Mega Man RPG Prototype Community

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Ageman20XX
Ageman20XX
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Hello everyone! I know I'm supposed to be taking a break but like always I can't stop working on this game. :P

Now, before I go into the details, let me make some things absolutely clear:

This update will bring big changes to how stats are calculated in the game and some players are going to be upset!

This update will not include the MM5 robot masters, or any other new robots or fields!

I'm making these changes in the name of balance and diversity, and while I will do everything in my power to make the conversion feel fair for veteran players, it's something that must be done regardless of hurt feelings. It is a prototype, after all. I will completely understand of some people stop playing the game after these changes, but I hope you'll be able to see where I'm coming from and enjoy all the other good stuff this update plans to bring.

With that said, I'm excited to share some of the new content and features with you.

Let's get started, shall we?

Screenshot #1

Screenshot #1 Screenshot #2

  

Changes to Stat Limits
Mega Man's min and max stats at key levels, without a 9999 in sight Roll's min and max stats at key levels, with energy notably higher than Mega Man's

There's some good news, and some bad news regarding stats. Let's rip off the band-aid!
Say goodbye to 9999 stats (kind of)...

Each robot will now have limits for each stat somewhere below the 9999 limit of the system. The math for the limit it a bit complicated, but it works out to about 7.49 times that stat's max unassisted value. This predefined limit of about 7499 in any stat (on average) allow for the player-based stat boosts of 25% to take effect without going over the system's 9999 limit.

This means no more robots with all 9999 stats from the get-go, no matter how much grinding you've done. Robot masters will be unique once again. A Mega Man at level 100, for example, can have a minimum Energy value of 595 and up to a maximum of Energy value of 4462 (via KO stat bonuses). This limit is imposed outside of battle to base stats only, and stats can still be increased or decreased normally during the course of the fight via abilities, items, and/or player-based stats boosts (like Dr. Light's +25% Defense). In this way, it is still possible to get a robot with 9999 in something, but only under special circumstances.
Life Energy now boosted by Stat Bonuses!

Oh, did I forgot to mention that Energy can now be boosted as well? Energy was only limited to give purpose to the Heart Tanks, but now that Heart Tanks are scrapped there's no reason to exclude them anymore. Now, robots can download stat bonuses for Energy the same way they download any other stat. With this change, a support robot like Roll can get an Energy rating as high as 6697.
But... what about all my hard work?!

So, if all stats are being "nerfed", what's going to happen to players like MegaBossMan and TailsMK4 and Shadownnico wgo went through tons of grinding to get the strongest robots with 9999 in all three stats? Not to worry. Players that worked hard to get their bots to max stats will still technically have "the strongest robots" - it's just that the definition of "strongest" will change slightly.

To be clear - a robot that had been raised to 9999 stats prior to the update will have all its stats floored to whatever the new limits are, transferring any overflow to the newly-changed Energy stat (up to its own max limit, of course). And any overflow from that? We'll see. I'll either convert it to BP or Zenny unless veteran players have a better idea? Maybe at a rate of 1 overflow stat point for 100z? Or maybe 100 BP? 1000? Let me know.

  

New Alternate Costumes
Roll's robot editor screen, with new summon counter and alt costumes Disco's robot database screen, with all alternate costumes viewable

Now that the bad news is out of the way, on to the good news!
(Almost) all robots get new alternate costumes!

All unlockable robot masters and support robots will now have alternate skins or outfits, with the only exceptions being Mega Man, Bass, and Proto Man (because they already have a different colour for each element). How many does each robot get? That depends. As mentioned, the three hero bots do not have unlockable outfits, but all other robots unlock new skins based on how many times they've been summoned to battle! Standard robot masters like Cut Man will unlock one new skin for every 100 summons up to a maximum of two new colours (for now), and support robots like Roll will unlock them even faster at one new skin for every 50 summons up to a maximum of five new colours (for now).

Robots that are not yet unlockable in-game do not have alts made, but I will likely do so in the future. Any alts unlocked in the game can also be used as your avatar on the community and leaderboard, so I expect to see lots of high-level players with new mugs. :)

I should mention that all alternate skins for the support robots were made by Rhythm_BCA and he did a fantastic job. All other colour swaps were done by myself.

  

More Challenging Player Battles
Target robots in player battles are now hidden until the battle starts! Once you enter the battle though, the actual targets are revealed...

Target robots in player battles are now hidden!

Gone are the days when a player battle was as simple as selecting your opponent's weaknesses, now all target robots are hidden until the battle starts! This will undoubtedly make player battles more difficult, but having the other player's robots on display before the match was akin to letting the opponent see your hand before a game of Poker (obviously not fair).

Given the prototype's similarities to Pokémon and TCGs, I think borrowing some of their rules for player battles is okay. No items, no experience, and no idea what your target is bringing into battle until the cards are turned face-up. Now, if only there was a way to level the playing field further...

Robot levels in player battles are now dynamic!

From now on, robots on both sides of a player battle will have their levels "flattened" to the same value. The value will be mission-wide and affect all robots on the field. If the player battle's level is 20, all robots that take part in the battle (even your own) will be either increased or decreased to Level 20 (with level boosts and bonus stats adjusting accordingly).

The exact level that player battles appear in your game is determined by the highest level robot on that doctor's team at the time (rounded to the nearest 10). So, if the highest robot on my doctor's team was at level 32, then all player battle options would be rounded to Level 30 and all robots appearing in the battle would be raised or lowered to Level 30 at the start of the fight.

This will put both players on more even footing, and make for more interesting battles. Bonus stats will still take effect, of course, so robots that have been stat-trained will still be considerably stronger than their untrained counterparts overall. Even so, this level-flattening will make it much easier to use your favourite robots in battle - even if they haven't been trained much.

  

Core Guard, Star Force, and Dark Spires
The trinity of elemental forces in the prototype interact in strange and mysterious ways...

The elemental forces in the world of the Prototype are quickly getting out of control, but a new mechanic looms in the distance...

Robot Cores - conceived and programmed by Dr.'s Light and Cossack - act as the energy sources for the robots that appear in the Prototype. They allow a robot to use abilities that match their core, and grant a +1% defense boost to received elemental damage of the same type. When collected by the player, their combined Core Guard can boost the elemental resistance of a given type by up to 99%!

Field and Fusion Stars are a powerful, alien energy source introduced into the Prototype by Slur as a means to revive her fallen army and prevent our heroes from escaping her plan. Field Stars grant a +10% attack boost to dealt elemental damage of the same type. Fusion Stars work in much the same way, but contain the power of two different Field Stars in one. When collected by the player, their combined Star Force can boost the elemental effectiveness of a given type by over 9000%!

Overwhelmed by the players' ability to harness the powerful elemental forces within the Prototype, Dark Spires are mysterious and monolithic entities created by Slur as her last stand effort to take out our heroes. Dark Spires appear in battle alongside enemy forces and completely nullify the effects of all elemental forces, rendering Star Force and Core Guard useless. Dark Spires absorb all other elements, so players will have to defeat enemy forces without the aid of their Robot Cores, Field Stars, and Fusion Stars - or - destroy the Dark Spires using only Neutral-type attacks and restore elemental powers to the battlefield.

A trinity of forces balancing each other out is something I've wanted to do for a while but I (once again) needed to wait until other pieces were in place. In the mean time, please enjoy the concept artwork I whipped up demonstrating how the Core Guard, Star Force, and Dark Spires will work together in tandem. :P
  

Miscellaneous Screenshots

Mega Man's elemental core armors Bass' elemental core armors Proto Man's elemental core armors Ice Man's unlockable Mint Alt The timeout for what is considered

  

Questions and Answers

These are answers to questions I am most likely going to get for this update. This may be updated as the thread progresses. If your question is not answered by below, please post a comment. Thank you!
Q : Will the Mega Man 5 robot masters be added in this update?!

A : No new robots will be included in this update, and the MM5 robots are still very far away.
Q : Am I going to lose my progress? Will be 9999 stat training be for nothing?

A : Not entirely. See above for details, but any stats that are in excess of the new limits will be transferred to your energy stat, and anything in excess of that will be converted to either zenny or battle points.
Q : How do I unlock the new alternate costumes for my robots?

A : Once the update comes out, alts will be added to your robot editor automatically when they are unlocked. New alts are unlocked once every 100 summons, or once every 50 summons for support characters like Roll, Disco, and Rhythm.
Q : When will the update be ready? I want it now!

A : As the title of the thread implies, sometime in the winter. Hopefully by December January but we'll have to see how long it takes to pull the last few strings together. Please be patient with me. :)
Winter Update Preview : Stat Limits and Alternate Outfits
Posted by Ageman20XX on September 21st, 2014 at 6:27pm
Viewed 4917 Times
Ageman20XX
 
Developer
Ageman20XX
9,269,071 BP
221 TP | 575 PP
Posted on December 22nd, 2014 at 5:05pm Edited on 2014/12/22 at 5:51pm
Posted 2014/12/22 at 5:05pm Edited 2014/12/22 at 5:51pm
#1
@MerryBossMan :

Thanks again for helping me get these previews out. The development process is often long and confusing, but being able to share the highlights and fun parts with the community via whatever means is always nice. :)

@TheGrinch :

I completely agree with what you and Mike are saying about it being too easy to level up and there needing to be changed, but I feel like I should clear something up about how levels work.

The required EXP per level is always equal to 1,000 - as you're all aware - but the actual amount of EXP awarded by each knock-out does change as you level-up your robots. The base EXP for a given enemy regardless of level is equal to the sum of its base Energy, Attack, Defense, and Speed stats. Once calculated, a percentage of that base EXP is awarded based on the target's level compared to your own. If you defeat a robot of a much higher level and therefore stronger than you, you'll receive more EXP. If you defeat a robot that is of a lower level and therefore weaker than you, you'll receive less EXP.

Even though I like this mechanic and I don't want to change it completely, I do agree that it's too easy to exploit and the relative level modifier isn't as effective as I'd hoped. I'll try to include some kind of fix for this update but we'll see what happens.

Back to the Dark Elements / Structures / Crystal-things I'm glad you appreciate the new benefit to Neutral-type abilities. For a long time now (years!) I've been telling people not to worry about the Neutral-types and that - in the long run - they would balance themselves out. Now I'm finally able to show you all how. I sure hope everything works out! :P

And for the collection effort of stars and cores, I will absolutely tweak drop rates but not for the cores or stars. I think that, given the effect of a core is only a 0.5% boost and stars are a full 5% (or 10% for fusion), it makes sense that one would be much easier to collect than the other. That being said, diligent players could easily collect all 99 of a given core before the end of their campaign and therefore block half of all matching elemental damage... but that's not as bad as it sounds.

I'm going to lower the drop rate of restorative items to being very rare (pellet, capsule, tank), and increase the drop rate of small and large screws in instead. Restorative items will still be dropped occasionally, but it will be much easier to get them in the shop. As it stands there is little reason to purchase items in Auto's shop because everything he has in stock can be found in battle with little effort. I think that when enemy forces only drop screws and cores, players will have more of a reason to exchange their rewards for zenny in the shop and trade them for better items. Given that cores have very good sell prices and individually their effect is quite small, I think it stands to reason that new players may underestimate them and sell whatever is plentiful. And as for post-game balance, we can move forward knowing that advanced players will likely be blocking half of all elemental damage and adjust challenge from there.

Or at least that's my thought process right now. As always things are not set in stone and may change next week, tomorrow, or even five minutes from now. "We'll see what happens." :P
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ThatOneEnderMan
 
ThatOneEnderMan
126,598,150 BP
12 TP | 703 PP
Posted on December 23rd, 2014 at 1:25pm Edited on 2014/12/23 at 1:42pm
Posted 2014/12/23 at 1:25pm Edited 2014/12/23 at 1:42pm
#2
And now my thoughts on new stuff thats been shown by MerryBossMan
I wanna say this is a good idea but...WAIT...THE STARFORCE...ADRIAN BALANCED THEM! AND THE ROBOT CORES HAVE BEEN BALANCED TOO! MUST. HAVE. UPDATE. NOW! (Or at least by new years, or better yet, by christmas lets just wait and see...oh and I kinda like the dark cores and little more now...)
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Mikey76500
 
Mikey76500
0 BP
0 TP | 0 PP
Posted on December 23rd, 2014 at 11:34pm Edited on 2014/12/24 at 1:24am
Posted 2014/12/23 at 11:34pm Edited 2014/12/24 at 1:24am
#3
@MerryBossMan, Adrian Marceau and ThatOneFrostMan : This only makes things worse.

50.5% of 375,000 damage [189,375] is even WORSE than 1% of 750,000 damage [7,500]. Nothing's balanced, nothing's even, and in the case of the indestructible Dark Spires, nothing's unbroken--you have so many different variables; as Field Support, Field Multipliers, Robot Weaknesses, Resistances and Immunities, Ability accuracies, Critical Hits, the fact that obtainable Neutral attacks HAVE no multiplier [or Star Force] support, and are therefore always weak, the list goes on and on.

There's so many ways to go around a Dark Spire to attack a group of enemies and/or a boss that it's not even funny, and 49.5% defense against even 15,000 damage [which is obtainable even WITHOUT Star Force if you know what you're doing] STILL kills any playable robot currently in Prototype.

If the Star Force are gonna be in Prototype, can the Star Force just be placeholders [Items that do nothing], at least for the time being until you 'figure out another way to make them unbroken'? The game's already broken enough as it is, what with us being able to OHKO 9999'ed out bots, along with the massive breaking of stats, the insane EXP boosts [making 9999 exp per battle even easier to achieve].

Also, again, there's nothing Adrian can do to Coreforce [besides the obvious thing] that *doesn't* make it either too useless or too broken: if it blocks 49.5%, it's much too low, if it's 99%, it's still not enough, and if it's 99*.99*%, it'd be too much.

No part of this 'trinity' keeps the other 2 in check enough to be anything other than extremely broken or extremely useless.
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ThatOneEnderMan
 
ThatOneEnderMan
126,598,150 BP
12 TP | 703 PP
Posted on December 30th, 2014 at 1:31pm
Posted 2014/12/30 at 1:31pm
#4
...@Mikey McScrooge Just stop complaining please. I really don't care if so much of the stuff is broken, as long as the the game is fun, then well, I don't care. In fact this should be said about a lot of things. (Mostly games, but still.) Really, this is all i'm gonna say...
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MetaKirbSter
 
MetaKirbSter
12,770,493 BP
54 TP | 1665 PP
Posted on December 30th, 2014 at 5:30pm
Posted 2014/12/30 at 5:30pm
#5
@ThatOneEnderMan : True that. he complains about alot of stuff.
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Uraccountcrashed
 
Uraccountcrashed
13,545,327 BP
15 TP | 656 PP
Posted on December 30th, 2014 at 10:19pm
Posted 2014/12/30 at 10:19pm
#6
ONE WORD. ANIMATION.
(Maybe not, but whatevs.)
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Ageman20XX
 
Developer
Ageman20XX
9,269,071 BP
221 TP | 575 PP
Posted on January 24th, 2015 at 10:06am Edited on 2015/01/24 at 10:50am
Posted 2015/01/24 at 10:06am Edited 2015/01/24 at 10:50am
#7
It's been a few weeks now, so I think it's okay to share these screenshots with the community at large. That way members who don't frequent the dev chats can still see what's in the works. I wont go into too much detail about them as they may change, but at the very least they'll be fun to analyze and speculate on.

For starters, here are a few updated database page previews:

Player Database
Robot Database
Mecha Database
Boss Database
Ability Database
Item Database

And here are some screenshots I took today to illustrate the (updated) starforce and coreguard mechanics a bit more:

Flame Shard
Flame Core
Flame Star

These changes allow for a slightly more balanced relationship between the two and also allow Neutral-type robots to benefit from the boosts as well. As previously stated, elemental attacks will still be ineffective against the Empty Type Dark Frags, Dark Spires, and Dark Towers but outside of those specific circumstances there's still a lot to be gained from collecting the elemental shards/cores/stars throughout the game.

And just for those wondering what this means for stats, I'll break it down quickly. One of the most common types right now is the Flame Type, and as a result there are currently 183 Flame type stars (6 of which are fusion stars). This translates to a potential maximum +1890 Attack boost whenever you deal Flame type damage. Compare this with the x282 (x99 + x183) limit for Flame Cores, and you have a potential maximum +1410 Defense boost whenever you receive Flame type damage. Not exactly equal, but pretty close and as more updates are released in the future the theoretical maximums will keep each other in check.

That's all for today, and sorry for the gigantic delay but I promise it'll be worth it with all the new content and fixes and mechanics that'll come into play. Thank you for your patience!
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Ageman20XX
 
Developer
Ageman20XX
9,269,071 BP
221 TP | 575 PP
Posted on January 25th, 2015 at 5:44pm
Posted 2015/01/25 at 5:44pm
#8
I come with news of more changes in the next update, as well as the introduction of a new(ish) character! Say hello to "Tron", a servebot created by Kalinka to help with lab duties and routine maintenance. Though she's unable to offer any real assistance to our heroes in the world of the prototype, she has found a way to make your robots "more beautiful" by tweaking their colour and appearance variables.

Kalinka's New Servebot : Tron!

Tron will be a new support character that owns the fourth shop, unlocked after you finish the single-player campaign for each doctor. With Tron's inclusion comes a few other changes to the game, listed below. Please note that even these ideas are in-progress and could change before the final release date.

Auto's Shop
- Complete Dr. Light's first chapter to unlock Auto's Shop
- Auto sells battle items and score balls to the player for zenny at full price
- Auto buys battle items and metal screws from the player for zenny at half price
- Inventory of items starts off small but grows as you collect more battle points until all are unlocked
- Immediately useful to the player, mechanics do not change as the game progresses

Reggae's Shop
- Complete Dr. Wily's first chapter to unlock Reggae's Shop
- Reggae sells support abilities to the player for zenny at prices inflated by high starforce values
- Reggae buys robot cores from the player for zenny at prices inflated by high starforce values
- Inventory of abilities starts with only Neutral abilities, but grows to include other elements based on the cores you sell him
- Moderately useful to the player as inventory is randomize and changes only once hourly in real time

Kalinka's Shop
- Complete Dr. Cossack's first chapter to unlock Kalinka's Shop
- Kalinka sells new battle fields to the player for zenny at prices inflated by high coreguard values
- Kalinka buys field/fusion stars from the player for zenny at prices inflated by high coreguard values
- Inventory of fields is constant but each is locked until you can find and scan the associated robot master in battle
- Wishlist of field and fusion stars she is willing to buy changes only once daily in real time
- Not useful to the player until much later in the story when they find their first field or fusion star
- Essential to the player if they want to unlock more robots and collect new types of elemental cores and field/fusion stars

Tron's Shop
- Complete the final chapter in each Dr.'s campaign to unlock Tron's Shop
- Tron sells new alternate outfits to the player for zenny at prices reduced by higher summons counts
- Tron does not buy anything from the player, you'll have to get your zenny elsewhere
- Inventory is randomized each time you reload the shop and expands as you unlock more robots
- Optional to the player with no in-battle effects other than aesthetic changes, purely cosmetic
- Alternate outfits unlocked in this way can also be used as your leaderboard avatar
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TheDoc
 
TheDoc
12,484,029 BP
3 TP | 717 PP
Posted on January 25th, 2015 at 10:00pm Edited on 2015/01/25 at 10:01pm
Posted 2015/01/25 at 10:00pm Edited 2015/01/25 at 10:01pm
#9
@ZeroDXZ : It will most likely come out in the spring, so my guess is probably in 2-4 months, but I can't speak for Adrian.
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TheDoc
 
TheDoc
12,484,029 BP
3 TP | 717 PP
Posted on January 26th, 2015 at 12:27am
Posted 2015/01/26 at 12:27am
#10
@ZeroDXZ : If you answered it yourself, I figured you would've deleted the post. Because it was still there, I decided to answer just in case.
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Crystal Miner
 
Crystal Miner
4,690,152 BP
2 TP | 32 PP
Posted on January 26th, 2015 at 6:24am
Posted 2015/01/26 at 6:24am
#11
Still sad that megaman 5 characters won't be unlockable yet. Bummer! I wanted Gyro man and Gravity man so badly, as well as their stage. ;_;
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Ageman20XX
 
Developer
Ageman20XX
9,269,071 BP
221 TP | 575 PP
Posted on February 9th, 2015 at 8:31am
Posted 2015/02/09 at 8:31am
#12
In lieu of a cancelled chat, here are a few preview screenshots to mull over until next week:

Updated Ability List

Ice Man vs Flame Man

Elec Man vs Dark Frag

Elec Man vs Bubble Man

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SarahlinDMG
 
SarahlinDMG
31,805,678 BP
11 TP | 560 PP
Posted on February 9th, 2015 at 9:02am
Posted 2015/02/09 at 9:02am
#13
@Adrian Marceau : bass_flameZeroDXZ:friggen sweet Adrian, this looks SO amazing,... can't wait to see it all in action!
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Beta Shadow
 
Contributor
Beta Shadow
33,453,614 BP
44 TP | 4927 PP
Posted on February 9th, 2015 at 3:48pm
Posted 2015/02/09 at 3:48pm
#14
@Adrian Marceau : Woah, woah, woah.
Freeze Buster?
FREEZE BUSTER!?
Are there gonna be different types of busters now?
Also, what do you mean by next week?
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MetaKirbSter
 
MetaKirbSter
12,770,493 BP
54 TP | 1665 PP
Posted on February 17th, 2015 at 7:44pm
Posted 2015/02/17 at 7:44pm
#15
Cool, Also, i put some images concerning the update and other stuff in my celeb thread. May be helpful.
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Crystal Miner
 
Crystal Miner
4,690,152 BP
2 TP | 32 PP
Posted on February 20th, 2015 at 7:20am
Posted 2015/02/20 at 7:20am
#16
I know, Adrian, you won't add megaman 5 robot masters and their stages. However, I looked at the database. Crystal man's stage is there. Will you actually go into it? Like in the near future? I actually have a few stage names in mind for the other megaman 5 RM's stages.
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MegaBossMan
 
Administrator
MegaBossMan
79,651,336 BP
55 TP | 1831 PP
Posted on February 20th, 2015 at 1:24pm
Posted 2015/02/20 at 1:24pm
#17
@Crystal Miner : Crystal Man's stage is only there as a placeholder for the future, nothing else. Also the reason why Jewel Man's stage is there as well, despite us being nowhere close to the 9 stages.
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SarahlinDMG
 
SarahlinDMG
31,805,678 BP
11 TP | 560 PP
Posted on February 24th, 2015 at 1:38pm
Posted 2015/02/24 at 1:38pm
#18
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StupidStudiosN
 
StupidStudiosN
31,643,580 BP
6 TP | 448 PP
Posted on February 25th, 2015 at 6:37pm
Posted 2015/02/25 at 6:37pm
#19
So, regarding the Boss Database, are the robots on that list strictly bosses, unlockables labeled as bosses, or is a combination of both? Because, to me it seems that robots such as the Mega Man Killers, Genesis Unit, and Doc Robot would be robots that could be unlocked, since they were all made by Wily, while Slur, Trill, and the Stardroids would be robots that are just bosses, due to them being without a creator.
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MetaKirbSter
 
MetaKirbSter
12,770,493 BP
54 TP | 1665 PP
Posted on February 25th, 2015 at 6:54pm
Posted 2015/02/25 at 6:54pm
#20
@Phantom Man : I think Your right about the Stardroids, But i dont know about The Killers/Unit/Doc-Robot.
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