Attention! This is a legacy build of the Mega Man RPG from 2019 and is no longer being maintained. Reported bugs will not be fixed and any progress made here will not be saved. Return to the archive index for more legacy content or play the current version of the game for all the new stuff.

Mega Man RPG Prototype Community

Community  »  News & Updates  » 
2,827,551 BP
15 TP | 139 PP
First of all, hello everyone. Just to clarify, I'm Brorman. I also happen to be the first community contributor to make a topic in the "News & Updates" section. There will hopefully be more after me.

(Somewhat unrelated behind the scenes stuff incoming, skip if you just want to know about the changes.)


Second of all, I'd like to tell you about the stuff that I do related to this project, and about the way I do it. My most long-time task has been to create stats for all the robots, and as most of you probably noticed, the base stats are no longer tied to the increment of 5, but instead increment of 1. This was suggested by Adrian, and it's something that gave a me a lot to work on. I also revised the weaknesses & resistances recently, with some help from Adrian. This was something different from the usual numbers (though I still spent most of the time just checking damage data charts :P) and I really can't complain, it was fun.

How does one try to balance stats? Well, there's quite a few factors that need to be taken in account. I've used damage values, robot's looks and name, and overall difficulty as a guideline for the stats. There's no way that they are accurate in everyone's opinion, but I try my best. For example, totally superior robots like Sunstar, are a major pain to balance, just because of the sheer fact that they are better in every aspect compared to other robots.

Weakness/Resistance revising was the one of the biggest puzzles of my life. Luckily I didn't have to do it all from scratch, since Adrian had already done most of the work for me, which I greatly appreciate. So, how did this revising happen? Well, let's say that Mega Man Knowledge Base and logic are my best friends when balancing weaknesses. I've now loaded myself with Mega Man related trivia after reading through about 100~ articles about different robot masters. This whole project was very fun, and even when you double-check that everything is fitting and proper, there's still Plug Man who got the wrong weakness (fixed soon though). I'll give you more details about each robot master once I post about that particular game it's in.

I also like to spend my time looking for bugs, one of which actually caused my game progress and robots to reset, heh. Posting/emailing suggestions is also very essential part of my "work" too. I've learned at least one thing during this time I've worked on the project: spreadsheets are handy as heck.


Now for the actual changes, which weren't that big for MM1. Mainly because of the weaknesses and stats being already well balanced and fitting. For that reason, I left weaknesses untouched and only modified stats to match the increment of 1. Though yes, I did change the "main strength" of some robots, biggest changes being Guts Man's improvement in attack stat, and Cut Man becoming more mobile. I was a bit unsure about Cut Man, but as 60% of MM1 is attack based robots, I decided that it's better this way. All in all, the changes in MM1 were a bit slapped on, because of the fact that there is no need to change something already great.

Hope you like the stats, feel totally free to leave criticism. All opinions will be heard, and all questions will be answered. Thanks.
Stat & Weakness Updates : Mega Man 1 Robots
Posted by Brorman on June 13th, 2013 at 5:54am
Viewed 825 Times

1 Comment

6,229,328 BP
207 TP | 537 PP
Posted on June 13th, 2013 at 10:44am
Posted 2013/06/13 at 10:44am
This is awesome Brorman - thank you so much for adjusting all the stats and for making this post. I know developers usually do post-mortem's after a game is done, but I think doing it this way is more fun and gives players a better understanding of what goes on behind the scenes while they wait for the "final" version. It also allows people to give feedback and maybe influence future updates and changes. As you said, the weaknesses for the MM1 robots were not changed too much (simply because I already did most of the research myself last year) but the stat adjustments turned out very well and I'm glad you enjoyed doing them. These types of seemliness small things are what really give the game personality and shape the types of strategies you can or need to use against certain bosses. I can't tell you enough how much I appreciate your help and I anxiously look forward to your future posts and updates. Let's all hear it for Brorman! :D
^ Top
1 Comment

- login to comment -

« Back to Home | Mega Man and all related names and characters are © Capcom 1986 - 2024. | Contact & Feedback | Data API
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. :)