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877996 Posts in 32898 Topics- by 24323 Members - Latest Member: nickFromPaintteh

May 21, 2013, 01:04:28 AM
TIGSource ForumsDeveloperCreativeHow to improve Megaman?
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Zack Bell
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« Reply #15 on: July 07, 2011, 11:01:30 AM »

That would be an interesting approach actually. I may try that. My goal is to speed-up something that once was close to Megaman, if that makes sense. Meat Boy changed Mario by cutting the size of the levels drastically, while speeding up gameplay and ramping up the difficulty. I want to take Megaman and evolve it in the same sense.
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Painting
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« Reply #16 on: July 07, 2011, 01:17:41 PM »

Meat Boy changed Mario by cutting the size of the levels drastically, while speeding up gameplay and ramping up the difficulty. I want to take Megaman and evolve it in the same sense.

The idea of Quick Man's level sped up and increased in difficulty is giving me chills. Tongue
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unsilentwill
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« Reply #17 on: July 07, 2011, 01:41:29 PM »

As a whole the game could use a bit more thought. The focus of Megaman is the themed stages to me, and after Portal 2 I love the idea of having the robot master more in charge of his own stage rather than just waiting around at the end.
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jotapeh
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« Reply #18 on: July 07, 2011, 02:56:00 PM »

As a whole the game could use a bit more thought. The focus of Megaman is the themed stages to me, and after Portal 2 I love the idea of having the robot master more in charge of his own stage rather than just waiting around at the end.

This always irked me. The robot master doesn't seem to particularly care much for its subordinates. Further the most powerful robot in the stage is confined to a tiny little room seemingly built as a small museum for them. Like a geodome where the habitat is just right for this robot so that it can thrive.
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Paul Eres
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« Reply #19 on: July 07, 2011, 04:35:48 PM »

it'd be fun to play a game where the level design was a different "style" of level design for each level, with the explanation that the bosses of each level designed their own level, and each had different a philosophy about how to keep the hero out. to accentuate this, each level could be designed by a different game developer
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Gimym TILBERT
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« Reply #20 on: July 07, 2011, 04:44:54 PM »

We have reach "make it happen" mass level
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AMAZON
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« Reply #21 on: July 07, 2011, 09:59:47 PM »

personally i think an "improving old games with low quality but high potential" thread would be a much more interesting discussion. the megaman games are probably the worst possible example for this kind of thing. not that they are flawless, but even the older ones are very tight games. plus, capcom has already tried improving it. a lot of times. see megaman x, megaman zero, megaman zx.
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Paul Eres
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« Reply #22 on: July 07, 2011, 10:19:11 PM »

i've been playing A.R.E.S. for steam (it's an xna game) which reminds me a bit of mega man crossed with metroid; you guys might want to give it a try (especially since it's on sale for 5$ right now)

it's a set of linear stages, but you can go back to old stages at any time, and that's encouraged, because you get rewards for beating levels with higher ranks (quicker / finding more secrets / taking less damage), and you can collect various resources to upgrade your weapons that way, and there are some secret areas that you can't reach unless you use weapons and tools that you find in later areas

it is a bit more linear than i like, but i think it's an interesting variation on the mega man theme; it also has dual analog controls (one moves, other shoots) as an option, which i think works pretty well for the platformer shooter genre, it allows more precise aiming (shadow complex also had this control scheme)
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XRA
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« Reply #23 on: July 07, 2011, 11:20:13 PM »

i've been playing A.R.E.S. for steam (it's an xna game) which reminds me a bit of mega man crossed with metroid; you guys might want to give it a try (especially since it's on sale for 5$ right now)


omg its like an updated Alien Soldier  Kiss

really like the feel of dual analog platforming/run'n'gun
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Zack Bell
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« Reply #24 on: July 08, 2011, 08:31:49 AM »

I've been tempted to pick that one up for awhile! Maybe I'll get i while its on sale!
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jotapeh
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« Reply #25 on: July 08, 2011, 08:57:17 AM »

i've been playing A.R.E.S. for steam (it's an xna game) which reminds me a bit of mega man crossed with metroid; you guys might want to give it a try (especially since it's on sale for 5$ right now)

I always wondered what happened to Trashman. Didn't realize it got a new name and everything.
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Paul Eres
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« Reply #26 on: July 08, 2011, 10:25:09 AM »

yeah, i guess they figured a game name like "trashman" might not inspire people to buy it
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im9today
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« Reply #27 on: July 08, 2011, 02:53:26 PM »

give megaman breasts. heaving bosoms. trust me and send me a check
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Triplefox
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« Reply #28 on: July 09, 2011, 01:37:40 AM »

I'm making a Mega Man improvement. Sort of. I didn't start with that idea in mind, I started with a platformer exploiting cellular automata - instead of generic tile collision, having a variety of materials with different physical properties that make level design really fun(think Boulder Dash, the Lode Runner series, or Falling Sand for the kind of inspiration here - perhaps the single closest game is Jetpack). Then I made the main character a robot, and started leeching some pose ideas from the Mega Man sprites... needless to say he'll get some powers and upgrades at some point, it's hard to avoid with a well-developed robot character, it fits into "puzzle design" aspects of the game, and I've fallen in love with the sprite I made anyway.

My jump controls are actually closer to Metroid(releasing anywhere on the upside of arc gives a fall speed equal to releasing at the peak) as I find that allows for less frustrating shot placement. I'm not focused too much on pure platforming or combat, so much as "putting the robot in emergent situations" as a result of the materials interacting with each other. The robot powers can further interact with the materials, making all sorts of possibilities come up.

I'm also toying with what adversaries to give this character. Bosses don't fit into the model of this game, so the entire "robot master" model of Mega Man is out the window. But rescuing people works as a goal. So if I have a named foe it would probably be something like zombies or "grey goo" that threatens the people and has to be cleared as part of the win conditions, as well as more general hazards like rocks, fire, acid, fall damage, etc...

My main doubt about the design I have so far is that the goals might "swallow up" the fun. I'm hoping it'll be good as a sandbox experience as well as a pure puzzler, but I'm not sure if both are possible. Most of my inspirations for this design are pretty puzzle-focused.
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im9today
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« Reply #29 on: July 09, 2011, 02:27:37 AM »

username triplefox did you read my post. i urge you to consider the merits of ta-tas
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