Mega Man RPG Prototype News & Updates

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Developer
Adrian Marceau
Adrian Marceau
113,913,695 BP
203 TP | 518 PP
It's been almost two years since the last major update to the prototype and I apologize for the extended delay. Planning and programming our incredibly long list of new ideas and features for the game has been very taxing and time consuming, and the pressures of real life have unfortunately slowed my progress considerably. Even so, I have a few things to share with you today.

  
- Upcoming Robot Sprites -


Over the course of the last several months MegaBossMan has been helping me curate and update new robot sprites on our development server. Now that the update process on the new server is fully fleshed out, I can start bringing these sprites over here to the prototype server. These sprites are not being updates as playable characters, but as "preview" encounters much like the other robot masters from MM5+.

One new robot will be uploaded each weekend for the months of April and May until there are no more left to upload. The first was Slash Man - uploaded this morning - and the rest will follow in the coming weeks. Here is the schedule of new sprites:

April 10th : slash-man Slash Man

April 17th : grenade-man Grenade Man

April 24th : tornado-man Tornado Man

May 1st : splash-woman Splash Woman

May 8th : magma-man Magma Man

May 15th : commando-man Commando Man

May 22nd : sheep-man Sheep Man

May 29th : solar-man Solar Man

June 5th : magic-man Magic Man

  
- Other Miscellaneous Updates -


New Starforce Resistance Mechanic
An update has been made to the Starforce mechanic that should finally balance the relative power levels in Player Battles.
Read more

New Core Throwing Mechanic
I have removed the previous in-battle functionality for the elemental Robot Cores and replaced it with something else entirely. Robot cores can now be thrown at targets for percent-based elemental damage!
Read more

The Future of the Prototype
A new version of the prototype has been in development for the last two years and it has been working under the new title "Mega Man RPG World".
Read more

These are other small updates made to various components of the website or game since the last update. This list will be added to as time goes on rather than creating a new update thread.

April 10th, 2016
- Incomplete robots, abilities, etc. are now hidden from the main database page, though they can see be seen in each specific sub-page
- Database page headers now show a counter for how many sprites are complete vs. the total amount planned
- Separated the field multiplier and star force logic so that than can be turned on or off independantly
- Rain Flush has been nerfed so that is it no longer affected by Starforce, also damages user now unless immunity or affinity

April 12th, 2016
- Updated omega factors to fix an issue with Strike Man not appearing in fusion battles
- Un-nerfed Rain Flush a bit, ability no longer damages the user

April 16th, 2016
- Fixed an issue with personal messages where you couldn't switch pages
- Fixed an issue with threads that had no comments (they wouldn't load and crashed browser)

April 17th, 2016
- Grenade Man uploaded to database and added to list of omega factors so he'll appear in-battle (thanks MegaBossMan!)
- Kalinka's Shop updated so her wish-list changes more frequently and is based on currently mission fields
- Robot stats have been capped at 5x their base at level 100 and can no longer reach 9999 outside of battle
- Any overflow from previous grinding on existing robots has been converted into zenny for the player
- A new "System Bot" was created to PM players of important news and patches applied to their save files
- Updated the chat with new Mega Man themed emoticons (thanks MegaBoyX7!)

April 19th, 2016
- Updated the numbered page links on the leaderboard to fix the overflow issues preventing proper navigation

April 24th, 2016
- Tornado Man uploaded to database and added to list of omega factors so he'll appear in battles (thanks again, Boss!)

April 29th, 2016
- Battle Point Reboot of 2k16 patch applied to the game and all save files, battle points are now equal to the sum of all the best mission records in a player's game rather than something you grind infinitely.
- Any battle points lost during the update have been converted to zenny, so please check your PMs for a message with the details of the conversion.
- Leaderboard loading has been optimized slightly to speed up load times.
- New section added to the leaderboard listing all missions completed by a player and their records.
- Updated the stat booster items to have permanent effects after battle, permanently incrementing a robot's bonus stats by the boost amount. This should make it much easier to max a robot's stats, though the price of these items has gone up considerably...
- Bonus Missions and Player Battles no longer reward battle points and instead reward zenny now, so hopefully this helps with the above a little.

April 30th, 2016
- Updated the robot select menu with better tooltips, showing whether or not the robot has maxed out any stats
- Updated the stat booster items to show a victory message to the user when they've maxed out their base stat, also revised coding a bit to fix a few calculation bugs
- Updated in-battle stat display to also be aware of max stats and dynamically show the star when the base stat is or has been maxed
- Updated the starforce menu with the improvements already made to the World build of the game where robot mugshots are shown in a grid and can be scrolled through to find which stars you already have and are missing

May 8th, 2016
- Magma Man uploaded to database and added to list of omega factors so he'll appear in starforce battles (thanks Boss!)

May 11th, 2016
- Unlocked player abilities have been merged into a single array so they are shared across all players
- Reggae's shop simplified, only necessary to purchase each ability once now instead of 3x like before
- All shops now have an experience level that raises as you purchase and sell goods for various effects
- Shops remember your buy and sell history which will be used later when Reggae starts selling weapons
- Higher level shops sell goods at lowered prices and/or expand their inventory of purchasable goods
- Attack/Defense/Speed Burn and Blaze have been removed from the game and save files updated to unequip
- Zenny counter has been added to the main menu of the prototype and updates automatically while shopping
- Updated bonus missions to dynamically generate targets, include new robots automatically

May 12th, 2016
- Added Gyro Attack to the game, a two part attack that loops around to the back of the battlefield

May 15th, 2016
- Added Commando Man to the game so he can be fought in bonus and starforce fields (thanks again MBM!)
- Fixed a display bug with stationary ability attachments like the super arm
- Fixed a typo in the Hard Knuckle ability that prevented it from working sometimes
- Updated bonus mission generator so that a certain elusive robot might appear
- Fixed a display bug in the demo mode that would appear because the user did not have any zenny
- Buffed Search Snake to make it hit three times with perfect accuracy at any distance, deal more damage overall
- Updated Rhythm's sprites to V3 more closely matching her concept artwork (thanks Rhythm_BCA!)

May 16th, 2016
- Added Star Crash ability to the game
- Changed Ring Man's core type to Space

May 22nd, 2016
- Updated Slash Claw to a pure Cutter type ability and completed its assets, added to ability generator
- Added Sheep Man to the game so now he'll appear in bonus and starforce mission (more thanks to MBM!)

May 29th, 2016
- Added Solar Man to the game so now he'll appear in bonus and starforce mission!

June 5th, 2016
- Added the final queued robot master, the shadow type magician Magic Man! Thanks BossMan for all the wonderful sprites! :D
- Also added the Magic Card ability to the game so shadow robots will have another attack option

  
- Reference Links -


If you would like to track the development process of either of the two games, see the links below :

Mega Man RPG Prototype (website complete, playable demo)
Official Prototype Website
GitHub Project Updates

Mega Man RPG World (website in-progress, not playable)
Official World Website
GitHub Project Updates

  
Important Announcement : The Future of the Prototype
Posted by Adrian Marceau on April 10th, 2016 at 3:23pm
Viewed 3255 Times
 
Administrator
MegaBossMan
4,484,807,684 BP
46 TP | 1604 PP
Posted on May 23rd, 2016 at 9:15pm
Posted 2016/05/23 at 9:15pm
#1
While I understand that likely most people reading this post have likely noticed the two updates that came about yesterday, I'll recap for those of you who haven't.

sheep-manSheep Man
sheep-mansheep-mansheep-mansheep-mansheep-mansheep-mansheep-mansheep-mansheep-mansheep-man

slash-clawSlash Claw

Updates for May 23rd, 2016
-Sheep Man, the Static Electricity Robot from Mega Man 10, has been added to the game and can be fought in either the Bonus Field or Electric Starforce fields.
-Slash Claw has been added to the roster of abilities for use in the game. When using the attack, it'll damage the opponent while raising the user's attack by 15%. Interestingly, while it's a pure Cutter-core attack, Slash Man can use it despite being not of the same core....




@Adrian Marceau @TheDoc : Regarding Star Barrier, while I don't have any justification and I understand how much easier to classify and program the current version is, I'm not entirely sure how much I feel about Star Barrier working in a similar fashion with minor tweaks. Naturally, having the amount of Shield attacks that the Classic series has is bound to repeat here or there, but so far we have a multitude of these attacks that all focus on blocking out damage. It's an interesting mechanic, but I'm overall generally more interested in just having Star Barrier focus more on providing an offensive front and maybe it can just raise defense instead? I know it's not a viable point here seeing as we're a RPG, but in his original AI Star Man seemed to moreso focus on pursing his opponent and then using his barrier as an obstacle instead, leaving a hole in his defense and leaving him vulnerable to being wailed on afterwards.
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Moderator
TheDoc
1,348,940,198 BP
3 TP | 718 PP
Posted on May 23rd, 2016 at 11:11pm
Posted 2016/05/23 at 11:11pm
#2
@MegaBossMan : I agree. Star Crash does seem to me be more offensive for a barrier weapon; I mean, it's called Star Crash, whereas the other weapons' names are more defense-based. In fact, in MM8BDM (sorry to drag in another fangame as support), Star Crash is used purely offensively, so perhaps we could do the same in this game?

Firstly, as a barrier-esque weapon, I feel like it should stay as a Shield-cored ability, no matter how offensive its use may become. Even after the database is all filled out, Shield abilities are going to be pretty rare. Plus, keeping this Shield-cored will give Shield-core robots a more offensive ability to help balance out all the defensive abilities they'll probably have tacked onto them.

With that out of the way, I propose that Star Crash not have any defensive capabilities whatsoever. So far, it's been a given that Shield abilities should and will be defensive, but that shouldn't have to be the case. Doing so limits the potential for Shield-core robots. Yes, you can always throw the barrier, but that always takes up a turn to do because that's not the point of those abilities; their all-around purpose is defense. With Star Crash, I say that it should be something that can be thrown during the turn its used like a normal projectile, as well as being able to choose the target. The damage would obviously have to be nerfed, but this provides Shield robots a go-to if they need to hit a benched robot or just be offensive for once at any time during the battle. I can understand if that sounds to bland for an ability, though, so I'm open to suggestions so long as the ability stays offensive.
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Musical
2,180,583,826 BP
11 TP | 682 PP
Posted on May 24th, 2016 at 12:04am Edited on 2016/05/24 at 12:11am
Posted 2016/05/24 at 12:04am Edited 2016/05/24 at 12:11am
#3
@TheDoc : I agree with Doc on this. In a fangame in which the point is to finish battles as quickly as possible, who's going to use a weapon that takes two turns to use, and provides mediocre damage? I say that Star Crash should be a multi hit attack, but if it disables a robot on, say the 2nd hit when the ability could hit a maximum of four times, it moves on to the next robot that switches in, maybe the weapon could be considered Shield core by lowering the target's attack, or raising the user's defense? Just spitballing here...
^ Top
 
Developer
Adrian Marceau
113,913,695 BP
203 TP | 518 PP
Posted on May 29th, 2016 at 5:36pm Edited on 2016/05/29 at 5:50pm
Posted 2016/05/29 at 5:36pm Edited 2016/05/29 at 5:50pm
#4
@MegaBossMan :

Thanks for updating everyone about Sheep Man last week. I was waiting to make a post until after I had actually encountered him in battle but then I ended up forgetting all together. Thanks for updating Solar Man in the initial post too! Saves me a lot of work, and sorry for the delay - was visiting my mother out of town this weekend and just got back a few hours ago. :P

@MegaBossMan : @TheDoc : @MusicalKitty :

Thank you all for your feedback, it was really helpful. I've updated the ability with changes based on an amalgamation of your ideas and I think what we have now is much better (though I'll let the community be the final judge). Star Crash is now an entirely offensive move that raises the shield and throws it in the same turn, targeting any robot on the other side of the field and hitting them up to three times (94% accuracy) for Space / Shield damage (5 + 5 + 5 = 15 total).

The ability visually resembles the other shield attacks but after it's thrown it acts like a more accurate version of the Rolling Cutter. This Star Crash only calculates accuracy on the first hit, however, and if it's successful and the target has not yet been disabled, the next two hits will also land without fail.

Try it out in battle and let me know what you all think. :)
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Topmegaplaya
14,620,987 BP
3 TP | 65 PP
Posted on May 29th, 2016 at 5:58pm
Posted 2016/05/29 at 5:58pm
#5
yay new stuff, cant wait for more weapons
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FalzarBeastXIV
952,935,390 BP
9 TP | 540 PP
Posted on May 31st, 2016 at 8:31am Edited on 2016/05/31 at 8:51am
Posted 2016/05/31 at 8:31am Edited 2016/05/31 at 8:51am
#6
Ahem i have to say something with recent updates and stuff going on Prototype,Today been hunting for more Ability moves and Fought gemini man and got Jewel Satellite is one of best of Shield weapons you could get Keep the good work Adrian MBM and Rhythm and other mods ^^
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FalzarBeastXIV
952,935,390 BP
9 TP | 540 PP
Posted on May 31st, 2016 at 8:51am
Posted 2016/05/31 at 8:51am
#7
@Adrian Marceau : Star Crash is splendid in the battle and everything is 10/10
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- deleted -
 
Developer
Adrian Marceau
113,913,695 BP
203 TP | 518 PP
Posted on June 5th, 2016 at 12:51pm Edited on 2016/06/05 at 12:55pm
Posted 2016/06/05 at 12:51pm Edited 2016/06/05 at 12:55pm
#9
Thanks everyone! I have another update for you...

magic-man Magic Man

magic-man magic-man magic-man magic-man magic-man magic-man magic-man magic-man magic-man magic-man

...and...

magic-card Magic Card

June 5th, 2016
- Added the final queued robot master, the shadow type magician Magic Man! Thanks BossMan for all the wonderful sprites! :D
- Also added the Magic Card ability to the game so shadow robots will have another attack option
^ Top
 
FalzarBeastXIV
952,935,390 BP
9 TP | 540 PP
Posted on June 5th, 2016 at 2:14pm
Posted 2016/06/05 at 2:14pm
#10
@Adrian Marceau : This looks quite awesome im out of words...Keep it up comming Adrian and MBM

Magic Card cant wait to test it out or find it in the Prototype Game


One small question when we will be able to use MM5 robots in battle system
^ Top
 
DEATH
19,499,296 BP
3 TP | 5 PP
Posted on September 22nd, 2016 at 7:11pm
Posted 2016/09/22 at 7:11pm
#11
where do you find Quint
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Administrator
MegaBossMan
4,484,807,684 BP
46 TP | 1604 PP
Posted on September 22nd, 2016 at 10:28pm
Posted 2016/09/22 at 10:28pm
#12
At present, the only area where you can encounter Quint is in Bonus Field II as a surprise encounter. Please note that you can't actually unlock Quint in the stage and exists as a bit of a gratitude towards players.
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This game is fan-made by Adrian Marceau, not affiliated or endorsed by Capcom at all, and is in no way official. Any and all feedback is appreciated. :)