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[Fan Game] Rockman Doomsday
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dracmeister Offline
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Post: #1
Rockman Doomsday
Formerly, Rockman Forever/Aeons.

This project is now called Rockman Doomsday.

Synopsis:
Rockman having been distracted by a fake Wily Machine attack in the Dr. Right Robotics Memorial, Dr. Wily has acquired enough nuclear missiles to destroy the entire country, and subsequently the world. Wily has now held hostage the world leaders to submit to his rule, they have 24 hours to agree with Wily's demands otherwise total annihilation occurs.
It's up to Rockman to find Dr. Wily's hideout and disable the nuclear threat. Dr. Wily was quick to react to this and has sent 8 Robot Masters to attack the populace and pester Rockman until the deadline. Along with the Robots running amok Wily has recently upgraded Cut Man and Guts Man to further waste more time and has rebuilt Dark Man for the same purpose.

Robot Roster:
[Image: mmdoomsday.png]

Robot Master Weapons:
Some of these weapons are still from Rockman Forever/Aeons, however they're either renamed and/or re-sprited. I have coded ALL weapons(as of 9/2/2017). And I'm going to also conceptualize some Rush support items. So here I will discuss the weapons that have already been implemented.

Weapons Demo Here1

Rail Spread
Boss: Rail Man
Uses: 14
Damage: 3(per shot)
It shoots high-velocity projectile in 4 directions (respectively 22, 45, -22 and, -45 degrees) from where the player is facing.
The projectiles also rebound off walls.

Homing Laser
Boss: Laser Woman
Uses: 14
Damage: 1(per frame*)
A blockable projectile that homes in the nearest target.
Travels straight forward if there are no more targets.

Ocean Seeker
Boss: Ocean Man
Uses: 56
Damage: 2
A projectile that tracks level geometry.
If shot mid-air it falls straight down, when it contacts the ground it will travel the level geometry as best as it could.

Rose Trap As with Pincer Trap
Boss: Rose Woman
Uses: 7
Damage: 1
Shoots a plant that travels in an arch.
Trajectory can be altered by holding up or down buttons.
When it lands, the plant opens up for 2* seconds before de-spawning.
If an enemy lands on the plant, or collide with it as you are shooting it,
it will disable the abilities of that enemy as well as their hitbox.

Hologram Image As with Deceptive Image
Boss: Hologram Man
Uses: 4
Damage: 5
Creates a Hologram Aura around Rockman that shields for 5 hits.
Cosmetically, when hit it leaves an after-image.
The shield is converted into attack damage when in direct enemy contact.
It is still blockable by shields.

Eruption Blast As with Combustion Blast
Boss: Eruption Man
Uses: 14
Damage: 4(per frame)
A sudden burst of flame in a limited range.
Penetrates shields.

Falcon Arts
Boss: Falcon Woman
Uses: 28
Damage: 0.5(per frame)
Pressing shoot normally makes Rockman perform a dash punch.
This dash removes any sort of vertical movement.
The punch deals per frame damage and pushes enemies.
Rockman can dash twice in the air.
Holding up makes Rockman do an Uppercut(Shoryuken!).
This can be performed twice in the air. It as well pushes enemies upward.
Holding down makes Rockman do a Drop Kick travelling at a 45 degree angle in front of him.
If Rockman manages to knock an enemy into a wall he will be kicked back but will not receive damage.

Arsenal Barrage
Boss: Arsenal Man
Uses: 4
Damage: 3(per shot)
Rockman channels his inner rage and rapidly shoots Fully-charged buster shots in random(if not, all) directions.
This weapon is unique in the fact that it can be refilled by taking damage.
The more the damage, the more it fills.

*questionable balance, need help testing as soon as working copy is out.
(This post was last modified: 02-09-2017 04:09 AM by dracmeister.)
29-08-2017 01:13 AM
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M. Jacquelinae Offline
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Post: #2
RE: Rockman Forever/Aeons
So, uh, that RM roster looks awfully...

...

...familiar.

[Image: 1WyygO9.png]

"I feel like there could've been much more done here, such as racial segregation" --Enjl, 2017
29-08-2017 01:50 AM
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Azure-Mage Offline
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Post: #3
RE: Rockman Forever/Aeons
Wait a minute... Wait a minute!

Those Robot Masters wouldn't happen to be like the ones from the first Mega Man Eternal, no? Because if they are, then I'd change 'em if I were you.
29-08-2017 03:20 AM
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T.N. Offline
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Post: #4
RE: Rockman Forever/Aeons
Pincer Man looks pretty good , but the others is kinda awful...
29-08-2017 08:25 AM
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fragglerockfunny Offline
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Post: #5
RE: Rockman Forever/Aeons
If you are going to make a fangame parody then don't make Eternal the only punching bag. I'd say scrap all of the Robot Masters and take it in a new direction. I would recommend looking at Mega Man Rocks, Rockman CX, Rockman R, and any other notably terrible fangames/romhacks out there. Please try being a little more creative.
30-08-2017 03:38 PM
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dracmeister Offline
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Post: #6
RE: Rockman Forever/Aeons
I've personally played Rocks and I hated every single bit of it. Though for some reason, I cleared Repo Man in my first try despite the insta-kill everywhere.

CX was actually cool with it's ASM but nothing else.

Poking fun at more games seems better. Hmm.. I'll think of it.
This project is going to be re-tooled as Rockman Doomsday.
It has a very Ruby-Spears Megaman plot involving the proliferation of Nuclear Weapons, Protoman being one of the bad guys and semi-regular brushes with Cut and GutsMan.
30-08-2017 05:51 PM
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fragglerockfunny Offline
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Post: #7
RE: Rockman Doomsday
(30-08-2017 05:51 PM)dracmeister Wrote:  I've personally played Rocks and I hated every single bit of it. Though for some reason, I cleared Repo Man in my first try despite the insta-kill everywhere.

CX was actually cool with it's ASM but nothing else.

Poking fun at more games seems better. Hmm.. I'll think of it.
This project is going to be re-tooled as Rockman Doomsday.
It has a very Ruby-Spears Megaman plot involving the proliferation of Nuclear Weapons, Protoman being one of the bad guys and semi-regular brushes with Cut and GutsMan.

The name sounds better. Has a corny edgy feeling to it.
30-08-2017 07:44 PM
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ThatOneEnderMan Offline
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Post: #8
RE: Rockman Doomsday
Oh my god you mad man
This is everything I ever wanted and more. Good luck.

Quote:(22:10:44) ThatOneEnderMan: "We must band together and something something...." *next post* "I'm eating Pop Tarts"
(22:11:05) iYamWhatIYam: me_irl
30-08-2017 09:41 PM
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M. Jacquelinae Offline
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Post: #9
RE: Rockman Doomsday
This is literally X5 what the f

[Image: 1WyygO9.png]

"I feel like there could've been much more done here, such as racial segregation" --Enjl, 2017
31-08-2017 12:58 AM
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T.N. Offline
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Post: #10
RE: Rockman Doomsday
A Ruby-Spears based Megaman fangame with cool name and robot masters' names and ideas that looks alike already existing bosses and enemies?
Bro , i've finally found you!
Also , good luck.

And where's Pincer Man are gone?
(This post was last modified: 31-08-2017 07:36 AM by T.N..)
31-08-2017 07:33 AM
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dracmeister Offline
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Post: #11
RE: Rockman Doomsday
Here's the weapons demonstration!
At some point, I'll replace some of the sound effects but part of me wants to keeps some of them.



02-09-2017 04:06 AM
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WanderingShadow Offline
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Post: #12
RE: Rockman Doomsday
Those sprites could use quite a bit of work, but the weapons look fun and the new bosses are much more interesting.
02-09-2017 04:43 AM
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Karakato Offline
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Post: #13
RE: Rockman Doomsday
Some tidbits I have:

- Good to see you moved away from parodying a certain fangame, the ruby spears cartoon mixed with a seemingly X5 vibe of RM's are more interesting.
- If you are following the ruby spears aspect, I suggest you use Dark Man 2. You gave Guts Man the blue jaw, make the similarity consistent for Dark Man.
- Right off the bat, the Falcon Arts is spammable and can break the difficulty of levels. Think of it this way, the developer of Rock force had to nerf Fire Man's fire jumping ability by making it limited to 3 jumps per shot. Here, it seems mega man can use the falcon arts freely until he runs out of ammo. I suggest you do something similar to what Goldwater did to fire man.
- What is up with the engine? It's very slow.
- The sound effects should be replaced. A lot of them dont fit the nes standards and stand out like a sore thumb just like Mega Man Next on Flash.
- The homing laser seems hard to hit enemies with since it curves at a larger arc. Try making itturn sharper so it can be more direct at hitting enemies. You want an improved Dive Missile since that was an awkward weapon to use.

I probably have more but I'll wait for more updates before I formulate them.

Fancy a Karrot Cake?
02-09-2017 01:10 PM
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dracmeister Offline
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Post: #14
RE: Rockman Doomsday
Q: What's up with the engine?
It's not the engine, it is my screen recorder.
Q: About Falcon Arts...
Rockman can use the dash twice, and an uppercut twice.
Should they be one counter? (currently they are separate counters)
Q: About Sound...
As of this night, I have found more appropriate sfx.
Q: Homing Laser Turning speed...
I guess I can make it turn sharper at 8 degrees per frame... Hm.
02-09-2017 01:53 PM
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ParmaJon Offline
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Post: #15
RE: Rockman Doomsday
Wow, those weapons actually seem super rad, glad to hear the sound effects are better now!
04-09-2017 10:44 PM
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