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Post by Dragge on Mar 14, 2009 18:44:44 GMT -5
Just wondering, the overhead view of Reaverland looks similar to the island Mata-nui from bionicle but that's just me. Is that where you got the idea? Anyway I agree with Mr. Ninja. A game would be awesomeness (or send this stuff to Inafune and then see if Capcom isn't motivated to make Legends 3! ;D)
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Arne
Fritto
Ghost Zakobon
Posts: 64
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Post by Arne on Mar 15, 2009 1:07:36 GMT -5
I'm glad you guy's like it. I always choose a forum with hardcore fans, because I want to be faithful to the source material. On general art forums not many know what I'm on about, and people are less likely to speak up if I commit an atrocity with a redesign. Yeah, I changed the Fingerii a bit. I think it's a fun design at the core, a kind of wobbling walking tower, but I didn't like the details, so I changed those. The Reaverbots... I want them to be familiar yet unfamiliar... look like they have a function but there's no way in telling what it is. I do like some of the animal Reaverbots, but I think it's a good idea to jumble the details a bit and add some alien elements so it's not a plain conversion. Interesting thoughts about MML1 having more vicious Reaverbots than the second game. Perhaps it bothered me a little too. Same with the overground Reaverbots, but I wasn't sure if it was just me. The problem for me is that I have three games to stay faithful too, so I'll have to include a bit of each, but I can tone the bothersome things down a tad. If the Mammoth looks too goofy and appears out of place running about in various ruins, I could restrict it to just roaming a single valley up north somewhere. Yeah, I only do these projects for fun. Since I don't own the license for any of these old games I can't do anything with them even if I wanted to. Occasionally I'm contacted from people who want to realize a project, but since they don't own the license either, it's a no go. Some wants to change the design into something else to avoid infringement, but what's the point? Each project is rather meticulously researched and aligned to a specific design idea. If I wanted to design something of my own I would not be restricted by any source material, and thus be able to do a more potent design. So, my game redesign projects are deliberately restricted in order to be faithful. The fun part though, is the problem solving involved in appending material to an existing design... being consistent in the extrapolation. The map was random lines. I looked up Mata Nui and yeah, at least the silhouette does look quite similar. I often add craters to my maps because it allows me to add a history element. What's at the center of the crater? A small mysterious island of course! Maybe it has something to do with the Reaverbots acting strange on Reaverland, or the dead ones found overground? We'll see. How do you people feel about MML being set in the Megaman universe? Personally I prefer it not to be, but can I attempt not not conflict the notion, rather than supporting it. Although in the light of this I might have to change things. wikiknowledge.net/wiki/Mega_Man_TimelineAlso, what? www.gamingtv.jp/index.cgi?action=detail&number=5784&thread=07dol.dengeki.com/data/news/2008/3/6/f00cd70838b082214e44ac920dcde332.html
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Post by Buster Cannon on Mar 15, 2009 2:01:16 GMT -5
^This. 'Bout time I finally found art of this thing. ;D You've got a lot of nice ideas on your site. I agree with you on the idea of reaverbots coming up out of the ground being pointless. Not only is the sight of a Fingerii shooting out of the ground creepy, the fact that Fingerii are only effective in narrow hallways makes it even worse. The new weapon system seems a little complicated, but it might play out pretty nicely.
I'm not sure if you've played Megaman Zero 4, but a Z-Knuckle type application would be great for the Lifter. Basically, it normally acts as a short-range punch. If used to finish off the opponent, though, you essentially rip-off a part of the enemy and use it as if it was a weapon. You could use the Gorubeshu's shield, nab some homing missiles from Janfoden or gain a limited supply of bombs from a Zakobon. Jabbing something with a Sharukurusu's claw would be pretty dun as well. I personally think that close-range weapons should have an infinite quantity, while things like bombs and missiles could be variable (depending on strength; pea-shooters should be infinite).
The idea of stores selling weapons seems interesting. This makes me wonder who Roll sold those MML1 weapons to anyway? It'd be pretty interesting running into the Grand Grenade at some random shop. And then or the thought of the Bonnes running across them; it'd be sort of cute seeing Servbots trying to wield your gear.
Another interesting point you brought up was the inclusion of multiple playable characters, which could be used to add a new layer of difficulty. It could play out pretty nicely (MMPU anyone?), although I'm more partial to changing the layouts and such. Swapping in more difficult reavers in harder modes of play would be nice, or you could make certain reavers only appear in certain game modes. The idea of license tests would be pretty cool as well.
"Some Reaverbots could be at several locations (like the generic little Zakobons), but I don't like when everyone's everywhere. For example, the Mammoths in MML2 seems out of place in Ruins."
Yeah, Mamoo really didn't belong anywhere outside of Forbidden Island/Calinca Ruins. What they were doing in Kito Caverns is beyond me. I also agree that a lot of the reaver designs in MML1 seemed a bit more in-character. They don't really have that ominous feeling when they're seen above ground frequently, and some of their colors just didn't seem to match their environment in some places.
I like the "dead reaverbot" idea, has a nice, eerie feel to it. Could be an interesting spot to tie-in the Legends series to past games (i.e. ZX); seeing a few relics of that era would be a pretty nice touch. ZX pulled that off quite nicely, as there were a few artistic cameos in the backgrounds of stages (Wire Sponge lodged into a tree in ZX Advent).
The City could use some better defenses. Donations go to turrets and new militia vehicles. This makes certain Defense missions easier.
The whole idea of missions sounds fun. In the Legends series, the cities are usually defenseless with their machinery, making them easy targets for pirates. Nino Island is sort of an exception, as they had weaponry (both the cannon and Parabola were wrecked before Roll showed up, and those machine-guns they have are pretty terrible). And don't get me started on how useless policemen were on Kattelox.
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duo
Gorubeshu
Posts: 261
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Post by duo on Apr 23, 2009 22:55:54 GMT -5
In response to the "Niklas Jansson Talks Legends" thread: I already talked to him about putting together a game, but he didn't seem very interested. He's more into the concept work, I think. We did throw some ideas around though, and I started reworking my stuff based on his suggestions. A top down scroller is the way to go, with prerendered 3d graphics maybe. I already put together some models, and they don't look that bad. A real 3d game is way too much. Anyway, he hasn't updated the page in maybe a month already, so I think he got bored.
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Post by Mr. Ninja on Apr 24, 2009 19:56:20 GMT -5
In response to the "Niklas Jansson Talks Legends" thread: I already talked to him about putting together a game, but he didn't seem very interested. He's more into the concept work, I think. We did throw some ideas around though, and I started reworking my stuff based on his suggestions. A top down scroller is the way to go, with prerendered 3d graphics maybe. I already put together some models, and they don't look that bad. A real 3d game is way too much. Anyway, he hasn't updated the page in maybe a month already, so I think he got bored. Well if you already have models, why don't you try and get some people to help you. You already have some models, so why not try? It's worth a shot if you ask me.
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duo
Gorubeshu
Posts: 261
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Post by duo on Apr 25, 2009 1:33:52 GMT -5
Haha, I don't need help on this. I just need to do some work.
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Post by Blues on Apr 26, 2009 14:23:01 GMT -5
Well, via the thread Goopygoo posted, I finally found out that all this great art has a purpose. (In fact, the MM1-inspired enemies motivated me to play MM1 again; that particular run I tried to beat the Yellow Devil without using the 'Select trick', which was accomplished within 30 minutes. ) I read that proposal, and I think it's a great idea. Seriously, someone should translate that into Japanese and have some higher-ups at Capcom Japan or Keiji Inafune read it. That kind of work and dedication has to be noticed somehow. You have lots of good ideas there, especially the Weapons system updates. The backstory and plot sound like they would keep gamer's interest, too. This is really, really good!
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Post by Mr. Ninja on Apr 27, 2009 15:22:58 GMT -5
Agreed, all of this hard work must motivate Inafune to make MML 3 a little. Can't see how it wouldn't...
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Post by in·clover on Apr 27, 2009 15:33:54 GMT -5
Agreed, all of this hard work must motivate Inafune to make MML 3 a little. Can't see how it wouldn't... How? Inafune sees this kind of stuff at his job all the time, I assume. Inticreates already proposed a sequel and he shot it down. I like Arne's stuff, but I don't think he meant this as a "proposal". This is something he does with all kinds of old skool games and other fiction that he likes. Bomberman, Star Trek, Blaster Master... None of which seems like it's meant to motivate producers into giving green lights for projects. I'm pretty sure this is just something a freelance artist did for s***s and giggles.
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duo
Gorubeshu
Posts: 261
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Post by duo on Apr 27, 2009 23:13:39 GMT -5
And if you want a game soooo bad, make your own! pygame.org/
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Post by chdata on Aug 25, 2009 22:26:25 GMT -5
Whoa are you coming up with your own game or something? That art there is aawesome. If you said anything about this in the OP i didn't have time to read.
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duo
Gorubeshu
Posts: 261
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Post by duo on Sept 14, 2009 23:03:28 GMT -5
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Arne
Fritto
Ghost Zakobon
Posts: 64
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Post by Arne on Sept 17, 2009 6:27:23 GMT -5
Capcom probably have MML3 material done already. It's lack of funding that is holding them back, not lack of ideas. Developing games is very expensive and time consuming, even if it's a low budget game. btw. Check out Time Bokan and Yatterman. I see some familiar elements. Blue hero, pink heroine, 3 badguys (1 female who often gets her clothes burned off), mechas, skull emblems... www.youtube.com/watch?v=QZzKM2XVaDk
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duo
Gorubeshu
Posts: 261
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Post by duo on Sept 17, 2009 9:23:24 GMT -5
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Arne
Fritto
Ghost Zakobon
Posts: 64
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Post by Arne on Sept 17, 2009 15:10:10 GMT -5
There are more similarities than the ones which I have listed, but yeah, it's hard to tell where exactly things came from. Time Bokan and Yatterman is extra interesting because they are pretty old (1975-1979) and it was made by Tatsunoko Productions. Inafune was born in 1965 so he would've been 10-14 when Time Bokan and Yatterman aired (Sundays).
Time Bokan may not be the earliest series featuring a female (oni/horned) villain who builds and pilots mecha, but it's probably an early one.
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