Several big updates have been made to the game this weekend and I'd like to share some of them with you! I apologize for the length between updates, but the some of these new mechanics take a lot of testing and I want to prevent any save file corruption before uploading.
First and foremost, I've created a new discussion board to host detailed explanations of all game mechanics that I feel deserve their own post. I've already created several new threads detailing old and new mechanics, so I suggest you check it out for yourself and see if there's anything new. :)
An issue with relative ability speeds was fixed, and now attacks like the Oil Slider and the Quick Boomerang will take priority even when used by the computer. This bug was not game-breaking, but made the battles with certain robots easier than they should have been so I'm glad I fixed it.
A mechanic that was present before with the Leaf Shield has been expanded upon greatly, and now ability attachments exist for the Leaf Shield, Atomic Fire, Super Arm (which has been revised) and the Time Arrow - making all of these abilities much more useful and interesting than before (Leaf Shield can be destroyed with fire, Atomic Fire with water, etc.). I need to give a special shoutout to the Super Arm which took me two days to fully sprite - every single field in the game has it's own unique sprite animation and the finished project looks really, really great so I encourage you to read the linked thread above and try the move out yourself in the game! Creating these field obstacles adds a lot of depth into the battle system and think the game is much better for it. :)
I worked really hard on these, and I've fixed several other small bugs throughout the game that I hope you'll appreciate. Please let me know if you have any questions or concerns and I hope you like the new updates! Thank you for playing!
Game Mechanics : Ability Attachments, Ability Speeds, New Discussion Board Posted by Adrian Marceau on April 28th, 2013 at 8:54pm Viewed 480 Times
Posted on April 29th, 2013 at 10:53amEdited on 2013/04/29 at 10:56am
Posted 2013/04/29 at 10:53amEdited 2013/04/29 at 10:56am
Thanks Brorman. In you can guys hadn't noticed, I'm modelling a lot of the mechanics after the Pokémon TCG. I really like how the bench mechanics work in that game, as well as the item attachments and field effects and all that other fun stuff so I wanted to blend it with the actual game's mechanics and inject it into our Mega Man universe. I'd say it's coming together rather well, and I'm glad you guys like it! The Super Arm is definitely one of my more time consuming updates, but the end result looks pretty cool if I do say so myself. :P
Everything looks awesome so far, and I like the way you mix MegaMan concepts and Pokémon TCG mechanics in such a way that works so well. Looking foward to your next update, be it the MM3 update, or a bugfix/balance update, both are very well received.