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Prototype Devroom : Game Suggestions

June 24th, 2013 at 5:40pm
 
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Ageman20XX
Ageman20XX
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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!

For website-related suggestions, see this thread.
Prototype Devroom : Game Suggestions
Posted by Ageman20XX on June 24th, 2013 at 5:40pm
Viewed 21375 Times
MegaBossMan
 
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MegaBossMan
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Posted on February 26th, 2014 at 6:24pm Edited on 2014/03/20 at 10:42am
Posted 2014/02/26 at 6:24pm Edited 2014/03/20 at 10:42am
#1
What about certain fusion fields change the field? Having Rainy Sewers and Ice Jungle could have a frozen sewer, with pipes and whatnot.
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Icy Rshek
 
Icy Rshek
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Posted on March 20th, 2014 at 10:41am
Posted 2014/03/20 at 10:41am
#2
cna shrek be in game i be relly happi
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MegaBossMan
 
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MegaBossMan
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Posted on March 20th, 2014 at 10:43am
Posted 2014/03/20 at 10:43am
#3
@shrek ogre
I don't think Shrek would be in the game. The main robots haven't even been finished yet, Shrek doesn't really have a role here, and I don't think they have 8-bit Shrek sprites out there.
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thefastestlink
 
thefastestlink
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Posted on March 20th, 2014 at 4:46pm
Posted 2014/03/20 at 4:46pm
#4
well i think you could put my dream robot masters in: the omega unit. they are:

omega: the copy core of the unit.

gamma: a wielder of dark power and borders.

beta: the only female and buffs allies with her harp.

zeta: flies on a back-mounted jetpack a shoots debuffing arrows.

sigma mk0: uses twin kunai for fast attacks.

delta: creates shockwave as attacks and shields.

iota: the defensive wall.

theta: can fight beyond the grave for 3 turns.


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MegaBossMan
 
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MegaBossMan
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Posted on March 20th, 2014 at 5:07pm
Posted 2014/03/20 at 5:07pm
#5
sunbeam, it takes a long time to make a robot master. However, after all the main ones are finished, perhaps they might be put in.
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Retrop
 
Retrop
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Posted on April 2nd, 2014 at 2:56pm
Posted 2014/04/02 at 2:56pm
#6
Some time ago, Adrian said that he wanted the secondary abilities to be dual type (or something along those lines). Here are some suggestions:

Rising Cutter:
Primary Type: Cutter
Secondary Type: Earth/Shadow
Reasoning: The Rising Cutter seems to come strait out of the ground (Earth). The shadow part comes from it coming from the shadows.

Danger Bomb:
Primary Type: Explode
Secondary Type: Flame
Reasoning: The Bomb has recoil which is what Fire Type Pokemon in the TCG are known for (I know it's not that good, but it might work for a dual type ability).

Time Slow:
Primary Type: Time
Secondary Type: Space
Reasoning: Time and Space are sometimes judged as similar matter (heck, the MMKB has Time and Space robots in the same category: Spacetime).
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MegaBossMan
 
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MegaBossMan
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Posted on April 2nd, 2014 at 4:49pm
Posted 2014/04/02 at 4:49pm
#7
Perhaps a spoiler button?
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Retrop
 
Retrop
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Posted on April 9th, 2014 at 12:06pm Edited on 2014/04/09 at 12:08pm
Posted 2014/04/09 at 12:06pm Edited 2014/04/09 at 12:08pm
#8
The ability to search all the players on the leader board, and attack them. I WANT REVENGE! Also, if people attack you, a place to see who attacked you to get the ability for sweet revenge would be AWESOME!
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Reisrat
 
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Reisrat
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Posted on April 9th, 2014 at 12:36pm Edited on 2014/04/10 at 10:20pm
Posted 2014/04/09 at 12:36pm Edited 2014/04/10 at 10:20pm
#9
With the whole one two Nature abilities, I think releasing second abilities for the MM2 Robot Masters would be nice.
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MegaBossMan
 
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MegaBossMan
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Posted on April 9th, 2014 at 5:08pm
Posted 2014/04/09 at 5:08pm
#10
My ideas.

Bubble Man already has one.

Metal Man-Switches the room so faster robots are slower then slow robots.

Heat Man-What Spinstrike said about Atomic Tackle.

Wood Man- Has leaves fall from the ceiling while Wood Man falls near the opponent to stun them for a turn. The leaves strike multiple times for damage.

Air Man-Charges for a turn to make a junk tornado, which is wind and impact

Crash Man- Blows up part of the field, landing on the opponent(changes to type of field)

Flash Man-Freezes time and shoots multiple buster shots, hitting the opponent 7 times (if hits)

Quick Man-Charges at the opponent, acting much like Quick attack from Pokemon.

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Reisrat
 
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Reisrat
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Posted on April 9th, 2014 at 7:01pm Edited on 2014/04/09 at 7:09pm
Posted 2014/04/09 at 7:01pm Edited 2014/04/09 at 7:09pm
#11
For Air Man, since Dust Man's weapon is already Wind/Impact, I think maybe a Wind/Swift would give more variety.

EDIT: Checking his move pool, it would overlap with Buster Rod, so maybe a Wind/Earth tornado flinging debris?
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Shadownnico
 
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Shadownnico
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Posted on April 10th, 2014 at 9:35pm Edited on 2014/04/10 at 9:37pm
Posted 2014/04/10 at 9:35pm Edited 2014/04/10 at 9:37pm
#12
Maybe Air Man's Junk Tornado could be Wind/Field type, similar to the Super Arm.
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KingYamato
 
KingYamato
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Posted on April 20th, 2014 at 11:21pm
Posted 2014/04/20 at 11:21pm
#13
Why not add more Robot Masters? I'd say set a maximum limit of 30 (2 support bots and 8 Robot Masters for each doctor if you balance it out), but we should be able to have some variety among our bots. After all, a large number of my favorites are from the later Mega Man games.
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Toastman
 
Toastman
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Posted on April 20th, 2014 at 11:50pm
Posted 2014/04/20 at 11:50pm
#14
@KingYamato All of the Robot Masters and Star Droids will be in the game and usable in battle.
In Bonus Field II you have a chance at fighting some of the unfinished robot masters (including the full cast of 5 and 3) and can acquire the weapons of the Robots from 3 via copy shot. The Robots from 3,5,6,7, and 9 will be released in the next two expansions. Adrian had a image of his little notepad where he keeps his ideas about the chapters and what players fight what Robot Masters somewhere on the forums.
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Retrop
 
Retrop
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Posted on April 21st, 2014 at 11:46am
Posted 2014/04/21 at 11:46am
#15
In Final Destination III, you fight the so-called "Powered Up Copies" of the Robot Masters. However, the only thing "Powered Up" about them are their levels. I'm not asking to give them new stats, signature attacks, etc. Maybe in the future (or someday) you can make it so that the Robot Masters are similar to the Copy Core robots in Final Destination II (dark aura).
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Reisrat
 
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Reisrat
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Posted on April 21st, 2014 at 12:35pm
Posted 2014/04/21 at 12:35pm
#16
With all the charged weapons and status attacks there are and will be, I think a drop-down menu showing temporary effects and their durations would help see which Busters are charged and how long your Robot Master is unable to switch.
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MegaBossMan
 
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Posted on April 21st, 2014 at 4:05pm Edited on 2014/04/21 at 4:45pm
Posted 2014/04/21 at 4:05pm Edited 2014/04/21 at 4:45pm
#17
What about Special Dialogue? As in......

Proto Man to Mega Man
Start: "Let's see which of us father made stronger! "
Victory: "Your trust is holding you back from defeating me...."
Defeat: "Maybe you are the superior model, Mega Man..."

Mega Man to Proto Man
Start: "Proto Man, what are you doing?!"
Victory: "I really didn't want to do that to you....."
Defeat: "You did really good, Proto Man....."
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TailsMK4Omega
 
TailsMK4Omega
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Posted on April 24th, 2014 at 11:12pm Edited on 2014/04/24 at 11:18pm
Posted 2014/04/24 at 11:12pm Edited 2014/04/24 at 11:18pm
#18
Crash Bomb is a really weird weapon...whenever I use it, it barely does any damage, yet whenever I go against the AI and it uses the move, the move almost always destroys my robot, even if the Explode modifier is normal. So I looked around to see if there are any stages that I could play on to reduce the effect of the move...and no stage exists that puts the Explode modifier below x1.0. I think this is the only element in the game that stages do not set any unfavorable modifiers for Explode. Think this can be changed in the future (and also maybe try to make the damage more consistent between the player and the AI, or else clue me in on how to make the move stronger when I use it (I let it go off on its own, but it barely does any damage...))?
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Reisrat
 
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Reisrat
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Posted on April 25th, 2014 at 7:02am
Posted 2014/04/25 at 7:02am
#19
@TailsMK4

The only way I've found to make Crash Bomber better is to increase the multiplier on the field. It's main use is picking off high-defense enemies, I think, but that seems a bit wasting of Crash Man's Attack stat.
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KingYamato
 
KingYamato
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Posted on April 30th, 2014 at 10:12pm Edited on 2014/05/01 at 12:15am
Posted 2014/04/30 at 10:12pm Edited 2014/05/01 at 12:15am
#20
Just a suggestion, since a new text box scrolls onto the feed every time an attack is made or a robot takes a hit, why not add attack/hit quotes for robots? I'm not talking just one here either; I'm talking the multiple responses you get like in MM8 boss battles. Shouldn't be too hard to create an RNG that would just pick one, though it might slow down battles since there's more to load per action.
Technical obstacles aside though, combat-related voice responses were one of the few things I think MM8 got right, and I see a lot of potential for it to be used here. Even if there aren't responses for each attack or hit a robot takes, I think that when some sort of passive ability (beneficial and detrimental passives would have different responses obviously) like Atomic Fire's attack increase or Bubble Spray's increased vulnerability to Electric-based attacks (respectively) is cast on a robot or they're given an item (mostly thinking of when given an extra life) they should at least have a response for those kind of things, even if there is only one.
For some examples of what I'm suggesting, look at my last post in the Make-A-Moveset thread.
Another option would be to script a certain voice response to every move (for example, "You're fried!" would always be scripted to the Thunder Beam if implemented).
@TailsMK4 Crash Bomber deals damage as a percentage of a target robot's health. Thus because your robots probably have more hit points than the enemy's they take more severe damage (10% of 800hp is 80 while 10% of 40hp is 4).
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