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Messages - Weissritter

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Rockman Series / Re: Megaman New Horizon shuts down.
« on: May 10, 2011, 01:38:59 AM »
We also stopped because many of my colleagues thought that if we were to invest countless of hours into something, then why not do something original. We just didn’t want to stand in Capcom’s shadow…

What would you do in my clothes? Would you continue working for month on something that belongs to someone else, or would you prefer creating something of your own?

Personally, were I possessed of talent (and drive, besides), I'd have continued, if at a slow pace so as not to burn out. But that really depends on how passionate you are about what you're doing, I'd say; I personally feel the X series, and particularly the X character himself, has been poorly handled by Capcom, and has turned out to be a waste of potential. I feel the series needs to be "done justice", if you will, and sometimes time constraints and money become more important to people than making an enjoyable product; this is less of an issue in a fan project, where you're more likely to find people who are doing the work because they feel strongly about making an entertaining experience. The primary issue here is that such projects are often limited by the talent and resources of these intrepid few. But, hell, if I personally had the talent to make a good game, and a reliable couple of people to back me up in the things I stink at, I'd love to make a game that I feel is worth the series.

But, well, that's me. Many game series that have been around for awhile have had their superstar entries, or have made a comeback in recent years, and not all of them need a fan's touch. I just think this series is a different story.

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Fan Games / Re: Mega Man X: Corrupted (flash fangame)
« on: May 06, 2011, 04:14:26 AM »
The neurospike thing was so random I have no idea why you thought i wanted ideas for it.

Seems I misinterpreted you based on the topic at the time; there was talk on suggestions for the wind weapon, and I supposed that anything else you mentioned as having not finished yet was also open for suggestion. Sorry about that; my intention wasn't to throw my weight around.

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Fan Games / Re: Mega Man X: Corrupted (flash fangame)
« on: May 05, 2011, 05:20:27 AM »
You know, not everyone who offers a differing opinion is looking for an argument, and I think I made that pretty clear by saying you've done a fine job without my input, and that it might be too much trouble to implement, among other things. I don't care one way or the other if you do it, but you said you were looking for ideas, so I gave one, followed by why I think it'd work, and that perhaps you're being a bit too particular about what works or doesn't. It didn't have to be more complicated than that, especially if you didn't agree. Ease off the trigger a little; egotism is a creator's worst foe.

With that said, I'll again commend you on how the game's progressing and hope the future's bright for the project no matter what shape you decide it takes.

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Fan Games / Re: Mega Man X: Corrupted (flash fangame)
« on: May 04, 2011, 01:24:45 PM »
Too slow, not fast paced enough for MMX. That kinda of stuff is more suitable for a puzzle like platformer game.

The same can be said of an experience and leveling system, but the point of that was to add a wrinkle to the gameplay and appeal to a certain kind of player, no?

Besides that, an element of Mega Man X has always been going out of your way to find and do everything the game has to offer, often adding a light puzzle element, though still an action-based one. No one will ever achieve maximum health and full powerups each title has to offer without stopping to think or experiment, and it's not always a fast-paced endeavor (indeed, even some of the stages in the series have been slow paced). Those that don't care and just want to make their way through aren't forced to do it, though, and the above was proposed with this in mind, as an optional feature that can reward the player if they bother to use it, or hell, can offer them a means to goof around if they feel so inclined. Maybe stepping outside of the envisioned model is worth if it the player has fun with the end result.

I thought it was cool. fairly useless, but, still cool.

It was a neat concept. I suppose the idea behind my suggestion was also to give it some weight, to make it feel less like a novelty and more like a gameplay element.

Of course, it's your game, JKB, and it's certainly shaping up well without any of my input, but every fan has their own version of what the series means to them. Perhaps the same people who will appreciate the work that has gone into the weapons won't mind X putting on his thinking helmet when using them.

Regardless, I find the work that's been done so far to be very impressive. No matter what shape it takes, if the project finishes as strongly as it's progressed, you're on your way to offering the definitive... X-perience here. I can say with a relative surety that no one expects something like this when they see "flash fangame" attached to it, but this has thusfar been a professional effort by some talented people, moreso than the majority of the efforts put out by people who get paid to do this. And as a fan that feels the series didn't get its proper due, I feel there's no better credit that could be done to it.

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Fan Games / Re: Mega Man X: Corrupted (flash fangame)
« on: May 03, 2011, 09:54:09 PM »
Still need to make Neurospike charged version;

If you're still working on that:

While it might be approaching too much trouble to be worth, perhaps you could assume direct control of the enemy in question, with X remaining immobile for the duration, sort of like a cross between Soul Body and the DNA copy mechanic. And while it may also interfere with whatever level design decisions you're in the process of completing or have completed, maybe it could even be used to allow X to access areas he couldn't on his own. Say, an enemy's unique firing pattern or splash damage allows it to shoot out a wall X's own weaponry can't reach.

Another potential application could be a boss that utilizes minions that can be commandeered to hit a weak point or some such, reducing the boss' overall effectiveness and making the battle easier than fighting it outright.

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