Attention! This is a legacy build of the Mega Man RPG from 2022 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.
Hello everyone! Long time no update, eh? Welcome to our End-of-the-Year 2020 Update Megathread : An Overview of What's Changed.
First things first - we have a new logo! Thanks to our very own Rhythm_BCA (recently promoted to a full-fledged administrator, btw) we have a brand new logo for the website and the game and it is darn tootin' sexy! Just look at the thing! Nice big pixel art, dynamic poses, fancy new fonts, and colours that really pop - it's perfect! We've updated the main website, the game's loading & home screens, our Discord channel icon, and will eventually update our other social media pages as well. I've been sitting on this for quite some time and I'm so happy to finally share it with everyone! It looks so awesome and gives the entire MMRPG a much-needed coat of fresh paint. :)
Now let's get into the meat of the update.
New Code Structure & Admin Panel Functionality
I'll try to make this one quick as I know most of you wont really care, but at least 90% of this update was dedicated to restructuring the code and adding new functionality to our developer admin panel. I worked at least five days a week for the last six months making changes to nearly all aspects of the game's code and by the end of it I made over 3000 individual commits to the project.
Every single piece of game content has been modularized (basically, split into separate sub-projects instead of everything being in one blob) and each new sub-project has been made into its own private Github repository to prevent (most) leaks and spoilers. Robots have their own repo, abilities have their own repo, items, players, challenges, fields, etc. etc. Even redacted have their own repo! It's crazy.
More importantly (or at least more conveniently) us developers now have a fully functional admin panel where we can create and manage all manner of game content in one place. No wait, I lied, we have two admin panels. We have a "dev" version where the team and I can create/edit/test things and then when we're ready we can "publish" it to Github and then "pull" it to the "live" admin panel and website. The power of science is truly amazing!
Okay, now onto the more fun stuff...
New Sprites for Several Robots AND Bosses
The famous adversaries King, Buster Rod G, Mega Water S, and Hyper Storm H have had their visuals added to the game! Although they haven't yet made their appearance officially in the campaign, feel free to take a look and gaze upon the mighty tin-plated tyrant and his... uhh, motley crew of animal jesters?
A few other robots have received minor sprite updates too - see if you figure out which ones. ;)
Base2 Sprites FINALLY Added to Idle Animations
For the past few years, Rhythm_BCA and MegaBossMan have been tirelessly adding new frames to all robot masters called "base2" frames meant to be used as additional idle animations once the feature was ready. Well, now that every single robot master has one they can finally be added to the game! Most of these are subtle, some not-so-much, but every one was made with love and now players can catch a glimpse of them randomly in battle whenever a robot is cycling through its idle animations. Super cool!
Fast Robots Can Now Rapid-Fire Shot Abilities
The Speed and the various "shot" abilities have all been given a huge buff. From now on, whenever a robot is significantly faster than its target, it can rapid-fire certain abilities; namely the Buster Shot as well as any of the elemental shots (Water Shot, Nature Shot, Flame Shot, etc.).
This mechanic is triggered whenever the user's Speed stat is at least 2x higher than the target's, and will fire one additional shot for every magnitude higher the user's speed is than the opponent's. So if your robot is 2x faster it'll fire two shots, if your robot is 3x faster it'll fire three shots, etc. Be careful though, as this works both ways!
Each additional shot fired will have slightly lower firepower (diminishing returns and all) but the effect can still be hugely beneficial or detrimental depending on which side of the buster you're on.
New Hold Items: Chrono Circuit & Cosmo Circuit
A new set of elemental(?) hold items have been added to the list. Say hello to the Chrono Circuit and the Cosmo Circuit. Much like the previous circuit items these items give the holder a new affinity in exchange for a new weakness, but this time instead of having a four-way weakness cycle it's just the two of them. The Chrono Circuit gives the holder a Time type affinity in exchange for a Space weakness, while the Cosmo Circuit has the opposite effect.
I wonder if the genesis of these new circuits is in response to a certain overpowered ability? I guess we'll never know.
Mega Man 11 Tracks Uploaded to the Game
As of this update, all eight robot masters from Mega Man 11 have had their Sega Genesis music remixes uploaded and added to the Prototype! These tracks, like all the rest of them, were created by our favourite remixer TheLegendOfRenegade. Please check out his YouTube channel, his Patreon, and/or his SoundCloud for more of his work. Fuse Man and Acid Man's challenge missions have been updated to use their new tracks, and any time you encounter them or any other MM11 robot in the wild (in the lead position) their new theme will play. Awesome!
In addition to the Mega Man 11 robots, Oil Man has finally been given his own Sega Genesis remix! He will no longer be using Tengu Man's music from Mega Man & Bass and will instead be using his own theme from here-on-out. Let's have a round of applause for this much need and anticipated change. Woohoo!
Alt Costume Previews in Kalinka's Shop
Kalinka's Shop has received a minor convenience update in the form of previews for the various alternate costumes she sells. From now on, all you have to do is hover over an alt in her show and a popup should appear showing you what the new skin will look like on your robot. Hope this helps those tight on funds get the outfits they want without needing to look it up in the database first.
Unlockable Robots More Visible in Database
When viewing the on-site robot database, robots that are NOT unlockable yet will be faded while those that are unlockable will appear normally. A small UI update to be sure, but a helpful one if I do say so myself.
In-Battle Options Menu Now Colour-Coded
Another small UI update but one that will help prevent some people (like myself) from clicking the wrong buttons all the time; the in-battle "Options" menu now has colour-coded buttons with the "Return to Main Menu" appearing in a scary red colour so you don't accidentally click on it when you don't want to.
Other Miscellaneous Changes
- Each ability now contributes a different amount of battle points to your leaderboard score rather than every single one simply earning you 2000 BP (common abilities worth less, rare abilities worth more)
= Hard Knuckle elevated to T2, given the Impact / Missile type and increased damage (18 > 28)
- Buffed Magic Card's damage slightly (12 > 16), still a T1 though
- A new feature/mechanic has been added to the game that I can't talk about yet. Stay tuned!
Alright, that's all for today folks. Thanks for baring with the initial bugs while I fixed them and thanks for sticking around and playing the game long enough for us to get this far! Please look forward to more updates in the near future and let us know if you have any feedback, wishes, or other thoughts related to the new updates! Oh, and overall, have fun! :D
Regards, - Adrian
Prototype Devroom : Update Megathread 2020 (Q4) Posted by Ageman20XX on December 4th, 2020 at 11:15pm Viewed 400 Times
Animation speed is how quickly the Bots change pose, the Rendering should help with compression on strange zooms, and Effects is to toggle the afterimages on the pose changes.
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