Hermit Crab
Fritto
HELLO WOULD YOU LIKE TO ENTER MY CONCH
Posts: 65
|
Post by Hermit Crab on Dec 2, 2011 12:11:29 GMT -5
Hi guys, so a demo was released? Is there a download link somewhere?
|
|
|
Post by JMC47 on May 9, 2012 17:02:06 GMT -5
I know it's been a while, but there's been a lot of little work, and a lot more thinking on the project.
I'm going to put it simply, I want to show what the project is all about.
While the combat system we've been showing, while primitive, is different, ASH is trying to work from something I couldn't exactly sense before. I've played through Legends 1 probably a dozen times in the last week or so, and during these long practice runs, I've been studying it as a game, and even comparing it to my own project.
I long thought ASH was going far and away from the series, when really, it's not that different.
MegaMan Legends does a lot of little things that are exceedingly interesting. being able to touch reaverbots without getting damaged, being able to jump on some enemies and use them as platforms. There's this very fluid feel to the ruins, something I want to recapture from MML1 that was lost in MML2. While they are primitive, if taken in the right direction it could be great to just have a huge network without the dungeon like feel instilled into the sequel. Just my two cents on the subject.
Ruin design is something that's long eluded me on some level, I've never been an artist, and it's hard to visualize a network of rooms beyond squares on a top down map. It loses personality, feel, even design and opportunities, for the more you can see, the better you can add and improve the ideas that you are there.
Our engine still needs work, but I'm confident that with just a little more help on the design aspects everything can come together. There are some things that I love to see in visual design. We've abstractly had rooms and ideas drawn, designed and even built. But while they may make nice screenshots, or even decent prototypes, they aren't a game area yet, they aren't part of a network, a home for the reaverbots, if I may say so.
Assuming you've made it this far, the last few months have been mostly minor updates as we struggle to make physics work with gameplay. We want a fluid experience, we want reaverbots to react right, we want creative solutions to problems. But, the serious issue is that we don't have enough people to design and create the game areas. We can finish our characters, we can model reaverbots, even rig them and animate them. But when it comes to designing and building the ruins, making them look right, we've hit a roadblock. And in a game where the ruins are as much your home as the island above, well, it's made moving forward a very difficult task.
|
|
|
Post by Loken on May 10, 2012 17:19:44 GMT -5
It's great to here more on ASH. While I get what you are saying I actually really liked the ruin that you guys made for the demo video. It seemed very Legends to me. Perhaps you can show us some screen caps of any other ruins you may have made?
|
|
|
Post by General Specific on May 10, 2012 17:39:48 GMT -5
They haven't made any other ones, so much as they've generated ones randomly to be played in-engine. I chatted with JMC about the project problems with ruin design and, to say the least, there are both creative and technical issues involved with getting custom-built ruins up and running in the current engine. Since custom ruins are what the project's going to be aiming for, things might take a while, at least until it'll be time to show off new content and provide more updates.
—Yes: I'm working on this fan-game now. Master help us all!
|
|
|
Post by Loken on May 10, 2012 18:34:35 GMT -5
Good hear they have more help. To be honest don't worry too much about the ruin design, just make it how you want. Use Legends as the inspiration not a model and you will make something original, fun, and Legends like. Good Luck with the technical problems. If you solve those then the creative part will come to you. Just use all that Legends zeal!
|
|
|
Post by JMC47 on May 17, 2012 15:41:46 GMT -5
I wish I had something more to show people, but, for what it's worth, we're definitely switching back into high gear. It may be a month or two before the engine overhaul is completed and we have videos/screenshots. 1: No more random ruins means we need to be able to load/build/render 3D ruins. 2: Physics Engine is still a problem, which will require a lot of tweaking at best. 3: All of our character models are getting a healthy upgrade to go with the new story... well... since only one has been shown, that doesn't mean a lot. Basically, Lexi won't be in this digger costume next time you see her! 4: Lighting is getting renovated, we may be losing a few features to make it run better on more computers. Considering it stressed high level graphics cards in those simple ruins, it is necessary. 5: New animations. Period, I don't want to be the one doing them either. 6: We still need to build the ruins to load into the engine. That said, I may try to post concept art and WIP models if people are interested in seeing them. We have some work in progress shots from the Furnace from when it was being developed before our big announcement that may tell a bit of a tale...
|
|
Devillock
Zakobon
Official MMLEx Modeler
The lights on the walls will start flashing soon...
Posts: 108
|
Post by Devillock on May 18, 2012 21:56:02 GMT -5
So far what I've seen makes me all warm inside. I'm glad do see that after all these years there still is a MML fan game in the works. Keep up the lovely work and hope to see more progress or even a release soon ^^
|
|
|
Post by fabbicarus on Jul 10, 2014 20:40:12 GMT -5
RIP Another Story in Halcyon You showed a glimmer of hope in the sense of awe and exploration of the MML series but then you ded
|
|
|
Post by Mikéy on Jul 10, 2014 23:10:06 GMT -5
Welcome to Megaman Legends Station...
May I ask what your point was with your post? It contributes nothing to the topic.
|
|