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Mega Man: Mechanoid Mayhem
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Hilman170499 Offline
Blue Helmet Dude

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Post: #1
Mega Man: Mechanoid Mayhem
Hey guys. Did you miss me? Anyway, uh, here is a Mega Man fan game idea that I've been spending a very long time brainstorming. I'm not sure about making this a thing, but I at least wanna share this cool swag with you. Just a fair warning, this "game" would make several deviations from the norm and would probably be more plot-heavy.

MEGA MAN: Mechanoid Mayhem

Taking place after Mega Man 10, Dr. Wily seems to have turned good after the Roboenza incident... That is, until he suddenly launched yet another large-scale attack, once more claiming his desire for supremacy! Mega Man, surprised by the mad Dr.'s return to evil, jumps into action to save the day again. Noticing the threat of Dr. Wily, Proto Man decides to once again intervene and assist his younger brother. Together, the heroic robot brothers go on to save the day from Dr. Wily's new army, including the 10, yes, TEN, Robot Masters leading the Grand Wily Battalions!
I have way more in mind, but I don't want to spoil stuff.
As for other things, it would probably have dialogue at the start of levels and before boss fights. Might include a database which elaborates a bit on characters, bosses, enemies and lore after parts of it are unlocked throughout the game.

As usual, you have your slide and charge abilities, as well as access to utilities such as Rush and the Tanks.
Then, from there, you'll have some new stuff! As explained earlier, you have 10 Robot Masters to choose from, though you are not required to defeat them all to advance. To compensate, each Robot Master has 2 extra weaknesses aside from their actual weakness, but that's as far as I'll talk about that. After defeating 8 of them, there will be a cutscene where the robot brothers would split up and defeat one of the last remaining two due to the size of the attack.
A Shop would be included where the handy robot Auto would build items to help you in your journey.
Not sure about it, but would include Proto Man as a playable character with his own set of abilities. If that was the case, then here are some arbitrary choices:
-If you can only select one at the beginning, they'll go through the journey like usual.
-If you play as both in the journey, you can switch between them freely during the level. However, you must fight all 10 Battalion leaders, with the last 2 being fought alone with either brother due to the split-up. They might have their own sets of Special Weapons which they obtain for themselves by dealing the finishing blow to the Battalion leaders.
-Which would be better? The option to play as both is available from the start, or make that an unlockable?
-Wonder if a co-op system ala Mega Man X8 would sound cool... For example, when one character loses all of his health, you can carry on with the other; You can free yourself from traps by switching; etc.

As usual, this would use 8-bit spriting, but hold your horses, folks! Instead of the usual NES-style that has remained consistent over the years, I envision a style where the characters would get overhauls to be more visually-appealing and "accurate". Although choice of palette would be similar to that of the 8-bit games(particularly 9 and 10), it would not perfectly adhere to the more strict NES limitations such as "sprite tiles" and "layers". This opens up more choices for visuals!

Unfortunately, I have not planned and sprited all the Robot Masters yet, though I am going to tell you that this roster has 2 recurring themes. They would probably be of the DWN series, continuing off of Mega Man 10.

Anyway, hope you enjoy my ideas and give your thoughts on it. Thanks in advance.
(This post was last modified: 05-04-2017 01:48 PM by Hilman170499.)
03-04-2017 06:57 PM
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Kallisto Offline

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Post: #2
RE: Mega Man: Mechanoid Mayhem
Hmm...personally in my opinion the last two Robot Masters should be special, and placed in event areas rather than actually being regular Robot Masters. This way you would save a lot of time, and not have to make two more Robot Master Areas, I'm taking a page from the Mega Man X series on how they handled special mavericks. If you fail to defeat both then they will fuse in one of the Wily Stages or if you defeated one of them then the Robot Master will just get a special attack; If you defeated both of them then a special wily boss will replace them.

However if you're ready to invest a lot of time into making 10 robot stages then go for it. Smile

As for unlockables, I think he should be available from the start.
(This post was last modified: 03-04-2017 08:37 PM by Kallisto.)
03-04-2017 08:33 PM
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InfinitiZero Offline

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Post: #3
RE: Mega Man: Mechanoid Mayhem
Hm. Nice.
03-04-2017 10:32 PM
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CosmicGem Offline
Dead On The Inside
Beta Tester

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Post: #4
RE: Mega Man: Mechanoid Mayhem
>abbreviation is MMMM

10/10 already tbh

11-04-2017 01:40 AM
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Jexulus Offline
Still Here

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Post: #5
RE: Mega Man: Mechanoid Mayhem
I'm not sure how I feel about the Mega Man X8-esque tag teaming, because you'd have to design around it to not completely screw with the difficulty design. If we go by the Mega Man 9 and 10 conventions of Proto Man being frail, levels where the tag team mechanic is in effect would cheapen this aspect of his design.

At the same time, since you effectively have two health bars, it means you will almost certainly not die to enemies or damage before you end up falling into a pit or other instant-death obstacle, especially taking into account Proto Man's doubled knockback.

If you're aiming to keep the classic stage select screen, you'll need to figure out how you reach those extra two Robot Masters. If they're just two more among the ten, you need to find a way to squeeze them onto the character select screen while giving them equal representation among their kin. If they're special event fights, you need to figure out how to access them and whether or not you can accidentally miss them.

That's all I have for now.

*ducks back into the shadows*

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11-04-2017 04:44 PM
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