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Post by JMC47 on Jun 13, 2007 12:02:53 GMT -5
Hello, JMC here to make an announcement. For the past few months, I've had trouble finding out what to do or where to go, I've tried several ideas to bring some life to the project. Nothing seems to be working at this point, so I came back to my brother NMN for one final go at this.
MegaMan Legends Expansion: Battle Grounds (tentative name) is going to be a multiplayer online game foremost. Second of all it will have several modes, gameplay options, and the such. I need EVERYONE'S opinion on the matter, because for a multiplayer game we need people. Anyway, onto early details of the game.
Gamer Score: Gamer Score is calculated by who you beat and who you lose to. Disconnecting often will drop it considerably more than just losing. The higher your Gamer Score the more weapons that are open to you, the more chance you have at being a "Mother" during a team battle.
Mother Unit: At the beginning of any team match, players will vote for one person to be a Mother. This person will get a special power of their choosing (chosen before the match), extra health compared to other units, but will also be marked so the other team knows that they are the Mother Unit.
Unit Types: This likely won't be in the first version if we complete it. We plan to have servitors, Purifiers, Repair Units and the such. But that may be released in an update later in the games life. Just expect minor differences between a few like unit types in the first version.
Story: There will be some sort of story, though how it is going to be presented and the such is not completely figured out. Expect missions to have story within them at this point.
Gameplay modes
DeathMatch: Typical Death Match Mode. Has Team, Mother vs All.
Mission: Take on one of several missions of the ancient system, to fighting the pirates on Kattelox in a whole new light. Note, that you won't be playing as the original characters.
Survival: Survive an onslaught of Reaverbots for as long as you can!
Special Weapons All units are equipped with a standard buster gun, but you can also equip ONE special weapon before the match. These weapons will have appeared throughout MML. Don't expect the shining laser or anything that would throw off the balance of the entire game though. Maybe some maps will have short cuts that require the drill arm...
Buster Parts and Upgrades For every victory you will be awarded money. Also in game achievements (kills, not dying once, etc) will also get you extra Zenny to purchase buster parts and special weapons, or upgrade them!
There may be other modes completely unrelated for people who don't prefer this type of gameplay. But do remember, we plan to keep the player control as close to MML as possible, so it will still feel right. I know that this is quite possibly going to outrage people, but I feel that it is much easier than having anything else. My short stories idea didn't work, so here is my next one. I hope everyone leaves a comment (good or bad, won't deter me I just want to see who is watching!) Anyway, more updates will come soon.
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Post by Dashe on Jun 13, 2007 12:32:12 GMT -5
Speaking strictly from a consumer standpoint, it doesn't sound like something I'd play. I have no doubt in my mind that there are people here that love shooting things and battling, but it's not exactly my cup of tea.
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Post by Blues on Jun 13, 2007 12:46:04 GMT -5
Hmmm...it's a little too much like Legends, in the sense that MML is an action/adventure and this sounds more like an FPS-type game. For instance, why would you get Zenny after every victory? Wouldn't it be simpler and less confusing if you just got to upgrade your weapons or something? Same thing for buster parts; it's a little unnecessary for a a game like this. Why not have a team leader be the mother unit? It seems simpler. Having to vote every team match would just slow down the pace of the game.
This is just what I think. Other than these points, this sounds pretty good!
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Post by JMC47 on Jun 13, 2007 13:17:09 GMT -5
Dashe: Yeah, I completely agree with you. I just don't have the resources to put in a huge story, with tons of animation and environments. I figured, that if I was going to make something, we'd have to skimp on the story and focus on gameplay, I know that will disappoint some, but I'd rather release something than nothing. And as you can see so far, I haven't been able to release much.
Blues: You get Zenny after a victory because you won... I could set it up like every time you kill an opponent they explode and zenny drops out old school, but I was unsure if people would like that idea as then in multiplayer people could get zenny that wasn't rightfully theirs. And you should always get money from a victory. I don't know the problem with that. Upgrading the weapons WITHOUT money would make it so that no one would use the lower tier weapons ever. The weapons will not be too unbalanced to where one weapon can change the outcome of a match, but I think that there should be some incentive to play the game. If you want this weapon, you'll play it just to get that weapon, then upgrade it, increasing its life span. And voting is for fairness. It only happens once per match, and even if they play several matches in the same game (aka server) the same person plays mother unit until they leave.
If everything were available from the beginning, then there wouldn't be much incentive to save up, thats my only reason for the money system. I may replace it with a better system if I figure one out during development. Thank you both for your honest comments.
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Post by Dash on Jun 13, 2007 13:32:42 GMT -5
Eh, I don't think it's a very good idea, JMC. Making Legends an online thing...just doesn't seem right. Nice ideas, of course...but I just don't see it working out to what you think it'd become.
On the topic of ideas for MMLEx. Why not just make mini-games? Mini-games of what? Well, Trigger's training. This way, you can focus on game-play without a strong storyline and not have to make all of the mini-games all at once. Of course, the mini-games could lead up to what happened on Elysium before MML1, but that's just me. You're going to do what you're going to do, I'm just offering my ideas.
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Post by JMC47 on Jun 13, 2007 15:37:41 GMT -5
Making Legends online isn't a great idea, but I've exhausted most of my other ideas. As soon as I can get some sort of momentum going for MMLEx, I can focus on more aspects of it. Right now I'm doing what is easiest, creating some sort of gameplay, then later on we can focus on more solo and story based things. Right now I just want to accomplish something
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Post by Blues on Jun 13, 2007 15:37:43 GMT -5
Money in a game like this doesn't really make sense. And instead of money, you could get weapons and upgrades for other weapons. In a setting like this, I can see buster parts for the buster gun working. Maybe you could have certain accomplishments get certain weapons...? You could put limits on how many times you could upgrade something. And you could also try to not make one weapon stronger than or have too many advantages over another. Speed is best in these games, which is why choosing a mother unit directly before a match is a bad idea. I suppose you could make it work if you have it in a sort of options menu type thing. Just trying to help.
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Post by Dashe on Jun 13, 2007 16:10:50 GMT -5
On the topic of ideas for MMLEx. Why not just make mini-games? Mini-games of what? Well, Trigger's training. This way, you can focus on game-play without a strong storyline and not have to make all of the mini-games all at once. Of course, the mini-games could lead up to what happened on Elysium before MML1, but that's just me. You're going to do what you're going to do, I'm just offering my ideas. I actually like this idea a little better, maybe if you get something like Launch the Drache going, just little minigames, but a lot of them, it could lead into something bigger. I mean, if you get a lot of fun, little things out, kind of like with WarioWare, only longer mingames and in 3-D, maybe people with programming, texturing, modeling, and level design experience will notice them and come to you, and that could build a team on its own for a larger, more in-depth project.
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Devillock
Zakobon
Official MMLEx Modeler
The lights on the walls will start flashing soon...
Posts: 108
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Post by Devillock on Jun 14, 2007 4:43:01 GMT -5
@jmc!!!!!!!!!! dang it man! You rushed it way too much! I told you give me 2 weeks! dang...
@all OF YOU! JMC was kinda rude when he forgot to mention that i'm in the idea too! I ringed his bell!
The whole idea of this is to be incoorporated in the MMLEx it self. It will also be Single player AND multi player. It's summertime, we have a lot's of free time, and we can get things done much more quicker. The whole idea of this is to create a RPG-based multiplayer gamestyle. It can be LAN or on-line. It will be one big domain, reaverbots around and a FREE FOR ALL Deathmatch! By killing reaverbots you gain Zenny which will allow you to buy buster parts and upgrade special weapons. By killing another unit(a player that is) you get a level up. 2-3 + with every level up. That increases movement speed, auto aim, armor, health... dang it JMC, I told you, give me some time. I'm kinda disappointed... Nevermind. ...And I'm pissed Like my Avatar!
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Post by JMC47 on Jun 14, 2007 11:03:12 GMT -5
Devillock, I didn't forget about your ideas. I would have liked them to have been their own modes because they were radically different than mine even. Sorry about forgetting to mention you. No there will be no big domain. We don't have the resources to do that, we would need a dedicated server, which would cost money, which I don't have much of.
And no, I cut the single player for now. The single player would require a ton more work than multiplayer, so I'd rather do something to release first. This isn't what everybody wants, and I know that too well, this isn't exactly what I want. I'm doing this because its much more possible than any of my other ideas.
Devillock, keep developing your ideas for the next two weeks like you said, none of this is for sure, and this definitely isn't everything.
BTW NO AUTOAIM! Leveling up and stuff we'll have to discuss, because I don't think higher levels should get more health and better movement speed, that would be kinda cheap for new players. I want to keep it more to the number of options available.
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Post by Dash on Jun 14, 2007 13:20:10 GMT -5
With ideas and concepts set aside. Shall I begin work on some concept tracks for this? I realize that there's the off-chance this won't happen, but it's always good to be prepared and since I have limited internet access, I need to ask these sorts of questions ahead of time.
By the way, JMC...TURN ON YOUR FRIGGIN' PHONE. I've been trying to get in contact with you.
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Post by JMC47 on Jun 14, 2007 15:40:08 GMT -5
Phones on.
We shall discuss more over the phone perhaps. Right now I'm not 100% sure. Its in its very early stages of planning. We'll figure out something.
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Post by Dash on Jun 14, 2007 18:37:24 GMT -5
Awesome, I should be givin' you a call either tomorrow or Saturday. I'll help smooth out the wrinkles in your ideas 'n what not.
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Post by mirak on Jun 14, 2007 19:27:22 GMT -5
...But isn't this something complicated to do? Why is it that it won't land in the need of more and finally just be left in hiatus? (Just asking, don't eat me)
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Post by JMC47 on Jun 14, 2007 20:24:56 GMT -5
Actually, this is surprisingly simplistic. I analyzed this is actual workload, via models needed, levels, voices, animations, scenarios, code, and its very little compared to even a short story experience. Strange as it does sound like a lot of work, when in truth it is much less.
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