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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 24834 Times
 
Developer
Adrian Marceau
113,913,695 BP
204 TP | 518 PP
Posted on October 31st, 2013 at 11:47am
Posted 2013/10/31 at 11:47am
#1
Just shoot me a quick message using the contact form and I'll reply from my personal email so you have it in your address book. After that we can just communicate over email. Thanks. :)
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Developer
Adrian Marceau
113,913,695 BP
204 TP | 518 PP
Posted on November 2nd, 2013 at 10:42am
Posted 2013/11/02 at 10:42am
#3
@milansaponja : I agree with most of your suggestions, and thanks for posting.

Some types are definitely most used than others, partially because certain types were duplicated in the three represented Mega Man games (MM1, MM2, and MM4). Flame types appear in all three games, for example, but Nature type only appears in one. Same with Time type appearing in all three but Impact only in one. This will be fixed as I create more abilities, and I'll try to balance out the types that don't have as much love, but at the moment this is still a work-in-progress so please forgive me. >_>


About the Skull Barrier, you're the second person to say it's overpowered so I'll look into it. I thought the fact that it must be used immediately would help balance it (because it fades after one turn), but I'll see if maybe I can nerf it a bit. Maybe have it only block 75% or 50% or something. I just didn't want it to be too similar to the Leaf Shield or the Proto Shield. :|

For the last version about 10 robots on the field at once... I don't think I'll be able to do it. The game can already be pretty slow with 8vs8 so with 10 I'm not sure most browsers could handle it. Besides, I find the 8vs8 battles the least fun because they take so long, so I don't want to exacerbate the problem. For now, you just have to get used to taking different robots with you based on the mission.

Lastly, regarding the MM3 robots, yes they will be unlockable. I need to first finish their stages and decide on how they should be implemented into the campaign, but they will be unlockable for sure. :)
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Trouble Bruin
866,548 BP
7 TP | 20 PP
Posted on November 2nd, 2013 at 7:23pm
Posted 2013/11/02 at 7:23pm
#5
skull barrier isn't overpowered to me,but if it becomes like leaf shield,it's no use to me
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Shadownnico
26,758,030 BP
13 TP | 176 PP
Posted on November 3rd, 2013 at 1:26pm
Posted 2013/11/03 at 1:26pm
#6
I think what keeps the Skull Barrier as a normal power is the fact that it disappears upon getting damage. All the robots will sooner or later run out of barriers, with the exeption of Skull Man. Thus, I think the ability is only OP when using Skull Man.
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Contributor
Spinstrike
116,512,060 BP
6 TP | 262 PP
Posted on November 20th, 2013 at 9:49am
Posted 2013/11/20 at 9:49am
#8
Since an in-battle chat system seems way beyond our league at the moment, I had an idea for something more manageable. What if players could write their own Entrance, Taunt, Victory and Defeat quotes for player battles? i.e. instead of the normal quotes for Light, Wily and Cossack, you'd see your own. They would be exclusive to player battles, though.

BTW, sorry the bios are taking so long. My email is kind of flubbed up, so to speak.
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Developer
Adrian Marceau
113,913,695 BP
204 TP | 518 PP
Posted on November 22nd, 2013 at 10:02am
Posted 2013/11/22 at 10:02am
#9
That sounds like a great idea! I'll have to put some kind of disclaimer or warning about potential bad-language, but it would be a pretty easy thing to implement and I really like the concept. Nice work! :D
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Contributor
Spinstrike
116,512,060 BP
6 TP | 262 PP
Posted on November 22nd, 2013 at 10:08am Edited on 2013/12/19 at 8:51am
Posted 2013/11/22 at 10:08am Edited 2013/12/19 at 8:51am
#10
Thanks! Maybe you could add it for the next update?

Btw, I came up with an idea for Heat Man's level up ability, based of his impact/dash attack. I was thinking of something like Fire Man'sFire Chaser, abet with defense (i.e. would be twice as effective against robots with a lower defense than the attacker's, and half as effective against those with a higher defense). It would be a Flame/Impact type, to distinguish it from Fire Chaser.

As for a name, I have a few...
-Atomic Dash
-Atomic Charge
-Atomic Bodyslam
-Atomic Slam
-Atomic Smash
-Atomic Impact
-Atomic Tackle
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Avocadora
1,763,051,433 BP
3 TP | 24 PP
Posted on December 13th, 2013 at 6:13am Edited on 2013/12/23 at 12:32pm
Posted 2013/12/13 at 6:13am Edited 2013/12/23 at 12:32pm
#12
I'm not sure about Turbo Man being a Flame Core robot. I know Turbo Man's weapon is Scorch Wheel, but I think that he should be a Swift Core robot because his theme is velocity, just like Quick Man or Nitro Man.

What do you think?

And maybe Sword Man should be a Cutter Core robot instead of a Flame Core robot.
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Contributor
Spinstrike
116,512,060 BP
6 TP | 262 PP
Posted on December 19th, 2013 at 8:52am
Posted 2013/12/19 at 8:52am
#13
Sorry the bios are taking so long! My computer crashed a week ago, and I lost all the files I was working on. I'm using a friend's computer now, and he won't let me use his email for privacy reasons. (-_-;)
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Contributor
Spinstrike
116,512,060 BP
6 TP | 262 PP
Posted on December 23rd, 2013 at 8:37am Edited on 2013/12/23 at 8:41am
Posted 2013/12/23 at 8:37am Edited 2013/12/23 at 8:41am
#15
I agree with Avocadora. I was also thinking Oil Slider should be Earth/Swift type.
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Contributor
Brorman
30,135,830 BP
15 TP | 139 PP
Posted on January 2nd, 2014 at 7:30am
Posted 2014/01/02 at 7:30am
#19
Making a trade system like that would just be a waste of time since there is really nothing trade-worthy, as of now at least.
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