ADRIAN EDIT : As far as that screenshot goes, yes - I am trying to add the shop in this update. Or at least something resembling one. I'd like to keep the exact mechanics a secret right now while I finalize details, but I think it will add a very fun layer to the game and make much use of all those extra Energy Pellets and Weapon Pellets you have laying around in your inventory. :P Oh, and before you get too excited the star-shaped item is just a Field Star (which are items as far as the programming is concerned).
Spring Update Preview : Mega Man Goes Shopping Posted by MegaBossMan on March 26th, 2014 at 9:50pm Viewed 8936 Times
Posted on April 7th, 2014 at 4:19pmEdited on 2020/08/12 at 11:49pm
Posted 2014/04/07 at 4:19pmEdited 2020/08/12 at 11:49pm
#2
Perhaps the core could also/maybe boost a character.
EX: Crash Core boosts Crash Man's abilities.
I think it's more likely what Retro said, but since there's only three core types, it would only affect a small group. BUT they are the most important characters. Oh Adrian, your ways confuse me with your.....mystery. XD
Also, allowing only one item per turn definitely makes it more fair for the opponent, although I don't think that's going to help us.
So if what Retro thinks is true, I'm guessing any moves that the core wouldn't be able to use, like Flash Stopper on a Freeze Core, would be removed from the Robot Master.
And yes E-Tanks and W-Tanks would be much more useful I think.
Will you somehow make items appear less/less valuable items appear depending on how low the enemy level is? Someone could easily take their most powerful RM, go back to Chapter 1, and just grind the hell out of the easy RMs and load up their inventory. I'm fine either way; I was just wondering if that would be moderated.
Posted on April 16th, 2014 at 1:06pmEdited on 2014/04/16 at 1:34pm
Posted 2014/04/16 at 1:06pmEdited 2014/04/16 at 1:34pm
#6
A few more random previews to show you guys. What I'm working on right now might seem uninteresting or simple or "easy" to program, but what I'm really doing is building a solid foundation for all these new features I've been talking about. Doing it this way ensures better testing and planning, and honestly it's how I've been programming this game from the very start. Anyway, on to the screenshots!
--
The first thing you'll notice is that the height of banner area in the prototype has been reduced by about... 70 pixels? This leaves a lot more room for buttons and text and other content, which was necessary to fit some of the new features into the available screen-space. I know that you can technically scroll areas that are too big for the window, but I like to avoid scrolling as much as possible (it feels clunky in most game-contexts) and code for the lowest-possible screen resolution. It's just more accessible that way, in my opinion. Note that navigating to/from the "home" menu causes the banner to expand/shrink to its previous dimensions - they worked quite well for that tab. Anyway...
The in-game leaderboard has been fleshed out a little bit more and now shows the appropriate colours and avatars. Other changes may or may not be coming to this section depending on if I have time.
(inline) (inline) The robot database now shows the robot's home-field. This is mostly just an aesthetic update to the page, but maybe cross-referencing will come in handy at some point.
The robot editor's functionality remains largely unchanged except for two small details - the robot selection area has been expanded and shows larger mugshots (so it's easier to review your teams) and now has a more fleshed-out sort option, allowing you to sort by either number or level, ascending or descending.
And finally, the player editor has been expanded a bit to include Player Items. As you may or may not have noticed, all players pull from the same "pool" or "inventory" of items. If a target robot drops an Extra Life in Dr. Light's game, both Wily and Cossack also have access to that same item and its quantity. This feature will remain unchanged, but the exact items that each player has access to in battle can now be customized. This would have been pointless before as there were exactly 8 items to collect in the game, but now that there's more... :)
Oh, and the "one item before you attack" limit has also been extended to switching. Now you can only switch and/or use an item once before your attack and no more. This should make the larger items a lot more useful and smaller ones... less so. With this in mind, I don't think over-grinding on the first stage will be too much of a problem as the only "useful" item you could get that late in the game are small screws and I think that's a perfectly acceptable strategy.
Posted on April 28th, 2014 at 7:15pmEdited on 2014/04/28 at 7:21pm
Posted 2014/04/28 at 7:15pmEdited 2014/04/28 at 7:21pm
#10
I actually have one of those Yashichis myself that I haven't used. I obtained it while fighting in the Bonus Chapters, so I assume there's a rare chance of getting one there. I think I obtained it while trying to get the extra weapons. For me, I'm mostly interested in the extra items...I don't know if they are permanent effects or temporary. I kind of wonder what the item limit will be now...
(Hoping permanent so that it'll be much harder to defeat me in Player Battles...logging in to the game only to get 10+ losing screens is something to look forward to. :/ )
I haven't used my Yashichi out of standard "What if I need this later" RPG fears. You know, like never using those 100 damage items you get at the start of the game then hold on to even when you're hitting halfway to the damage cap with basic attacks.
Posted on May 20th, 2014 at 4:59pmEdited on 2014/05/20 at 10:12pm
Posted 2014/05/20 at 4:59pmEdited 2014/05/20 at 10:12pm
#15
Man, FaceBook sure is getting a lot of attention. If only there was someone who could post the new pic on FaceBook, making it easier. Oh wait......
This too
And the last.....
Now if only I could post a pic a day like Brorman did for "The Meganificent Update". It might reveal too much.... I'll just try to put the Facebook ones on here as well!
1.The first pic obviously shows off Top Man's stage. Apparently, the stage was completed twice. The flea robots are in the stage, as stated by Adrian.
2. I believe that's the demo being played there. Only three turns. Mega Man is obviously changing color. Light's house is not visible.
3. Mega Man was originally purple until the electric core affected him. Mega Man is also very "Powered Up" in his stats. The field multiplier also went up 1.0. Some Mets were already killed. The Time multiplier is also up, giving us evidence that Time Cores were used.
I think I'll borrow that speculation device, MegaBossMan.
4. Notice how the Hard Man victory screen says Chapter Two, and the player is Dr. Light? I think that the MM3 robots are fought in Dr. Light's story, which means that extra RMs added to the game later extend at least Chapters 2 and 4. The main question is, will the RM3 robots also be featured in Final Destination? If so, that possibly means that the next few updates will extend Chapter 5 in each story by one battle each.
5. Now for something more opinion-based than fact-based. I believe that Wily will have the MM6 robots next in his story, and Cossack will have MM5 robots. Why? Wily stole the MM6 tournament robots for his own use, and Proto Man was involved a great deal in MM5. As for series beyond MM6...I'm not sure what Cossack might get.
Wow. The speculation device never worked that well for me. There was a list by the players on who gets who in the Suggestions thread but I think that was just one big mess. MM9 for Light, 8 for Cossack, and 7 for Wily? I know 8 wasn't created by Wily so possibly Cossack gets them?
I think it was the MM7 Robot Masters that were made by someone else. Might just be Megamix though. Still, the Proto Shield was a secret weapon in that, so Cossack could get them because of that.
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