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!
Posted on August 2nd, 2013 at 6:18amEdited on 2013/08/02 at 6:34am
Posted 2013/08/02 at 6:18amEdited 2013/08/02 at 6:34am
#1
So uh, once in a while I get artistic, usually with catastrophic consequences. This time I was trying to "fix" Metal and Quick Man's coloring. I ended up having them with a black background because MSPaint doesn't support transparency (and I'm dumb for using it in the first place). Fixing the whole thing would take a million years so I just decided to come on the forums and write about it. I know all the spriters are busy and so is Adrian, and this can wait, but please give some love to the MM1-MM2 robots too.
Posted on August 2nd, 2013 at 3:11pmEdited on 2013/08/02 at 3:25pm
Posted 2013/08/02 at 3:11pmEdited 2013/08/02 at 3:25pm
#2
@ Brorman Nice, this is what I've been asking from Adrian for a Guts Man re-color. He has delivered, YES THANK YOU!
I work first in MSPaint then finish up with Gimp. You should get it as it's free, and legal. It's also updated occasionally to compete with software like Photoshop.
http://www.gimp.org/
I really need to start writing some threads about my work here on the MM RPG so I can give out some little tips here and there.
Yeah I have Gimp and Paint.NET, which works just as well. But I was just dumb and began with doing things in the wrong order. Threads about artist's work would be interesting though.
Seeing how playing against other players is now actually quite rewarding and fun, I'd like the player robots to have their "correct" stats. I don't know how difficult this would be to implement.
Posted on August 12th, 2013 at 8:17pmEdited on 2013/08/12 at 8:18pm
Posted 2013/08/12 at 8:17pmEdited 2013/08/12 at 8:18pm
#7
Would it be possible to have the Robot Masters from the concept art of MM9 being in the game as optional unlocks? [link]http://www.themmnetwork.com/2012/12/17/concepts-unearthed-the-beginnings-of-mega-man-9/[link]
@Brorman : I've fixed the in-battle stats for the player battles so that it matches the data found on the leaderboard and in-game. It will be out during the next update. :)
@ThePlayer : I would LOVE to have the concept art robots in the game, but that will have to come much, much later. I think it would be awesome having Sting Man, Honey Woman, the alt-coloured Jewel Man, and a bunch of other ones. Once the main game is complete, adding individual characters will not be a huge hassle, so I could see something like this being very likely. ^_^
@Avocadora : This is strictly a classic-series RPG... but I've already borrowed a lot from Battle Network so maybe. I don't want add anything that would contaminate the X-series story or make it impossible for my game to fit in with the timeline, but I'm open to special exceptions once the main game is done. Or maybe... some "new" abilities for existing robots could be based off of X-series weapons? Shotgun Ice being a special event weapon for Ice Man, for example (or maybe it should be changed to Ice Shotgun for consistency with the new update...).
I haz an Idea! More Default attacks other that the buster shot. Like a Punch or Kick. And Maybe a Default attack for a specific core! (Example: for Cutter, an attack where you can charge at the opponent with a sharp object on the users head, not ALL the cutter players can use them, but it's Generic.)
@LordFrieza : Great idea! I'll think about having default abilities for each core type, but at the very least I'm definitely adding some more zero-energy neutral attacks. At the very least they'll add more diversity to battles - it's a bit lame right now where every single robot has to have Buster Shot equipped to be useful. :P
@coolcat702 : Another great idea, but one that I have to really think about. I originally had the robots unlocked at the level you fought them, but.... it felt really unbalanced unlocking a Level 8 or 10 Guts Man when your Mega Man was still Level 2 (for example). Another weird scenario was unlocking a robot with all it's abilities already learned - it just wasn't as fun as leveling them up yourself. I can see the reason for the suggestion though, so I'll keep it in mind and try to find a compromise.
@Adrian Marceau Ok, but maybe have all players share powers? Like when Dr. Wily unlocks Atomic Fire, it can be used by Dr. Light. Another example: If you have Cut Man and want to equip Metal Blade, you can!
Posted on October 2nd, 2013 at 4:36pmEdited on 2013/10/02 at 4:38pm
Posted 2013/10/02 at 4:36pmEdited 2013/10/02 at 4:38pm
#14
@coolcat702 : You can already kind of do that! :P When you're in the robot editor, click on the "Player Name" and you can transfer robots between players. So if you transfer Cut Man to Dr. Wily (for example) you could teach it Metal Blade and if you transfer Crash Man to Dr. Light (for another example) you could teach it Hyper Bomb. Each player has access to different abilities, but they can be shared with a little effort. :)
Okay, here's another one. (I'm probably bombarding you with these things) If you do MM3 robots, have it be both a Light and Wily campaign chapter, with you unable to share the MM3 bots, or maybe two different sets of 4 for that?
Posted on October 2nd, 2013 at 6:53pmEdited on 2013/10/08 at 8:30am
Posted 2013/10/02 at 6:53pmEdited 2013/10/08 at 8:30am
#16
This is kind of minor, but can we have unique backgrounds for each team's intro and fortress fields? Seems weird that Dr. Wily start outside Dr. Light's house, and that the inside of Light Laboratory looks the same as Wily Castle.
Here are some suggestions:
Dr. Light -Intro: Default -Fortress: Light Labs interior from Mega Man 3 (i.e. the "Wiley ran off with Gamma!" Scene)
Dr. Wily -Intro: Wily Stage Map from Mega Man 2 -Fortress: Default
Dr. Cossack -Intro: Cossack Stage Map from Mega Man 4 -Fortress: Cossack Stage 2 from Mega Man 4
They don't have to have different multipliers or anything, just an ascetic change.
Posted on October 8th, 2013 at 4:50pmEdited on 2013/10/08 at 4:56pm
Posted 2013/10/08 at 4:50pmEdited 2013/10/08 at 4:56pm
#17
@Spinstrike : Those are actually great ideas and something I plan to do eventually, it's just a matter of when. I was going to create them for this update but time is tight and and I had to push it to the next update instead (whenever that is) as well as a few other... "features" that I wanted to implment. But I will definitely be differentiating their stages at some point - I know as well as everyone else that the inside of Light's lab does not look like that. XD
If that's something you're interested in, I think it would be super cool and I'd definitely add it to the database!
They would have to be like the Pokedex and describe them not as individuals, but as species (or models), but I think it would be really awesome. I'm still really torn on exact story details, but one thing I'm certain of is that all the robots that appear are just data and replicable and not the originals we defeated in past games. There is no one "Guts Man" in this prototype world - there are many - and that's why I refer to the robots with "it" rather than "him" and "her" in game. The database can use those pronouns of course, but in battle I'm referring to the digital being (it) rather than the figure it represents (he/she).
If that doesn't sound like too much restriction, I think it would be a FANTASTIC addition to the game's narrative and would add a lot to the experience! XD Let me know what you think...
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