Mega Man RPG Prototype Game Development

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Prototype Devroom : Updates Queue

July 23rd, 2013 at 8:56pm
 
Developer
Adrian Marceau
Adrian Marceau
113,913,695 BP
204 TP | 518 PP
I'm going to use this thread as a means to show you guys what new features, bug fixes, sprites, or other updates I have in queue and/or plan to do at some point in the future. I will periodically update this thread and cross-off items once they are completed, and once they're all done I'll move on to the next set of requests and add them below.

Sometimes it's easier and/or faster to fix a bug or add a new feature than it is to write about it, so at the very least you guys will know when things have been worked on or fixed even if I haven't written an official update yet. Thank you all for your patience, and please do not hate me for taking so long to finish this thing. >_<

Prototype To-Do List 2013/07/23
  
- Mega Man 3 robot master fields (Needle, Magnet, Gemini, Hard, Top, Snake, Spark, Shadow)
- Mega Man 3 robot master weapons (Needle, Magnet, Gemini, Hard, Top, Snake, Spark, Shadow)
- Mega Man 4 robot master fields (Bright, Toad, Drill, Pharaoh, Ring, Dust, Dive, Skull)
- Mega Man 4 robot master weapons (Bright, Toad, Drill, Pharaoh, Ring, Dust, Dive, Skull)
- Make Fire Storm weak to Freeze and Atomic Fire weak to Water
- Make Guts Man less pink, maybe like Proto Man?
- Assemble the sprites for Punk, Ballade, Ballade2, Flame Man, Plug Man
- Prevent/remove player bonus on traded robots, only experience is doubled
- Source robot boost? Make robots better at using their own weapons (than someone else) in some way...
- Dual-core robots maybe? Stardroids at least, or maybe something similar?
- Decide what to do about Quint... Sakugarne as part of sprite or as attachment?
- Allow sorting of robots, maybe manual or a quick "by number" option?
- More mooks/grunts like the background enemies, Met is boring and so many possibilities
- Visually distinguish between attack and support abilities in the menu? [no]
- Auto-equip earned abilities to compatible robots at the end of the battle if there are empty slots
- Implement weapon-energy and make sure every ability requires some if core does not match
- Make the Buster Shot slightly weaker, but give it infinite ammo so all robots have a backup ability
- Make battle-menu buttons partially transparent to show the background colours through more
- Make an impact/smash attack for Heat Man : Atomic _______
- Create an FAQ for the about page, maybe some kind of how-to-play overview?
- Add fortress bosses like the Yellow Devil, Mecha Dragon, Wily Machines, etc.
- Add a player ability list in the robot editor so people don't have to reference the leaderboard
- Player-vs-player somehow? Very unlikely (complicated), but it would be nice...
- Add rounds/reductions to battles to make it harder, do not recover energy between rounds
- Decide how multiple-round battles should be displayed on the main menu
- Create Base2 sprites for all the robot masters thus far and finally implement it in-game
- Find a better way to express dual-type ability button colours, CSS is tricky to work with sometimes
- Track down and fix the prototype bug causing robots to regenerate after defeat
- Add a way to +1 or "like" threads, posts in the community forums
Adrian Edit 2017/02/18 : While these are good ideas and most will eventually be implemented, having a community thread about that has not worked out too well. It's difficult to keep it updated and prioritized, plus I much prefer to do development at my own pace based on what feels right at the time. As such I'm locking this topic and removing its sticky status. Apologies for the inconvenience.
Prototype Devroom : Updates Queue
Posted by Adrian Marceau on July 23rd, 2013 at 8:56pm
Viewed 934 Times

12 Comments

 
The Keep Man
834,574 BP
11 TP | 81 PP
Posted on July 24th, 2013 at 1:32pm
Posted 2013/07/24 at 1:32pm
#1
Dude... I tell you.... I finish Spring Man Skin and i start with quint ;) (Keep Promise ;) )
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Developer
Adrian Marceau
113,913,695 BP
204 TP | 518 PP
Posted on July 24th, 2013 at 8:34pm
Posted 2013/07/24 at 8:34pm
#2
I definitely want you to do him, but before officially give you the job I need to decide (in my mind) how I want him done. Quint's design is very unique, and I'm thinking about whether the Sakugarne should be part of his robot sprite, or added as a separate ability/attachment in-game. Once I figure it out I'll let you know, and the Spring Man you sent me looks GREAT! I look forward to rest of the sheet, and it will be a lot of fun to see MM7 robots in the game at some point. ^_^
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The Keep Man
834,574 BP
11 TP | 81 PP
Posted on July 25th, 2013 at 4:19am Edited on 2013/07/25 at 4:51am
Posted 2013/07/25 at 4:19am Edited 2013/07/25 at 4:51am
#3
Hehehe... Thx... I'm here for help you ;)
And tell me your ideas to make quint by e-mail or facebook... If you want ;)
But. I see quint class in MM8BDM... And they are right... Has an Quint Buster (like Bass Buster but no quick shots) and he call sakugarne to use it... So... We need talk about it ;)
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Contributor
Spinstrike
116,512,060 BP
6 TP | 262 PP
Posted on July 26th, 2013 at 2:47pm Edited on 2013/07/26 at 2:53pm
Posted 2013/07/26 at 2:47pm Edited 2013/07/26 at 2:53pm
#4
For Heat Man's impact/smash attack, I was thinking of something like Fire Man'sFire Chaser, abet with defense (i.e. would be twice as effective against robots with a lower defense than the attacker's, and half as effective against those with a higher defense).

As for a name, I have a few...
-Atomic Dash
-Atomic Charge
-Atomic Bodyslam
-Atomic Slam
-Atomic Smash
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Developer
Adrian Marceau
113,913,695 BP
204 TP | 518 PP
Posted on July 28th, 2013 at 5:46pm
Posted 2013/07/28 at 5:46pm
#5
I was able to cross a few things off the list this weekend! Nothing major, but I think they make the overall experience more enjoyable. Also added a little "Battle Tips" popup to the main menu and changed the way missions work so they remember which level you defeated them at and get tougher with each additional victory. No major bug fixes though - only Time Arrow got tweaked as the recovery amounts were off. Thank you for your continued patience!
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Developer
Adrian Marceau
113,913,695 BP
204 TP | 518 PP
Posted on August 5th, 2013 at 6:55pm
Posted 2013/08/05 at 6:55pm
#6
Crossed a few more things off the list, like the Weapon Energy mentioned in the recent update. So excited!
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CHAOS_FANTAZY
21,642,085 BP
7 TP | 121 PP
Posted on January 21st, 2014 at 6:04pm
Posted 2014/01/21 at 6:04pm
#7
Hey, uh, what all do you need for fields? I'm a guy with ample amounts of free time and access to all the necessary textures; I'd be happy to push development along if I can.
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Developer
Adrian Marceau
113,913,695 BP
204 TP | 518 PP
Posted on January 25th, 2014 at 9:00pm
Posted 2014/01/25 at 9:00pm
#8
Well, if you're asking I need all the fields for MM3 and MM5+, with 3 being the priority and the rest coming as the RMs are complete. That being said, I'm not sure if you want to. The fields are actually pretty complicated to create and require many steps.

If you're curious, check out one of the field's folders. The Rusty Scrapheap field is animated and is therefore a lot more complicated, though a non-animated field like the Abandoned Warehouse took a little less effort to throw together.

Rusty Scrapheap

Either way, everything needs to be in very specific file types and sizes, and it's all created in Photoshop with very specific layer styles and guides to adhere to. If you're still interested and want to try creating one, I'll send you the raw photoshop file to play around with, but I warn you it's a pretty tedious process. :|
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Contributor
Spinstrike
116,512,060 BP
6 TP | 262 PP
Posted on March 26th, 2014 at 9:54am
Posted 2014/03/26 at 9:54am
#9
Any idea when the next update is coming out?
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Administrator
MegaBossMan
4,484,807,684 BP
46 TP | 1622 PP
Posted on March 26th, 2014 at 11:06am
Posted 2014/03/26 at 11:06am
#10
I emailed Adrian and he said

"To answer the question, I'm not sure yet. I've gotten past most if not all of the memory bugs and the game runs smoothly again on my PC and shouldn't cause anymore crashes on the server once I upload it, BUT there are still a few more things to clean up. Maybe another week on that stuff?




After that I'm going to try and fix all the OTHER bugs reported since then, or at least some of the easier-to-fix ones. That may take me another week or so. And then I want to finally upload all the new sprites that have been sent to me the last few months which may take another week.




Initially I wanted to have this done by my birthday (the 28th of this month) but it looks like it might not be ready until late April or early May. >_>




I'm so sorry everything is taking so long but I promise it'll be worth it eventually... Thank you all for baring with me - these server issues really caught me off guard and screwed up my update schedule. I guess I didn't program the game good enough to scale past 300 or so users, so the more players we get the more often it will crash until I upload the latest patch.




But yeah, anyway, thank you again and feel free to spread the word. At the very least you can tell them I'm TRYING to add the shop in this update but we'll see...."
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megaprotobassman
16,120,577 BP
4 TP | 138 PP
Posted on March 26th, 2014 at 11:07am
Posted 2014/03/26 at 11:07am
#11
And what about megaman 3 robot masters
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Administrator
MegaBossMan
4,484,807,684 BP
46 TP | 1622 PP
Posted on March 26th, 2014 at 11:15am
Posted 2014/03/26 at 11:15am
#12
First Adrian has to fix the bugs and input some new robot masters. Just wait. I can tell it won't be long! :)
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12 Comments

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