 D: 170 S: 65
For his abilities...
Shield Shot Type: Shield Power: 27 Accuracy: 95% Speed: 3 Energy: 4 Description: "The user creates a shield around itself, decreasing damage done to the user by 50%, and can be shot for decent damage!"
As for the second tier ability...
Shield Strike Type: Shield/Laser Power: 50 Accuracy: 95% Speed: 3 Energy: 8 3 Random Description: "The user creates 3 shields, absorbs them to recover 10% of the user's maximum health, and fires lasers from the absorbed energy at three random opponents
An alternate idea for Tier Two:
Shield Extend Type: Shield/Crystal Power: 10 Accuracy: 100% Speed: 3 Energy: 8 Description: "The user creates an enormous barrier, reducing damage done to the user's side by 20% as long as the user is still alive."
EDIT: Bad Concept Art (I'm a horrible drawer -_-)
My name is Shadow Man Retro Pikachu, and I will be your end
I know that this is Necroposting, but I just found another game that uses the name "Laser Man" called Rockmen R, so we might want to change Laser Man's name to avoid any issues, Laser Man looks like this
@MusicalKitty: Don't worry about Necroposting on this thread; it's made for fan input 24/7 :D. As for your concern, I do believe it's okay. After all, Mega Man Unlimited and Rokka Chan both have "Jet Man" as one of the robot masters. In the end, we're all fan games, so it should be okay. Speaking of Unlimited...
@megaprotobassman: I'll split this response into two parts: 1. This is not the thread to talk about things like that. Please put your ideas for the game here This thread is for talk on Adrian's unique robot masters he wants to add eventually (they can be seen in the database).
2. As stated here, this game MAY include some fan-made robot masters from other fan-games (and maybe even our own characters), but it'll have to wait until about we get every robot master from Megaman 5-10, MM&B, and Megaman V (GB).