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TIGSource ForumsCommunityDevLogsGIGABUSTER - Megaman X/Zero-like
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Author Topic: GIGABUSTER - Megaman X/Zero-like  (Read 1605 times)
giga
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« on: June 03, 2018, 01:57:29 PM »


A vigilante tries to terminate business contracts with the GEC, a monopoly headed by an errant AI built by her former partner.








With this game, I wanted to emphasize speed and combat with its platforming. The goal is for it to play very similarly to the Zero games with a bit of X thrown in, as well as design tweaks and new weapons and mobility mechanics.

There will be a demo available soon, so look forward to it!

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giga
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« Reply #1 on: June 16, 2018, 08:39:35 AM »



Here’s a WIP re-design of the city, along with a divekick you get with the flare dash upgrade.

You can also recolor your jacket now (scarf, too). It’s purple here, instead of the usual dark red.
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QOG
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« Reply #2 on: June 16, 2018, 01:14:55 PM »

Nice, love the art style.
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TacoBell_Lord
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« Reply #3 on: June 18, 2018, 05:29:37 AM »

Freakin' dope! Always in the mood for some Megaman X like action, miss this type of stuff.

Tracking/Watching, keeping an eye on this
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« Reply #4 on: June 18, 2018, 10:14:56 AM »

Awesome! Smiley
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giga
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« Reply #5 on: June 24, 2018, 03:53:37 PM »

Thanks, guys!

This week's update:

Pressing L1 will use a grappling hook that automatically targets nearby hooks or enemies. Hooking enemies imitates a flare dash impact, so it costs 1 energy, but hooks are free.
My thinking is that this is a faster and easier way to do a strike chain style ability than X2 or Zero 2's approaches. It also doesn't interfere with other skill cooldowns, so you can string together the chain and attacks quickly.

(Since L1 is the hook, I'm thinking abilities should either be tied to the right stick weapon wheel, or just keep most of them on button combos. Stuff to figure out  Wizard)
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jamesprimate
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« Reply #6 on: June 25, 2018, 09:36:09 PM »

looks fantasic! those backgrounds are gorgeous
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Alec S.
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« Reply #7 on: June 25, 2018, 10:55:06 PM »

This looks rad.  Those hit effects are really slick!
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« Reply #8 on: June 26, 2018, 03:56:42 AM »

Nice!
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thefoolishbrave
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« Reply #9 on: June 27, 2018, 11:53:12 AM »

This looks great! I'm gonna be the debbie downer and say try to make your game an inspiration and not replication, I noticed the wall cling, healthy bar, mechmonsters (and I believe the time bombs) are all sort of directly pulled from a Megaman kind of universe, just to make an example, you could have a main character with similar mechanics using a horizontal life bar OR even color code the bombs to distinguish your game in its own right.
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giga
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« Reply #10 on: July 23, 2018, 11:42:28 AM »

Here's a speedy run-through of the oil rig's first section: https://i.imgur.com/s9WonR8.gifv

Also, there's a demo I've been updating for testing and feedback; you can find that at: https://gamejolt.com/games/GIGABUSTER/340754 .

This looks great! I'm gonna be the debbie downer and say try to make your game an inspiration and not replication, I noticed the wall cling, healthy bar, mechmonsters (and I believe the time bombs) are all sort of directly pulled from a Megaman kind of universe, just to make an example, you could have a main character with similar mechanics using a horizontal life bar OR even color code the bombs to distinguish your game in its own right.

Thanks! I think you might be right about the robots. Hopefully some of the later levels address this, as a lot of their enemies (and all of the bosses) are humans instead of mechanical (Some here: https://i.imgur.com/zC9KpHH.jpg). I've been floating the idea of making the cops humans too instead of robots, but not sure yet. It's tough to avoid making robots with some enemy types, like platform-based ones and turrets, etc.
My goal overall is for some of the levels and enemies to serve as touchstones, to help ground things against some wackier stuff.

As far as mechanics for movement/platforming, I definitely wanted them to feel very close to MMZ as a goal from the start. There are some additions on top of that however (the auto-target hookshot, flaredashing, rail grinding, 8-way climbing, etc.)
It's not quite as 1:1 with MMX as 20XX (which I love), but it's pretty close.
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