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Post by Blues on Aug 23, 2007 13:21:41 GMT -5
It would be fun if you put in the road from the picture you mentioned in the game (like you said, with the support car and the telephone poles). That'd be really cool!
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Post by Musashi on Aug 23, 2007 23:09:59 GMT -5
I might even add some stuff thats been bugging people a lot. That ledge that Rock can't seem too reach in the intro ruin will contain a secret, only accessible in "Bonus Mode". You can enter that weird Factory thing that you normally can't enter in Old City, which will lead to apart of the optional ruin. I have a lot of ideas, but I still need to figure out how to implement all of them and need to sort out which ones will make it.
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Post by Blues on Aug 24, 2007 10:38:29 GMT -5
Yes! I've always wanted to see what's on top that ledge in the beginner's ruins, or the interior of the Power Plant! This is great! Let's hope those two make it, right? ;D
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Post by Musashi on Aug 24, 2007 13:48:41 GMT -5
They will, especially the ledge one. Btw, "Bonus Mode" is more of a gag-version of Legends, with joke ruins and whatnot.
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Post by Blues on Aug 24, 2007 13:52:23 GMT -5
Ooh, sounds fun. I wonder what gags it'll have... Are you going to be able to go into more buildings? You know, like Jim's house, or the Mayor's house, things like that?
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Post by Musashi on Aug 24, 2007 20:10:45 GMT -5
Probably. But if I do, I might limit that a bit...depends..you can ease drop, or, knock on the door and see if you can go in. I'm gonna make it more realistic then the "go in, steal everything, but they don't care" kinda thing. I'll also make the Dark/Light Megaman thing more like in MML2, where it affects more than just dialog and appearance.
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Post by Dashe on Aug 24, 2007 23:52:06 GMT -5
Hey, I always thought it'd be neat if you could actually enter the Marlwolf hatch and beat it from the inside instead of just shooting the hatch, which didn't really make that much sense. You'd think the hatch would work like a regular door that you could enter and exit at will.
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Post by Musashi on Aug 25, 2007 0:17:16 GMT -5
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Post by Dashe on Aug 25, 2007 2:05:21 GMT -5
Sweet! I've always wanted to play as Teisel (and when I say that, I mean REALLY play as Teisel, instead of just using the Gustaff model in place of Teisel's)!
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Post by JMC47 on Aug 25, 2007 9:04:07 GMT -5
I'm not trying to be a party pooper, but I've been watching this project... and I really have some suggestions for it. First off... its very ambitious... too ambitious... and I really don't like the fact you are using RPG maker... though that will give you a much higher chance of completing it... with the shear amount you have planned it will still be quite a journey for you. On RPG maker... I assume it will not control very well... which will be trouble for you to recapture MML's feel. Due to how tight controlled RPG maker games are, try to loosen it up a bit, with inertia and other physicy like things.
Also, do not focus on making a demo... or fancy graphics, or any of that. Focus on FUN! Right now... I see some graphics, and I see some ideas... but I don't see any fun. You are doing a good job feeding the fans what they want, but from a development stand point, you have VERY LITTLE. I haven't used RPG maker... so I don't know how much it sets up for you, but graphics are maybe a quarter of the work, and ends up of little importance... if you capture the feel of MML's graphics, then you've succeeded, because I doubt the gameplay will even near it.
Also... don't try to be better than MML. Not yet at least. MML was great for being what it was... and I doubt we would have wanted a watered down, bigger version. I at least, like how it was a very focused game, with a tight network of ruins that all interconnected. I don't want ruins all over the place that have no bearing at all (I'm looking at you MML2!). I really want to root for this project... but considering RPG maker games I do not know what to think. Also... when developing a demo, make sure you don't make short cuts to make a demo work... they will bite you later on. I know... if you don't program it big enough, then a big game won't work.
So far the graphics look alright, I like the fact you are making graphics rather than just stealing them, but I strongly suggest you try to make the gameplay first, and then worry about everything around it. The graphics won't matter if the game doesn't play.
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Post by Blues on Aug 25, 2007 10:48:17 GMT -5
Gee, give 'im some time. This project only started recently-heck, it hasn't even started yet!
Then again, there are some good tips there, so I recommend you listen to JMC47, Musashi- he kniows what he's doing!
Hey, are Servbots going to be playable?
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Post by JMC47 on Aug 25, 2007 12:34:16 GMT -5
I know its quite early to give such critiques... but knowing my past mistakes, I'd hate for someone else to make the same ones! The best possible way to avoid them is preparation and knowledge. And I can do my best to help him avoid the mistakes I made. I need to explain this now... before I forget.
Getting bored with a fan game is why 99% of people quit midway through. It no longer becomes fun because as you develop it, it takes longer to get the same progress as you got in the beginning. Such as when you first get the movement engine... BIG boost... as you made major progress. Later on... getting that same boost... would take an insurmountable amount of work... so you just have to focus even when it is no longer "fun" to make. That is the key to completing a fan game. Thats why I suggest you wait until later to do graphics, as they are quick gratification compared to engine work, and give you a good boost, same with story. Coding, the more you make it the less gratifying and more work it is. Just speaking of personal experience with several projects... thats what happens.
Sorry if I seem like I'm a bit pessimistic... but the odds are you won't complete is Musashi. Despite that... I'd love to see you prove me wrong! One of my goals with MMLEx was to prove SimSteven and the other people who doubted me wrong...
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Post by Musashi on Aug 25, 2007 14:22:50 GMT -5
Thanks for all the criticism, JMC47! Yeah, I knew I was being too ambitious. But the Ruins will still be interconnected, and it won't be THAT much bigger.
Also, I don't think you've seen Rpg Maker XP, have you? It has a built in scripting language, and even though my systems will be event based, there are a LOT of custom scripts that will help with the work load.
The main reason for this project was to fix the stuff people where annoyed at in the first game, that seemingly did nothing, and to fix some of the weird things(How do cars pass through the doors, or past the Apple Market, for that matter?)
Anyways, I was gonna eventually tone it down a bit. Thanks again for all the criticism!
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Post by Blues on Aug 25, 2007 14:43:40 GMT -5
Are you still able to kick stuff? Or will you replace it with the lifter? Or maybe even something different...
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Post by Musashi on Aug 25, 2007 16:36:05 GMT -5
Kicking for the win. Kick everything. Kick dogs, Servbots, and family members a like. Hell, even kick Data! Hell,Casket,Data,andKickingarenotkickable.Allofthesethingsarecopyright8XXXCapcom
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