Mega Man RPG Prototype Community

Community  »  Game Development  » 
 
Developer
Ageman20XX
Ageman20XX
9,269,071 BP
221 TP | 575 PP
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
MegaBossMan
 
Administrator
MegaBossMan
79,651,336 BP
55 TP | 1831 PP
Posted on September 21st, 2014 at 9:02pm
Posted 2014/09/21 at 9:02pm
#1
Well, I don't expect this update to take that long. October can be thought of as Winter, and that's what I would estimate it. Most likely, it's going to be November.
^ Top
Mikey76500
 
Mikey76500
0 BP
0 TP | 0 PP
Posted on September 21st, 2014 at 9:33pm
Posted 2014/09/21 at 9:33pm
#2
Fall is September, October and November, fellows. Winter is December, January and February.

Patience, grasshoppaaaaaaas.
^ Top
Ageman20XX
 
Developer
Ageman20XX
9,269,071 BP
221 TP | 575 PP
Posted on September 21st, 2014 at 10:32pm Edited on 2014/09/21 at 10:39pm
Posted 2014/09/21 at 10:32pm Edited 2014/09/21 at 10:39pm
#3
Despite years of watching YouTube videos and reading blogs about the dangers of "power creep" in game design, I made a huge mistake and succumbed to it anyway. I apologize to all players for my folly, and hope you'll understand why I need to fix it - no matter how frustrating it might feel now.

This whole 9999 stat thing was fun while it lasted, but it's really messed with the balance of the game and the uniqueness of the characters. As such I'm revising the way stats are calculated and allowing each robot master to retain their unique stat-spread even at "maxed" levels. Some players will undoubtedly be upset by this change as it means they will no longer have robots with a 9999 stat in anything, but I feel it is absolutely necessary to keep the prototype fun and sustainable long-term.

Anyway, "Winter" was purposefully ambiguous because I'm not quite sure how long it'll take for update to come out but I'm optimistic it'll be during or before December. If I was just doing the costumes it might take less time, but I really wanted to fix this stat thing before I even considered adding MM5+ content. There would be no point otherwise. :|

I hope the other changes and additions are enough to ease-over those most upset, but I promise it's for the best. Thank you for playing and for dealing with my sometimes erratic programming through the development of this game. It really means a lot that you've all stuck around as long as you have. ^_^
^ Top
Mikey76500
 
Mikey76500
0 BP
0 TP | 0 PP
Posted on September 21st, 2014 at 10:36pm
Posted 2014/09/21 at 10:36pm
#4
@Adrian Marceau : Concerning the dynamic player levels, that's a bona fide brilliant idea. Good one.

Also, I've only been here for 15 days, but, you're welcome, anyway.
^ Top
TheDoc
 
TheDoc
12,484,029 BP
3 TP | 717 PP
Posted on September 21st, 2014 at 11:00pm
Posted 2014/09/21 at 11:00pm
#5
@Adrian Marceau : Well, think of it this way, Adrian: some people fall victim to errors in the game and stubbornly do nothing about it, regardless of whether complaints arise or not.
You spotted the issue and promptly dealt with it. What's done is done.

It's a prototype, and you're putting your heart and soul into it. You don't have to apologize. :)
^ Top
Tobyjoey
 
Contributor
Tobyjoey
151,500,697 BP
17 TP | 436 PP
Posted on September 22nd, 2014 at 6:00am
Posted 2014/09/22 at 6:00am
#6
@Adrian Marceau : Hey, you know what they say. To er is to human, to argh is to pirate. Wait, I think I got that wrong. Everybody makes mistakes and this is a prototype, a work in progress. It means a lot you temporarily came back from your brake to tell us this.
^ Top
CHAOS_FANTAZY
 
Contributor
CHAOS_FANTAZY
3,879,253 BP
7 TP | 121 PP
Posted on September 22nd, 2014 at 6:41am
Posted 2014/09/22 at 6:41am
#7
Indeed, the database does seem to have more entries than it did before—more than a few. I'd be willing to bet on Fake-Man, the four Dark-Men, maybe Doc Robot? Not sure why Alien or Bond would be there, though...they're supposed to be a secret.

Hm. Guess I'll see. Later rather than sooner, unless he tells me about it early for some reason.
^ Top
Mikey76500
 
Mikey76500
0 BP
0 TP | 0 PP
Posted on September 22nd, 2014 at 12:10pm
Posted 2014/09/22 at 12:10pm
#8
Well, let's see some simple math, here.

If there's was someone with a Maxed-out Mega Man [BossMan],

Attack: 9,999 [old limit] - 4,462 [new limit] = 5,537 overage
Defense: 9,999 [old limit] - 4,462 [new limit] = 5,537 overage
Speed: 9,999 [old limit] - 4,462 [new limit] = 5,537 overage

5,537 x 3 = 16,611 total overage.

16,611 x 100z/100 BP would be 1,661,100z/1,661,100 BP.

That sounds about right. Make it 100 BP, though; you have guys like the Big 3 [BossMan, Tails and Rhythm] that have many maxed-out robots, and they have enough Zennies [and BP, really] as it is.
^ Top
TailsMK4Omega
 
TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on September 22nd, 2014 at 12:39pm
Posted 2014/09/22 at 12:39pm
#9
gemini-man_alt ... I'll take the extra Zenny, I don't have much of that. :P

I am perfectly ok if my robots' stats are adjusted. Rather I'm super excited about the change coming since finally robots can have more Energy (I hope this means no more battles determined by the first attack of the match). I just kinda wish I knew what my new amounts are going to be, since I don't want to end up having my stats lower than what they could be. I was even willing to have my robots reduced to level 1 just so I can have a say on what their actual final stats were going to be. I'm also excited with the upcoming alt. costumes, so I think this new update should tide even the vets like us for a little while, now that matches should hopefully be a little more unpredictable, since I hope the Energy increase means the "max stat" robots shouldn't be able to get one-shot anymore. The mystery robot feature in the Player Battle selection screen also should be of help to those of us on the other side of the field we cannot control.

Adrian, I believe the upcoming changes will be WELL WORTH a little sacrifice on our parts. The only thing I ask? Don't burn yourself out too much trying to add the changes in. :P ring-ring
^ Top
Spinstrike
 
Contributor
Spinstrike
4,502,757 BP
6 TP | 262 PP
Posted on September 22nd, 2014 at 1:37pm
Posted 2014/09/22 at 1:37pm
#10
I'd just like to say that "Mint Ice Man" is the most adorable thing I've heard all day. All the alts should have cute little nicknames. :)
^ Top
Shadownnico
 
Contributor
Shadownnico
43,853,141 BP
13 TP | 182 PP
Posted on September 22nd, 2014 at 3:13pm Edited on 2014/09/22 at 3:31pm
Posted 2014/09/22 at 3:13pm Edited 2014/09/22 at 3:31pm
#11
I love the new features, and as much as it hurts, I think the Stat capping is for the best. However, I don't know if Zenny is the best option, seeing as I have a lot and if I even need I have lots of items. I would preffer either BP or the leftover points being passed over to any other robot. Still, I love the new alts and I love that now the game will be a lot more diverse.

Also, I was a bit scared at first because I though "Wait, isn't winter in June/August?" but then I remembered hemispheres and stuff
^ Top
MegaBossMan
 
Administrator
MegaBossMan
79,651,336 BP
55 TP | 1831 PP
Posted on September 22nd, 2014 at 4:03pm
Posted 2014/09/22 at 4:03pm
#12
I'm excited to say the least, and the stat-capping doesn't affect me. I mean, I'd feel the over-flow points(That overflow from energy)should still go to other robots. To be honest, I have too much BP and Zenny as it is. Besides that, it looks pretty good and I can't wait! Especially for the alt-costumes!
^ Top
Ageman20XX
 
Developer
Ageman20XX
9,269,071 BP
221 TP | 575 PP
Posted on September 22nd, 2014 at 6:20pm Edited on 2014/09/22 at 7:09pm
Posted 2014/09/22 at 6:20pm Edited 2014/09/22 at 7:09pm
#13
Thank you, everyone. Your understanding and kind words mean a lot. I'll definitely try not to burn myself out - I'm still not that good at pacing myself and taking appropriate breaks when I program, but I'm much better at it than I was in the beginning and am getting a little better every year. Luckily, I'm also getting a little bit more efficient in my programming each year so I think it evens out. :P

For the overflow conversion, I'm glad I asked - it looks like there are a lot of different opinions and ideas on this one but I want to make sure everyone walks away happy. There's another, unrelated idea I was throwing around last week, but now I'm thinking it might be the perfect solution to this problem. Let me explain...

Score Balls are an item that appeared in Mega Man 1 on the NES and were never heard from again. Only briefly re-appearing in Powered Up, the items have long since been forgotten and why wouldn't they be? Mega Man games haven't had points or scores for a long time now (sadly). You know what does have points? The MMRPG.

I want to add several varieties of Score Balls to the RPG, but I'm going to twist the purpose slightly into something much more appropriate for our game. Please understand, these are just ideas right now and might not make it into the final update, but I wanted to bounce the idea off you guys all the same.
Red Score Ball 2000z
A small red sphere that glows with a mysterious power. Using this item in battle increases the point reward for the current mission by 500!

Blue Score Ball 2000z
A small blue sphere that glows with a mysterious power. Using this item in battle increases the point reward for the current mission by 5%!

Green Score Ball 4000z
A large green sphere that radiates with a mysterious power. Using this item in battle increases the point reward for the current mission by 1000 for each active robot master on your opponent's side of the field!

Purple Score Ball 4000z
A large purple sphere that radiates with a mysterious power. Using this item in battle increases the point reward for the current mission by 10% for each disabled robot master on your opponent's side of the field!
I was originally going to have these items be dropped by robots/mechas and be much weaker, but there are already plenty of in-battle drops to collect and sell and high-level players need something more meaningful to spend their money on. As such, these items will be sold in Auto's Shop post-game as a fun way to play the system and boost your BP for non-player-battle missions. I think it will be fun, and using the right ball at the right time will add another layer to BP grinding that isn't so rinse-repeat.

How does this solve the stat conversion problem? Well, I'm thinking that if I convert everything to Zenny, you guys could either keep the zenny, or buy Score Balls from the shop and do your own conversion into battle points. It'll be up to each individual what they do with the reward that way, and could easily be chained for a whole buttload of BP.

Let me know what you guys think of this idea, and thank you again for all your support and ideas and everything else you great people do. :)
^ Top
TailsMK4Omega
 
TailsMK4Omega
12,787,140 BP
20 TP | 467 PP
Posted on September 22nd, 2014 at 6:39pm Edited on 2014/09/22 at 6:52pm
Posted 2014/09/22 at 6:39pm Edited 2014/09/22 at 6:52pm
#14
gemini-man_alt ...I did some math just now using Adrian's Mega Man example, and my Mega Man has a total of 30,592 stat points placed on him (9999 for Attack, Defense, and Speed, plus 595 for Energy), and considering the scenario that my Mega Man gets his stats changed to 4462 for each stat, that leaves my Mega Man with 12,744 overflow points, and that's just Mega Man. For Roll's example, she actually has 30,890 stat points attached to her, because of the extra Energy she has. Doing the math here according to the example up above, I would end up with 13,026 overflow points. So, simplifying the math, let's just say that my support robots would have 13,026 points each, for a total of 39,078 overflow points. Add that to having 35 robots with 12,744 points a piece, and the absolute total overflow points I would have on my account is a crazy 485,118. So yeah...I'm not sure how those extra points will get used since my other robots will have a crazy amount of overflow too, unless perhaps I start with level 100 "max" stat future robots, I guess. Or perhaps the extra points could be applied to free level ups for the mechas? I have no idea...but I imagine my math is not too far off... ring-ring
^ Top
MegaBossMan
 
Administrator
MegaBossMan
79,651,336 BP
55 TP | 1831 PP
Posted on September 22nd, 2014 at 7:07pm
Posted 2014/09/22 at 7:07pm
#15
@Adrian Marceau : Wow, sounds pretty good! I'd definitely like to see this included!
^ Top
Shadownnico
 
Contributor
Shadownnico
43,853,141 BP
13 TP | 182 PP
Posted on September 22nd, 2014 at 7:08pm
Posted 2014/09/22 at 7:08pm
#16
I like the idea of turning them into Zenny to buy Point Balls more than turning them directly into BP, and I like the concept of the Point Balls, but I would still preffer the overflow to be spread across my other robots. Still, I'm fine either way, as long as it doesn't go to nothing.
^ Top
Beta Shadow
 
Contributor
Beta Shadow
33,453,614 BP
44 TP | 4927 PP
Posted on September 22nd, 2014 at 7:09pm
Posted 2014/09/22 at 7:09pm
#17
What about ones for robots and disabled robots on your side?
^ Top
MetaKirbSter
 
MetaKirbSter
12,770,493 BP
54 TP | 1665 PP
Posted on September 22nd, 2014 at 7:15pm
Posted 2014/09/22 at 7:15pm
#18
@Adrian Marceau : Cool, seems like this would work for FDII and III.
^ Top
Reisrat
 
Moderator
Reisrat
2,956,750 BP
8 TP | 309 PP
Posted on September 22nd, 2014 at 7:39pm
Posted 2014/09/22 at 7:39pm
#19
I think the overflow should be reduced some, with Tails' maths. With the score balls, it'll make the gap between the top ranks and the lower ones even bigger. Without them, it's the worst kind of cash; meaningless cash.

On the other hand, ranking is just bragging rights anyways.
^ Top
MetaKirbSter
 
MetaKirbSter
12,770,493 BP
54 TP | 1665 PP
Posted on September 22nd, 2014 at 8:07pm
Posted 2014/09/22 at 8:07pm
#20
So, i am making a random estimate, but i am guessing around Dec. 23rd maybe? if not much bugs then maybe the 17th. i am making random estimates so... XD
^ Top

- comments disabled -

MMRPG Prototype v3.8.25 by Ageman20XX | Mega Man Trademarks & Characters © Capcom 1986 - 2024
This fangame was created by and his team. It is not affiliated with or endorsed by Capcom.
« Back to Home | Cookie Policy | Data API | Contact & Feedback | Play the Prototype »