Cutstuff Forum

Mega Man 8-bit Deathmatch => MM8BDM Discussion => Topic started by: Zombie on November 10, 2010, 05:08:42 PM

Title: Additional Mega Man like Game Play Elements.
Post by: Zombie on November 10, 2010, 05:08:42 PM
I understand that we are pushing the limits of SkullTag,m but I had some suggestions for entering more Mega Man like elements into MM8BDM, such as 'disappearing' blocks. (Maybe not quite so disappearing as extending and retracting from the side of a wall ala Hexen?) Or platforms that will smash you into ceiling spikes ala Spark Man.

The idea is to implement additional stuff to make it more like Mega Man with more uniqueness between levels.

Larger more platform based levels with additional terrain to cover? This doesn't mean that I would want to downplay the Multi-player Aspect of MM8BDM, just give the player a larger area with more variety to cover. Rather than just a square room with some hallways.
Title: Re: Additional Mega Man like Game Play Elements.
Post by: Max on November 10, 2010, 05:09:52 PM
Quote from: "Zombie"
such as 'disappearing' blocks. (Maybe not quite so disappearing as extending and retracting from the side of a wall ala Hexen?)

(http://img638.imageshack.us/img638/3556/evilblocks.gif)


Hello
Title: Re: Additional Mega Man like Game Play Elements.
Post by: tsukiyomaru0 on November 10, 2010, 06:40:47 PM
Quote from: "Yellow Devil"
Quote from: "Zombie"
such as 'disappearing' blocks. (Maybe not quite so disappearing as extending and retracting from the side of a wall ala Hexen?)

(http://img638.imageshack.us/img638/3556/evilblocks.gif)


Hello

He means the platforms that appears out the wall in some FPS games. the current ones are sprites. Thing of them as sideways doors that slides out the wall really fast.
Title: Re: Additional Mega Man like Game Play Elements.
Post by: Max on November 10, 2010, 06:41:39 PM
That's not megamanish though, which is what he wanted in the first place.
Title: Re: Additional Mega Man like Game Play Elements.
Post by: tsukiyomaru0 on November 10, 2010, 06:46:40 PM
Quote from: "Yellow Devil"
That's not megamanish though, which is what he wanted in the first place.
Depends. In some megaman games, the tile doesn't seems to appear out of nowhere, but instead they seems to "extend" out so fast that they appear and disappear.
Title: Re: Additional Mega Man like Game Play Elements.
Post by: Azdrerios on November 10, 2010, 07:16:47 PM
While I have to say those disappearing blocks in Heat Man's stage were quite creative and they surprised the heck out of me the first time I saw them, I can't help but acknowledge the fact that they are kind of tricky to jump onto. I'd be more than willing to see those "disappearing" blocks just protrude out of walls if it makes jumping on them any easier.
Title: Re: Additional Mega Man like Game Play Elements.
Post by: CutmanMike on November 10, 2010, 07:50:08 PM
Don't forget that Skulltag doesn't have 3d floors so feel free to try and make better ones without using sprites. If you succeed I'll put them in.
Title: Re: Additional Mega Man like Game Play Elements.
Post by: tsukiyomaru0 on November 10, 2010, 08:34:58 PM
Quote from: "CutmanMike"
Don't forget that Skulltag doesn't have 3d floors so feel free to try and make better ones without using sprites. If you succeed I'll put them in.

I think I saw those in a doom mod that was used in Skulltag. I don't remember the name, though.

I remember now another thing: Action Doom had plenty of interesting stuff... Including jumping into a helicopter by the end of it.
Title: Re: Additional Mega Man like Game Play Elements.
Post by: Mr. X on November 10, 2010, 08:40:27 PM
The original version of CTF05 is the perfect reason why this is a bad idea.  Originally, it lacked the hallways on the sides, the conveyor belts changed direction, and there were many more pits.  While it seemed good on paper, in a deathmatch setting with many players, it was confusing, annoying, and lacked any area for real fighting between players.  Still, it has some of these problems but it is way better now.  Simply put, when you make the levels have more gimmicks and hazards, the game becomes less about fighting people and more about surviving the map.  This is a first person shooter with Mega Man elements, not a Mega Man game with first person shooter elements.

Speaking of CTF05, Mike, I'd like to make a few adjustments for the next version, such as making the hallways around the blackout areas a bit longer to make cutting through the blackout rooms worth it, possibly readjusting the bases to be flatter, and removing/moving the knight crushers because it's too easy to get and spam city.
Title: Re: Additional Mega Man like Game Play Elements.
Post by: CutmanMike on November 10, 2010, 09:42:10 PM
That's fine, just be sure to edit the one that's packaged with MM8BDM at the moment so I can easily slot it in
Title: Re: Additional Mega Man like Game Play Elements.
Post by: tsukiyomaru0 on November 11, 2010, 12:33:19 AM
Checked and Skulltag does handle 3D platforms, as long as you use OpenGL for it.
Title: Re: Additional Mega Man like Game Play Elements.
Post by: Blaze Yeager on November 11, 2010, 12:36:01 AM
I knew that Skulltag does support 3d Floors...kinda shocking eh?
Title: Re: Additional Mega Man like Game Play Elements.
Post by: Ivory on November 11, 2010, 12:39:16 AM
Few things.
First off, Those aren't true 3D Floors, only pseudo3D.
Secondly, they do not work in Deathmatch and so forth, only in single/coop. It's silly yes, but it's for the sake of software users.

Sorry.
Title: Re: Additional Mega Man like Game Play Elements.
Post by: Mr. X on November 11, 2010, 12:41:02 AM
Yes, there are many users that I know using Software mode.  3-D floors wouldn't work for them.
Title: Re: Additional Mega Man like Game Play Elements.
Post by: Relias on November 11, 2010, 12:59:34 AM
I mean, it's a neat thing to think about, but really more Mega Man elements in the way explained by the OP would be bad news.  It's weird enough to jump on the blocks in Heat Man's stage and make really good use of Item-1 to begin with, mixing the "2d sprite in a 3d plane" thing with the fact that platforming in 1st-person is always weird and difficult, considering you can't see in 360 degrees around yourself.

I think SOME more Mega Man elements would be great, like maybe some NPC enemies that actually work either as part of some stages or in Invasion mode and more cool "themed" levels like Wave and Gyro even though I know most people find them annoying, but I mean, for now let's let the expansions roll out and especially let's not get ahead of ourselves thinking of wonky Doom platforming.
Title: Re: Additional Mega Man like Game Play Elements.
Post by: Zombie on November 11, 2010, 03:31:06 AM
NPC enemies are another good example, along with cooperative Rock/Blues/Forte gameplay.(Example, four players in the Single player camp.)

Additional NPC Boss battles: Cock Roach Twins? Turtle machine? Alien Hologram?

NPC enemies? (Metools are one example.)
Title: Re: Additional Mega Man like Game Play Elements.
Post by: Disco on November 11, 2010, 05:00:23 AM
I too would always love to see a bit more "Megaman-ish-ness", but as has been said, you also have to keep in mind what's properly doable and what isn't
Title: Re: Additional Mega Man like Game Play Elements.
Post by: Zombie on November 11, 2010, 05:20:38 AM
I understand that, just if the are capable of adding stuff we should.