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Let's come up with levels before we break our minds over songs, Freeman.That can be saved for later.One thing that could be done rather well is a cavernous level reminiscent of the likes of Crystal Snail and Skull Man. Occasionally you'd get glimpses of a stormy outdoors, but for the most part you're in an eerie, dimly illuminated cavern with emphasis on more ghostly enemies and hazards. There could even be signs of previous mining efforts abandoned because of the spectrums, like hard hats lying around. Some could even flip themselves over and act as ghost mets. Enemies could be more focused on messing with the terrain ahead than messing with Mega Man himself, like flipping platforms or dropping boulders from higher levels or so on and so forth.
For organization's sake, it might be best to have a forum or Google document accessible by everyone. That way stage and boss themes, enemy ideas, robot master ideas, etc can be kept in their own place for reference, and this one thread won't turn into a sprawling mess.Also, I kind of hate to say it, but one or two people really should be "on top" of this whole deal. Especially when you have more than three or four people involved, projects like these can fall apart with everyone wanting to go in their own creative direction. There really should be someone helping to bring together a unified vision, and settling disputes. I am definitely not volunteering for the task. Ideally it would be a programmer, since they're the most integral members of the team.
work with 8.1
As far as the bosses go, maybe we should style it on one of the sidestory sorts of games and make the RMs based around some common theme such as the stardroids or constellations, not 8 variations of (something)Man? Coming up with such a theme would help guide the process of creating RMs and stages.