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Author Topic: The Idea(s) Topic  (Read 215807 times)

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May 25, 2016, 03:16:40 PM
Reply #570

Offline Magnet Dood

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Re: The Idea(s) Topic
« Reply #570 on: May 25, 2016, 03:16:40 PM »
Sounds pretty interesting to me. If you've got a pipe frame kart already finished, I might be willing to help out with it by putting drivers on it and such.

May 25, 2016, 03:59:14 PM
Reply #571

Offline Superjustinbros

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Re: The Idea(s) Topic
« Reply #571 on: May 25, 2016, 03:59:14 PM »
I sadly don't have a Pipe Frame skin on the ready at the moment.

June 11, 2016, 11:10:50 PM
Reply #572

Offline fortegigasgospel

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Re: The Idea(s) Topic
« Reply #572 on: June 11, 2016, 11:10:50 PM »
In light of Evil Escort just released by Mike, I came up with a series of very rough draft classes for "Team Games"
Much like Overwatch they fit into 4 categories: Offense, Defense, Tank, and Support.
The catch is, other then the 4 main characters, I only picked 1 character per game (1 - 10, V, &B, as well as DOS, DOS3, DOSReborn, &B2, and Strategy). My reasonings are as followed:
[*]More classes = harder balancing
[*]No over saturation of a single game (IE: Mega Man 1/2 having more characters present then the others)
[*]More diversity in the characters present (Arguably only 2 characters share a theme)
Interestingly enough, I ended up having 21 classes (same number as Overwatch), not intended though. 6 Offense, 6 Defense, 5 Tanks, and 4 Support. These ideas are intended to lack weapon pick ups, again for balancing reasons. I also included a general "idea" for each under their abilities.
so now without further ado:
(click to show/hide)
With the exception of Fan all are of their game's "main" bosses. The inclusion of Petrol Man was due to the DOS Reborn expansion and to help fit in an extra support character.
RKN/MKN, Quint, and Genesis Unit ideas possibly to come.
Potential "Ultimates" possible too.

June 13, 2016, 01:52:37 AM
Reply #573

Offline Superjustinbros

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Re: The Idea(s) Topic
« Reply #573 on: June 13, 2016, 01:52:37 AM »
These are some pretty good concepts.

June 15, 2016, 03:35:15 AM
Reply #574

Offline fortegigasgospel

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Re: The Idea(s) Topic
« Reply #574 on: June 15, 2016, 03:35:15 AM »
Forgot to mention, like TF2 and OW the concept for those classes also is based around everyone moves at the same speed. So Quick Man should have a sprint like Soldier: 76 while Slash would use his Goo to slow targets down instead of speeding himself up.
Also, did Enker, Punk, and Ballad
(click to show/hide)
Still managed to have no conflicting themes I think. Quint concept will come later once I can figure out how to not have him use AOE as well as not completely based around the Sakugarne.

June 16, 2016, 01:56:14 AM
Reply #575

Offline fortegigasgospel

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Re: The Idea(s) Topic
« Reply #575 on: June 16, 2016, 01:56:14 AM »
Ok, Quint and Genesis Unit rough concepts done. This brings the class count up to 28. 8 Offense and Defense, 7 Tanks, and 5 Support.
(click to show/hide)
Since the Killers and Genesis Unit were each an offense, defense, and tank, and I made Quint last, I figured another support was needed and tried to think of how Quint could be one, so the idea for him is he is decent in a fire fight (unlike the other support characters) while using Sakugarne to help give allies a tactic to close in on the enemy as them suddenly launching into the air and closing in fast can possibly be trickier to stop then a typical advance and can use his own self version to close in and cause trouble in the middle of the enemy team, or possibly get him or an ally behind them.
HSH's second ability sounds like Aircon's third but the idea is Aircon's is a light pull and able to be streamed while HSH's goes for a set amount of time and has a more powerful pull.
I don't think I'll be doing any more after this.

Edit: Also yes, MWS is supposed to be a sniper.

June 16, 2016, 04:00:27 AM
Reply #576

Offline Korby

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Re: The Idea(s) Topic
« Reply #576 on: June 16, 2016, 04:00:27 AM »
Most of the classes in TF2 have differing movement speeds.

If the idea was to include one from each game, why make the entire Genesis Unit?

June 16, 2016, 04:24:41 AM
Reply #577

Offline fortegigasgospel

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Re: The Idea(s) Topic
« Reply #577 on: June 16, 2016, 04:24:41 AM »
Quote from: "Korby"
Most of the classes in TF2 have differing movement speeds.

If the idea was to include one from each game, why make the entire Genesis Unit?
Huh, I didn't know all the TF2 ones moved different speeds, I thought that was related to load outs. Though that was an assumption anyway. Probably should have asked about that first.
I did the entire Genesis Unit under the premise of "since I did all 3 Megaman Killers and Quint I should probably do all 3 Genesis Unit also to prevent "you did <enter which I picked here> but not the other 2/<enter person's preferred GU>!" though the later could be said about all the game's characters.
Though yea, I did say 1 per game, personally I'd drop Buster Rod and Hyper Storm in favor of Mega Water, since he is designed to be a sniper while dropping HSH makes easier room to possibly do Duo, though there isn't much he would bring in that is new either.

June 21, 2016, 10:49:06 PM
Reply #578

Offline fortegigasgospel

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Re: The Idea(s) Topic
« Reply #578 on: June 21, 2016, 10:49:06 PM »
Ok further ideas for it: different releases. This would mainly cut back on amount of work needed at a time with it's own expansion packs to add more classes. Also Buster Rod and Hyper Storm are dropped to follow the one main boss per game.
Team Classes Core Version: Covers the characters from the games covered by core. 1 - 10, V, WT, &B, and the 4 mains, totaling to 16 classes: 5 Offense, 5 Defense, 3 Tanks, 3 Support. No Killers or Quint because the GB games (minus V) are not actually covered by core.
Extended Version: Adds DOS, DOS2, &B2, Strategy, and the first four GB games. That is 8 more classes: 2 Offense, 2 Defense, 3 Tanks, and 1 Support.
Strength in Numbers Version (named and based off the SP mod of the same name): Adding special characters namely Duo, Doc Robot, Fake Man, and Dark Man. Unsure of any others who might fit into this. Yes these break the 1 boss per game but all of these 4 are special bosses with no dropped weapons. Also obviously only conceptual anyway.
and lastly Plus Version: This version would add namely fan game characters for a bit of limelight, Yoku Man from Unlimited, Petrol Man from DOS Reborn, Soak Man from SFR, our very own Maestro, and bosses from Rokko-Chan, Time Tangent, and Rock Force.
Possibly ideas for Quake Woman and a Robotized Master (possible Sonic) from the cross overs, just not sure which they would fit into, possibly SiN.
I already have ideas for Duo, Fake, Dark, Yoku, and Soak. Who I will list now.
(click to show/hide)

If anyone wants to help come up with ideas for Doc bot, Maestro, and/or who to use from Rokko, TT, Rock Force, or other fan games (released or long development like TT only please) with a rough concept, feel free to pass them my way.

June 22, 2016, 04:12:12 AM
Reply #579

Offline Superjustinbros

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Re: The Idea(s) Topic
« Reply #579 on: June 22, 2016, 04:12:12 AM »
Breaking off from Forte's Team Games idea for a bit, for a while now I've been thinking of a Guilty Gear themed expansion for Unholy, featuring skins, maps, and weapons from the series (mostly themed off of Xrd SIGN and REVELATOR).

July 11, 2016, 08:17:43 AM
Reply #580

Offline fortegigasgospel

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Re: The Idea(s) Topic
« Reply #580 on: July 11, 2016, 08:17:43 AM »
No team classes this time around as I haven't been able to come up with ideas for the remaining characters.
This time around the Adventure Mode mod I posted in screenshots a few days ago.
The idea was to have a Single Player mode exploring maps and gathering items to progress using a hub to connect them, if possible of course.
I've thought about 2 adventures so far being based off Legends and Legends 2. The key differences was the base of classic instead in way of weapons but to change experience of each play through 4 classes would be available each getting weapons based off bosses from different games (most of which serving the same exact roles as each other while being based off the weapons of Legends).
Each character has 3 full games of 8 they get weapons from (1-10, &B, and V), as well as a mixture of bosses from all the other games (Killers, Genesis, DOS, DOS3, &B2, Dreamwave, and Strategy). Quint being the only boss that gave a weapon (technically) who is not on anyone's list (Genesis didn't give weapons though). This is a total of 33 bosses fitted to each of the 4 classes to have weapons based off of to fill in for the Legends Weapons.
Quote
"But FGG Legends only had 16 different weapons between both games!"
Yes, originally the 4 classes were only going to have 2 games each. A 3rd was added to each as an extra to help fill in gaps were no associated boss was able to fill in and for more weapons that might appear in future adventures. Eventually I decided to add more to them to help give more verity for weapons. Note that not all bosses have to actually have a weapon, or even their actual given weapon, but simply a weapon based off that boss if they end up being used.
So without further ado the classes, their general differences, and their bosses.
Mega Man
(click to show/hide)
Proto Man
(click to show/hide)
Bass
(click to show/hide)
Duo
(click to show/hide)
Lastly the classifications of weapons, which I categorized each weapon from the 2 Legends games into. These are where the boss weapons given need to fill in. I have some ideas but they are all concept in case better ones come up or this never gets off the ground.
(click to show/hide)
The last 5 are unique to this list and would be for other adventures, last 3 purely conceptual.
Note weapons bundled together were either renamed between games or replaced in the second with something identical in function.
I have fitted a boss to each so far, but as stated earlier only concepts and subject to change.

The only bosses who are not in this list are
(click to show/hide)

July 12, 2016, 01:18:06 AM
Reply #581

Offline Superjustinbros

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Re: The Idea(s) Topic
« Reply #581 on: July 12, 2016, 01:18:06 AM »
All I really want to add is I'd like to make (or lead) some sort of Guilty Gear-themed expansion, primarily themed around Xrd (maybe with elements/alternate skins form earlier installments), with at least 23 character skins and weapons, 19 maps, and a class mod of sorts that'd be released alongside the expansion.

August 14, 2016, 01:51:37 AM
Reply #582

Offline GameAndWatcher

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Re: The Idea(s) Topic
« Reply #582 on: August 14, 2016, 01:51:37 AM »
I just thought of something. Why hasn't anyone at least made a concept thread for a potential Shovel Knight Expansion? It'd be freaking awesome! (assuming it gets finished)

August 17, 2016, 02:48:09 AM
Reply #583

Offline Gummywormz

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Re: The Idea(s) Topic
« Reply #583 on: August 17, 2016, 02:48:09 AM »
Competitive Role Playing: Each player gets a set of 3 or so goals to complete. These can be getting to a certain number of frags, getting certain weapons, or surviving for a certain amount of time. The player who completes these goals first wins.

August 20, 2016, 01:32:22 AM
Reply #584

Offline tsukiyomaru0

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Re: The Idea(s) Topic
« Reply #584 on: August 20, 2016, 01:32:22 AM »
So, since Metroid Prime Federation Force is out and the Blast Ball demo is temporarily playable... How about me make make a Buster Ball with similar rules and ideas, but having some more flexibility (for example: a version that uses the "Classes" idea.)