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Mega Man RPG Prototype Game Development

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Prototype Devroom : Game Suggestions

June 24th, 2013 at 5:40pm
 
Developer
Adrian Marceau
Adrian Marceau
113,913,695 BP
204 TP | 518 PP
Use this thread for any and all game-related suggestions that you may have. If you believe the topic or suggestion is large enough to warrant it's own thread, you are free to do so at your own discretion.

That being said, this thread is really anything-goes in relation to how the game flows and functions, how the turns work, the features/mechanics that are available, etc. and I welcome any and all comments and/or criticisms you may have.

Please, let me and all the rest of us know what's on your mind - what could make the game better? What new ideas do you think would fit in with the existing framework and what mechanics needs to go? Tell me!

For website-related suggestions, see this thread.
Prototype Devroom : Game Suggestions
Posted by Adrian Marceau on June 24th, 2013 at 5:40pm
Viewed 24852 Times
 
Holly Jolly Beta
1,657,007,431 BP
37 TP | 1543 PP
Posted on July 19th, 2015 at 10:15am
Posted 2015/07/19 at 10:15am
#1
@MegaBoyX7 :
1. Costume shops are not likely.
2. Screws actually can't be used as credits in the game: you actually sell them to Auto.
3. We actually already have that robot changing thing in the prototype of the update.
4. Mega Man alts are also not likely.
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MegaBoy
11,821,991 BP
31 TP | 601 PP
Posted on July 19th, 2015 at 10:21am
Posted 2015/07/19 at 10:21am
#2
@Bt Man : Oh... so umm... Why can't we have a Mega Man helmet off mode thing? its just to see Mega Man's hair... because why not... A break man alt for Proto Man is also a good idea
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Holly Jolly Beta
1,657,007,431 BP
37 TP | 1543 PP
Posted on July 19th, 2015 at 2:42pm
Posted 2015/07/19 at 2:42pm
#3
@MegaBoyX7 : Don't ask me, ask Adrian or someone. I'm not a mod.
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Administrator
MegaBossMan
4,484,807,684 BP
46 TP | 1624 PP
Posted on July 19th, 2015 at 10:24pm
Posted 2015/07/19 at 10:24pm
#4
The problem with creating an alt for Mega Man, or the Copy Robots in general, is that we wouldn't need to just make one alt, but creating 20 other alts as well, each identifying as a different element :/ If we have helmetless Mega Man, then we need a Flame Helmetless Mega Man, etc. Lot of work and a lot of data to waste, really.
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MegaBoy
11,821,991 BP
31 TP | 601 PP
Posted on July 20th, 2015 at 10:57am
Posted 2015/07/20 at 10:57am
#5
@MegaBossMan : Well... we can just lower Mega Man's alts to like two?
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FalzarBeastXIV
952,935,390 BP
9 TP | 540 PP
Posted on July 20th, 2015 at 12:18pm
Posted 2015/07/20 at 12:18pm
#6
@MegaBoyX7 : As MBM said i would take more time to making megaman without helmet and they would need to make for each alt to match with an element and i would take them more time to make with every copy robot and they would spend a lot of data and hours in to it to be identifying and they would waste a lot of useful data
I respect Boss and they are quite busy MegaBoy X7

Be painted i know megaman without helmet looks cool but i'm not really fan no helmetless megaman i'm fan of is game but he looks cool with a helmet so let him stay how he is

shadow-manHave a nice day at prototype and enjoy your stay :Dshadow-man
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ThePieT-Rex
100,893,949 BP
4 TP | 178 PP
Posted on October 11th, 2015 at 6:15pm
Posted 2015/10/11 at 6:15pm
#7
If you ever try to let Yellow Devil in, Maybe you should make his moves like the Shadow Devil from Mega Man X5. :D And give the Moves Cheesy and Punny names with huge damaging multi-hitting moves. XD (I'm evil)
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Moderator
TheDoc
1,348,940,198 BP
3 TP | 718 PP
Posted on October 11th, 2015 at 7:29pm
Posted 2015/10/11 at 7:29pm
#8
Sadly, Yellow Devil, along with many other fortress bosses, is too big for the MMRPG sprite scale; Adrian's already confirmed that he won't be in.
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ThePieT-Rex
100,893,949 BP
4 TP | 178 PP
Posted on October 12th, 2015 at 5:55pm
Posted 2015/10/12 at 5:55pm
#9
@Dr. Jekyll : Maybe a Baby yellow devil? :3 And they fight in groups (bench style)?
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Administrator
MegaBossMan
4,484,807,684 BP
46 TP | 1624 PP
Posted on December 24th, 2015 at 1:20am
Posted 2015/12/24 at 1:20am
#10
Well, this thing hasn't had a thing in a while.

While Development is put on the backburner due to outside circumstances, I figured I might as well post an idea before I forget about it.

Now, I still fully endorse the idea of "Eddie's Lottery" because it's so Mega Man it makes sense. However, I'd also like to bring up the Eddie item that was brought up a previous multiple times in Development Sunday Night Chatrooms. Who's to say we can't have both, amiright? Problem is, having Eddie work in a traditional sense like he does in the NES games where he pops up and brings a random idea....Is sorta counterproductive as an item in a RPG. So, I'd like to suggest rather than Eddie bringing a random idea.....Buying him as an item and using it in battle would rather give you a mobile shop in battle, bringing blueprints from Auto's shop for you to fill with screws! This could be used once during a battle, and would be used to supply your inventory when you're running low in battle. Of course, there'd be disadvantages in the fact that there would be a much smaller amount of items available for purchase, all focusing on battle items specifically, such as Attack Capsules, Health Capsules, etc. I considered higher prices, but considering you bought an Eddie item in the first place....Would items be reduced in price instead? Or perhaps just stay the same? I'd worry about a player buying 99x capsules as well, but the new shop mechanic prevents it anyway. If anyone has anything to say about this, feel free.

As for Eddie's Lottery, if it's ever added, I'd really like that the way to get alts, albeit random. The 100 summon thing is honestly really tedious for something cosmetic. I know people would like other earnings besides those, so perhaps have multiple category lotteries to choose from? After all, there isn't just one form of lottery, so who says Eddie can't do the same?
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TailsMK4Omega
2,413,905,683 BP
20 TP | 467 PP
Posted on December 24th, 2015 at 3:54am
Posted 2015/12/24 at 3:54am
#11

gemini-man ...Honestly, bringing up the idea of alts for the lottery...makes sense. I do think the number of summons are quite unnecessary. The game is already quite a bit of a grind, so why not instead get more use out of those screws or what not? Eddie as an item, I'm not so sure on, since I think players aren't likely to get into a situation where they need more items, plus you are still limited to one item per turn, so you can't use any items you buy until the next turn. I support the Lottery, but not the Item. ring-ring
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TailsMK4Omega
2,413,905,683 BP
20 TP | 467 PP
Posted on December 24th, 2015 at 3:59am Edited on 2015/12/24 at 4:00am
Posted 2015/12/24 at 3:59am Edited 2015/12/24 at 4:00am
#12

gemini-man ...I'm going to have to double post since I cannot see what I wrote (the first post of each page in this thread is glitched for me). To sum up what I previously said, I think the Eddie Lottery idea is worth consideration since I do think the number of summons for alt costumes is really unnecessary since the game is enough of a grind as-is. I feel less inclined to support the Eddie Item due to the limit of one item per turn, plus I think the situation where the Eddie Item is ideal is probably rare at best. I don't think players would have a real pressing need for it...they probably need to train more if they find themselves low on items. ring-ring
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Meta
1,588,665,489 BP
54 TP | 1661 PP
Posted on December 24th, 2015 at 10:07am
Posted 2015/12/24 at 10:07am
#13
I agree W/Tails.
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Slime man
23,101,513 BP
3 TP | 6 PP
Posted on January 10th, 2016 at 8:04am
Posted 2016/01/10 at 8:04am
#14
Hey guys I just woke up and I had a dream that gave me a good idea so here it goes... Custom robots!l yes I know that would be hard so here's a way I thought of... The junkyard! That may sound strange but it's not... Here it goes so you buy robot parts at the junkyard (I mean arms legs heads ect.)
Then you use them for attaching them to one of your 3 custom robots then name the custom robot give it a core then base on how manny parts of the same robot animates it for you what do ya think
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Meta
1,588,665,489 BP
54 TP | 1661 PP
Posted on January 10th, 2016 at 9:38am
Posted 2016/01/10 at 9:38am
#15
@Slime man : Nice.
I think I had an Idea like this.
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Moderator
TheDoc
1,348,940,198 BP
3 TP | 718 PP
Posted on April 30th, 2016 at 1:24am
Posted 2016/04/30 at 1:24am
#16
I know that it puts stars next to maxed out stats in the robot editor, but is there a way you can show maxed out stats when choosing robots for missions? It's just more convenient when deciding which robots are at their best and which robots need to improve their stats.

Also, is there any particular reason that unlocked abilities aren't shared across players? If I want a robot on Cossack's team to equip a specific attack that Wily has, I have to search the different doctors until a find the ability, equip the ability, and switch it back. Like above, it's just more convenient to be able to immediately equip what you need.
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Developer
Adrian Marceau
113,913,695 BP
204 TP | 518 PP
Posted on April 30th, 2016 at 2:03am Edited on 2016/04/30 at 2:06am
Posted 2016/04/30 at 2:03am Edited 2016/04/30 at 2:06am
#17
@TheDoc :

Your first request was mentioned in the chat too and is on my short list to hopefully be added by the end of the weekend, so no worries. :)

The second request takes a bit more work, but is another item on my slightly-longer list. I fixed this issue/feature in the dev build, but not in the prototype yet. Once I implement the change and force them to share, I'll also update Reggae's shop so you don't have to buy each ability three times.

Thanks for the suggestions and I'll post about on the news thread when I'm done.
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Administrator
MegaBossMan
4,484,807,684 BP
46 TP | 1624 PP
Posted on May 15th, 2016 at 4:52pm
Posted 2016/05/15 at 4:52pm
#18
Suggesting time Suggesting time Suggest suggest suggesting

Now, I really like the idea of the Bonus Field because it's a fun preview of robots who technically don't appear in the main portion of Prototype's campaign. To keep up with that spirit though, the copy robots, the support robots, and the RMs from 1, 2, and 4 are just kinda.....there. I dunno, I was never fond of them appearing because they're in the main portion, can be unlocked without scanning, and overall just cloud potential other robots that I'd prefer to preview and fight. I wouldn't think it'd be hard to mess around with in terms of coding, but I get it if someone else were to disagree.
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Developer
Adrian Marceau
113,913,695 BP
204 TP | 518 PP
Posted on May 15th, 2016 at 6:06pm
Posted 2016/05/15 at 6:06pm
#19
@MegaBossMan : I left them in there for the sake of easily getting their cores and seeing how they play with others on the same field, but if you or others still feel the same way it wouldn't be too hard to filter the list a bit. If we did limit them, Would we limit it to only robots that don't appear elsewhere or only robot masters or...? Let me know and I'll see what I can do. :)
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Moderator
TheDoc
1,348,940,198 BP
3 TP | 718 PP
Posted on May 16th, 2016 at 12:48am Edited on 2016/05/16 at 12:54am
Posted 2016/05/16 at 12:48am Edited 2016/05/16 at 12:54am
#20
@Adrian Marceau : I'm personally fine with the "core" robots being in Bonus Field because, to me, it makes it that much more rewarding to come across a new RM. Granted, as it is now, you can basically call them on demand with uncompleted Fusion Fields (which I personally think should only attract "core" robots when there's enough made), but I like the feeling of encountering a new RM to fight and scan in the Bonus Field because it makes "grinding" (if you will) that much more rewarding. It's like running through the same tall grass to encounter a rare Pokemon, and when you do, your dedication pays off. That might just be me (again, especially with the idea of Fusion Fields already calling those robots automatically), but I'd like to keep them in there. It feels more like a comprehensive completion mission anyways.

P.S: The word "core" in this context means robots that can be unlocked up to this point.
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