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PostPosted: Wed Dec 26, 2012 12:38 am 
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Mission Mode is a singleplayer or online co-operative game mode! Fight through classic Mega Man levels as Mega Man, Proto Man, Bass or Roll and stop Dr. Wily (again)! Features include class specific weapons, a multiplayer hub with stage selection and much much more! Currently in beta with public demo versions available (4 levels).

VIDEO

Screenshots:
Spoiler:
Image
Image


Download v1c:
http://www.sendspace.com/file/apw59a


Hit new game to start the demo! When playing online, a party leader is selected who can select a stage or vote to erase the game data (talk to auto on how to do this).

For server hosts:
The starting hub map name is MMSPHUB. I also recommend the game mode to be survival to add some challenge and a reason to not die, but cooperative is supported to. If you do not specify, the hub map will force the game to survival.

Notes:
  • Currently no plans to merge this with the core MM8BDM.
  • Each class has slight differences that are pending to change.
  • Proto Man is slower but has his proto shield and charge shot.
  • Roll has a healing weapon to heal her allies.
  • Bass has his rapid fire weapon and gets stronger the less health he has.
  • Enemies' health scale with the amount of players.
  • Feel free to edit or make new levels. I have my own personal plans for this but I don't want to stop creative people doing their own thing :ugeek:


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PostPosted: Wed Dec 26, 2012 12:41 am 
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Idea: Pin please?

Comment: Holy Jesus on a Pogo Stick dancing Macarena over a rainbow! That IS a must. By the way, did you code the Evil Robot? Cause that boss flows nicely.


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PostPosted: Wed Dec 26, 2012 12:43 am 
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tsukiyomaru0 wrote:
By the way, did you code the Evil Robot? Cause that boss flows nicely.

Yes, and Duo. Those were pretty much my only contributions to the MM8 expansion (and the save system). :p


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PostPosted: Wed Dec 26, 2012 12:57 am 
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CutmanMike wrote:
tsukiyomaru0 wrote:
By the way, did you code the Evil Robot? Cause that boss flows nicely.

Yes, and Duo. Those were pretty much my only contributions to the MM8 expansion (and the save system). :p

Yes, both flows nicely. But, again on this prototype's subject... It's very impressive! Maybe this will increase MM8DM fanbase greatly.


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PostPosted: Wed Dec 26, 2012 1:02 am 
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How about a class balance similar to TF2's Highlander? You'd have a pool of six or so defined classes, and if a class is picked then someone else has to use a different class. To make up for this, each class would have a unique role and stat curve.

  • Mega Man: Jack of all trades. Starts with the default Mega Buster and maybe another weapon or two.
  • Proto Man: Takes slightly more damage, but has a Proto Shield with all weapons. Starts with only the Proto Buster.
  • Bass: Sports a double jump! However, his Master Weapons deal less damage. Starts with the Bass Buster and one Treble Sentry.
  • Duo: Moves slower, but has higher defense and damage output. This guy's a real tank! Starts with the Duo Fist.
  • Roll: She can't copy weapons, but her tools are very useful for support and close-range combat. Repair Beam heals allies, Vacuum Arm attracts enemies while stunning them, and Roll Swing bats enemies away while packing a punch! Roll will automatically regenerate HP at a slow rate if she doesn't take damage for a while.
  • Auto: He suffers at close range, but specializes in crowd control. Fireworks Cannon deals multiple hits in a large spread but blinds allies caught in the blast, while Number 1 Fan throws a small whirlwind which launches enemies (and allies) skyward. If you're running low on ammo, no worries! Auto's short-range Screwdriver serves as both an emergency melee AND a source of ammo for allies. Like Roll, Auto can't copy other weapons, and he regenerates weapon ammo for Fireworks Cannon at a slow rate when he's not firing it.

While having more than 4 or 6 players would be neat, a maximum size would also encourage teamwork and make players think of strategies for going through stages instead of just gathering a swarm of guys and simply bum-rushing through stages.

Again, these ideas could be the worst thing in the world, or they could be great changes to the mode. Just throwing in my two cents.


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PostPosted: Wed Dec 26, 2012 1:09 am 
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I hope the Power and Jet Adaptors get in somehow.


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PostPosted: Wed Dec 26, 2012 1:11 am 
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I think some sort of Master Weapon selection (think Wily Wars), would be interesting for selecting a weapon of choice to take in, rather than just having a specific weapon.


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PostPosted: Wed Dec 26, 2012 1:13 am 
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Yeah, that goes pretty well with my class ideas.

Mega Man would be able to select one more weapon than Proto Man, Bass, and Duo can.
Roll and Auto have dedicated loadouts and can't bring Master Weapons with them into stages.


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PostPosted: Wed Dec 26, 2012 1:21 am 
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OMG YES YES YES YES YES.

I've always liked cooperative modes more than competitive modes so yeah, I hope this doesn't die.


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PostPosted: Wed Dec 26, 2012 1:48 am 
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...You know, I think you've finally motivated me to start coding monsters again... now if only I could map...


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