So I guess we're going to have Friday Sunday night chatroom sessions now (referred to as SNC withing the community). I will try to post a transcript of our chats once a week, but if someone else gets to it first that's even better. For those interested in attending future chats, we generally meet in the Development chat room from about 7pm 6pm to 8pm EST every Sunday to discuss upcoming features, bugs, mechanics, and brainstorm ideas. While the Development room is generally hidden from normal users, it is made public during our SNCs and all are welcome to attend.
Here is a Count-Down Timer for the next session, in case you're unsure of what time the meeting starts. :P
Rule #1: Please keep the proper chat and community etiquette while in the chat. Breaking this rule often will amount to a kick from the chat room.
Rule #2: NO video or image links of any kind in the dev chat unless they are somehow relevant to the topic at hand (which probably won't happen often). Breaking this rule will result to a kick from the chat.
Rule #3: When someone is speaking, please listen. It's nice to treat others with the respect you would expect them to give you. Do not stray from the Main Topic either. Breaking this rule often will amount to a kick from the Chat.
Rule #4: NO spamming. Spam is simply annoying, and spamming of any kind (whether it be links or annoying phrases) will amount to a kick from the chat.
Rule #5: Absolutely no leaking of images from the Update Folder during a chat - at all! Being a spoil-sport is mean, and you can expect a stern talking-to if you do. :(
IMPORTANT NEWS!
(6/11/16) The SNC has been dead for a long time now, but with Adrian back on his feet and the Prototype moving once again, we've considered bringing the SNC back to life. As just an opinion poll, would you like the SNC to come back again? [The poll itself is found here.]( http://www.strawpoll.me/10460278)
Prototype Devroom : Sunday Night Chatroom Posted by Ageman20XX on July 4th, 2014 at 11:34pm Viewed 13674 Times
1.) I thought the Freeze encasing move was a great idea BECAUSE it didn't do any damage; it was an elemental support move, and the first of its kind, too (at this point in the chat, anyways). I (think I) suggested that Freeze Cracker be made the T1 because a.) it's a basic standalone attack. That is the outline of a T1. b.) Freeze Cocoon would be the new T2, as I believe it has a lot of potential (although we are adding another T2 Shield type. We do have to get some T1 Shield types in there sometime...). I also want to say that we shouldn't be so quick to dual-type the Megaman weapon of every RM, because then our creativity is limited to T1 boundaries. Be honest with yourself: is it easier to come up with a basic standalone move for T1 or a more extravagant, strategic move for T2?
2.) I understand that canon (MM Classic, MMBN, and otherwise) is basically the sole inspiration of the abilities so far, but I think we need to be more creative. And yes, I am saying this because of the Junk discussion. Copies are inevitable if you only base the abilities off the canon because Capcom was too dang lazy to make good bosses. JUST LOOK AT TOAD MAN!!! limited in the spectrum of boss moves they could make; the fight took place in a box. Always. (Except Megaman X because Megaman X is awesome) Thus, copies were indeed inevitable, and copies are inevitable here if you base the abilities off the copies.
Instead, open your mind to everything you could imagine these RMs to do. For example, what if you gave Junk Man something like Junk Claw, where he simply rakes the enemy with his junk claw hand....thing [size-smallseriously what is that...[/size-small] multiple times a la Fury Swipes. Yes, you could argue that it's Earth/Cutter or Earth/Swift, but honestly you could argue double/single types for most of these abilities. It doesn't have to be 100% accurate as long as it creates a good, fun ability/robot/game.
3.) I think Cloud Man should have Electric/Wind for to his T2 to Mega B's point earlier in the chat; the wind is constantly pushing you back throughout the battle, not the rain. As for the randomness effect, I feel like that's getting very overused, especially in T2s. Maybe something like hitting the first three RMs with either Electric or Wind type damage (and push the front RM to the bench)? In this case, you wouldn't want to make it hit them randomly because then you might accidentally hit someone with their imm/aff and that takes away the strategy aspect.
4.) Honestly, Rain Dance sounds like an incredible name, but the mechanics for it discussed in the chat were really OP. The fact that Rain Dance a.) boost the Field Multiplier, making Rain Flush that much more deadly b.) heals the RM, making it at least slightly easier to use it and c.) costs 2 WE FOR TOAD MAN!? Partly depending on the health recovered, that could be abused to heck and back. Just keep spamming Rain Dance and boost the Mult. while healing yourself, then Rain Flush the poor saps once you've used it 5+ times (because you recover WE every turn). Eek. I suggest making Rain Flush T2 and coming up with something basic for T1 like Toad Hop Slam (a la body slam) because there's no jump sprites :P
EDIT AFTER READING THE WHOLE THING I'm sorry I'm ADHD: Well, Rain Dance was seriously nerfed as of.....5 minutes ago sorry for jumping the gun there... The new proposed Rain Dance sounds like you can't decide what you want it to do: +10% Health isn't going to help much when the enemy attacks, +10% WE isn't going to help much when you're using at the very least +20% to use this ability (also benched robots already recover 20% WE every turn), and +10% Water....isn't very effective, at least for a T2 ability. I wouldn't use Rain Dance the way it is now.
5.) I disagree with allowing T1s that just inflict status effects and don't do damage. T1s should be basic standalone abilities. When making T1s, I think we should make them with the mindset of a CPU RM having no abilities except the T1 (kinda like it is now for the MM1 campaign). Keep in mind that even if they do have other abilities, CPUs tend to use T1s as their go-to. Do you find them constantly inflicting status changes as effective standalone abilities?
Posted on April 6th, 2015 at 12:22amEdited on 2015/04/06 at 12:23am
Posted 2015/04/06 at 12:22amEdited 2015/04/06 at 12:23am
#2
6.) I would like to prescribe aversion therapy to Mikey that would consist of hooking him to an electric chair and shocking him every time he's unable to describe what Starforce will do in the next Update. Just give me 10 minutes...
Umm, I'm unsure what the consensus on Mikey's suggestion was, but in the case that Mikey is still onboard with the 2,500 star selection suggestion, I disagree. On top of the fact that Starforce basically balances itself out now regardless of quantity, I would NOT want to take the time out of my day to pick and choose 2,500 stars that I take with me every battle. Also, that'll be a lot of interchanging if I start using different robots.
This, however, is only if the issue was unresolved (and by what I saw, it was resolved just fine), so ignore this if that wasn't the case.
*HOW COULD THIS HAPPEN TO MEEEE? I MADE MY MISTAKES! LIFE GOES OOOON-SOMETHING-I FORGOOOOT THE LYRICS! WORDS WORD WORD WOOOOOORDS.* Its a sad day....Level 1000 cosmo man. Yeah....
Posted on April 26th, 2015 at 8:12pmEdited on 2015/04/26 at 8:25pm
Posted 2015/04/26 at 8:12pmEdited 2015/04/26 at 8:25pm
#20
Sunday Night Chatroom 2015/04/26 Here's the latest Pastebin! Happy days, indeed! Show up to the IDEA Sunday Chat next week! *One week we'll have an idea meeting, the next a News meeting where Adrian can discuss his latest news. The idea, of course, is where you suggest ideas :)*
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