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Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔

Assoonasitits posted:

Rock Force is a solid game and the stages are all a lot of fun with neat gimmicks. Except for the Quick Lasers.
The hands? Because for once, I'm completely okay with those - they're MMX5 style (activate when you're on their level) and in an NES-style engine, so more than fair...

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Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔

Dithiannim posted:

Mari06


Five people made that game. I like to imagine that five of them did sound design and music while the game spontaneously came into existence.
Yo the end kinda creeped me out because the guy "singing" the music sounds exactly like me, except drunk off my rear end and seriously unfunny :stonk:...


EDIT: Basically, 0h God, I'm in the credits?

Simply Simon fucked around with this message at 10:20 on Dec 22, 2013

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔
"Instant death stage lol" is an idea that should be aborted from the second your synapses connect to form it. The only thing saving this one from being absurdly frustrating is that instant death equals four chances, further proving my theory that classic rules can suck my balls. As long as we don't get infinite checkpoints, at least.

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔
it's funny

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔

Blaze Dragon posted:

Drunk Simon is incredibly cheerful. Please keep being a cheerful drunk, Simon.
Being drunk enhances my emotions, I think - it's a good thing I'm usually very cheery :). Sometimes I get weepy. It's very, very rare that I get angry when drunk.

Will actually have to watch this video once I get home from work. I remember absolutely nothing. (to be fair, it was like four months ago that we recorded it)

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔
I usually mute the raw videos when recording with other people, so I legitimately didn't know that Solar Man was the actual stage theme.

Maybe.

Or there is another explanation, but I can't put my finger on it.

Also this was recorded while we (Rudi and me) were still studying for the Nanoscience exam, which was on the 18th of December last year, to date it - I was legitimately curious about what story I was going to tell, so hey, awesome! I remember now, that guy really had the best look of confusion and terror.

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔

Ben Kasack posted:

You know, I think the ONLY redeeming factor in these Megaman videos is Simply "Holy poo poo am I ever drunk" Simon. Did you do this in one recording to make sure he didn't drink too much? Because I would feel bad if Simon was actively getting drunk before every video.
You flatter me, but Sigh and Dith are also doing a fantastic job, please.

This was a single recording session, and this video actually surprised me - I thought we were done after four.

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔
I looks and plays pretty much like Legends. A little less controllable, probably, but not too much; I tried playing Legends but holy poo poo I don't need tank controls in my life, that era is past and I'm glad to have never experienced it.

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔
Nice gimmick. Not half-bad puzzles with it.

Still kinda boring level, though! It's almost there, it's almost a good game, but there is just a little extra touch missing. More enemies, more cleverly placed. A clever subversion of the gimmick. Better in-level difficulty curve. Not poo poo bosses. As it stands, the game is forgettable even if you didn't see half of it drunk. Kind of a shame. On the other hand, maybe a good first try for a better sequel? Wistful thinking, I'm sure.

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔
Boss design is actually pretty hard, yo. I think about level design a lot and talk about it and stuff, and sometimes I think "man I could do so much better a job than they!" and maybe that's a little true, but it's probably really arrogant and completely neglects how much actual work has to go into a stage.

However, I never once thought "man I could do this boss like easily better". There's a lot going into it - how fast can you make the boss move, how high can he jump, at what arc? Should he telegraph his attacks, how much should he move during the attack, will this result in a situation where there's no way for the player to avoid a hit? Aren't patterns in general boring? But no, MINE is cleverer - so he has this phase where he's standing there and charging, invincible...NOPE, bad idea...okay so he's not invincible...and loses half his health during the charge, gently caress.

It's easy to say "this boss sucks" and I've often done it, but it's far harder to say "this is a really good boss", and even harder to say WHY. Especially in the classic series where your movement is so limited. I think the bosses are for example probably the worst part of the acclaimed -Infinity, just because they're so ridiculously frantic and nigh-undodgable in most cases. In MMV, which I'm LPing at the moment, every boss is so heavily patternized that it's almost critically boring for some of them. Toeing the line is tough, and far more so for a fangame maker who probably also started out thinking "man, I can easily design better levels."

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔
How do you get "goat" from "yagi"? Or rather, why is it in Katakana if it's a Japanese word?

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔

TooMuchAbstraction posted:

I was more talking about the player's thought process when deciding which stage to go after first. At least for me, that usually boils down to "which of these guys looks wimpiest?" It's an approach that served me well in most of the NES series: Cut Man, Bubble Man, Top Man, Toad Man, Gravity Man, and Plant Man are all, if not the easiest, then at least reasonable first picks. Yo-Yo Man is by far the least threatening-sounding of the Robot Masters in this game, but cripes his stage and fight look unpleasant to tackle with buster only.
It has a huge problem which also irked me in a lot of MM9 levels (Crystal, for instance): you have to do jumps which are really hard to do because you pretty much have to project Mega's flight curve and then calculate that into correct timing on moving platforms. It's a huge issue as it requires a skill you never ever have to employ in a Mega Man game otherwise: accounting for game physics. Even if the platform path is still linear, it's two movements working together similar to how in other games a simple jump requires trajectory AND acceleration.
At least Sonic plays like that and I loving hate Sonic physics so keep that poo poo out of my Mega Man. And most definitely don't do it when a single slip-up in the unusual and pixel-perfect timing means instant death. That is complete nonsense. gently caress everything about Yo-Yo Man's lovely level.

By the way, it's great that there's so much time between our recordings and uploading of the videos. As my ego is colossal, I get to laugh at my own jokes that way :D.

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔

Pyroi posted:

So, what's next? An underwater level with quick lasers, which are over death pits, while you fight two yellow devils on disappearing blocks?

Or is this game not that evil?
Rainbow Man's is NOT the most evil stage.

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔

Kurui Reiten posted:

X6 was bullshit in a completely different way, where you could tank almost everything, but you were still going to get hit by 90% of it.

I actually like Unlimited's levels now, but that came after a load of practice. This is definitely not a game you wanna get your start on, and it shows very obviously that the designers were also the playtesters. While I can now play this game competently, it is far harder than it has any right to be for first timers.

There are portions were it seems to subscribe to the idea of introducing you to a mechanic in a safe way, though, which is a sign of forethought. A lot of lovely games just expect you to innately understand how and where everything will come at you from. I generally take the safe introduction as a sign that at least there was a little thought put into things.
Oh, I think the game is competently designed by quite a lot of criteria. "Fun", sadly, was pretty low on their list of priorities, again mostly related to difficulty (and level length).

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔

Kurui Reiten posted:

See, I like the levels, but I do understand the length complaints. I think that's sort of an issue with the format, though. You have like eight stages, then a fortress, then if you're an rear end in a top hat you have another fortress. That's about sixteen stages, max, and that's pushing it. I think a lot of designers want to put in more game, but where do you do that in a way that doesn't feel like "Oh, another fortress"?
Sequel.

Or toss 5 rooms per level. I realize that this is hard because you worked on those screens, dammit, but some of the screens are obvious padding/filler and can just go.

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔
Good Lord was I smashed, I didn't remember just how much :tinsley:. Mostly though because I got a date for this recording - May 23rd - which was just a while ago. I was on a conference in the northern Czech Republic with my workgroup, and on the penultimate day there was free wine and beer, then we went for more beer, then into a bar where the rum cola cost 35 crowns (that's like 1.20€) and I invited my spanish colleague for two tequilas, too...

Then I got into the hotel, onto the internet and Heavy Sigh asks me if I'm up for a recording.

Still amazed that my roommate slept through all of that. Then again, he drank rum colas with me.

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔

anilEhilated posted:

German tourists here are hilarious. It's always "LOOK HOW CHEAP THE DRINKS ARE" to "LOOK HOW HAMMERED I AM THERE GOES PUBLIC PROPERTY" to "WHERE THE HELL IS ALL MY MONEY".
No offense intended but they're the butt-end of many a Czech joke.
Hell, I remember a couple years ago I was doing guide to a couple of just arrived exchange students; it was always lugging massive amounts of beer to the destination in the beginning of the evening and lugging a considerable amount of dead drunk German back at the end.
Good thing I'm Bavarian, so I'm well used to copious amounts of beer :D. Also please, I'm not a tourist, I've been living here since January :colbert:.

quote:

e: So on a scale of 1 to Kaizo, how would you rate Megaman Unlimited?
Unlimited is not Kaizo. Kaizo is deathtraps that you can't possibly see coming that are designed so you can't see them coming. While Unlimited has a few situations where I'd argue that you're probably going to die going in uninformed, I sincerely doubt that even Yoku Man is MEANT to surprise kill. It will, yes, but the design doesn't seem to be quite as malicious.
Dark Souls might be an apt comparison because it will also kill you very often with "gotcha" moments, but you can in most cases avoid those moments by playing carefully, thinking ahead and recognizing patterns. It's hard but fair. Unlimited is shooting for that, but fails to see that it's a design philosophy that has never been applied for Mega Man because it doesn't work with its rigid framework. Limited checkpoints and lives are a complete dealbreaker for this kind of difficulty.

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔

Star Man posted:

I will fight you.
Why, is there a Star Man cameo in Xover?

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔
Your commentary was a little early and spoiled a few surprises, ts ts. Also, you should play through Wario Land (any of them) asap, holy poo poo you suck at Wario.

Also also, fungi aren't plants.

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔
Day in the limelight 2 needs a mention. Rosenkreuzstilette sucks, I really fail to see the appeal unless you're really into Anime girls and horrendously mangled German.

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔

Heavy Sigh posted:

So after dying for a solid month of illness, I bring back probably the worst game I've ever played.

Megaman Paradise.

I'm sorry Simon.



Megaman Paradise #1: Looks like I've got Crane problems!
(Heavy Sigh, Simply Simon, and Simply Simone)
Ahahaha you actually kept the part at the end :D.

Spoilers: I completely forgot about "Scarfell", like, one second after stopping the recording.

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔
"Simone" asked me if I could understand the comment she made at the end that made me laugh so hard. With the magic of having the original files, I was able to.

:allears:

It's in German, someone from the audience can listen and translate if they want :D.

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔

Prenton posted:

Time for some egg-based socialism, comrades



Dizzy X: Journey To Russia: Part 1
Great video, man! Very well made and commented!

The game really looks atrocious. Music owns though.

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔
Back off guys he has been a YT partner for 10 years

You can't fake that kind of credibility

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔
So I clicked that guy's profile page on accident, and got greeted with this:



Uh...huh?

I dug a little deeper.





I watched a little of both videos. The first is a parody of the Like a Boss song, but with feminists (hilarious) - they burn books! They want to kill all men! Like a feminist. Haha.

The second is an in-depth analysis of the art made for a kickstarted feminist card game. The video says the art is not properly reflecting how ugly all these feminist women are irl. Very important issue, I closed it when it came to "Anita Sarkeesian has a butt-nose and a tremendous overbite".

Oh, and he believes that stupid planned parenthood video:



You can only really achieve those levels of enlightenment by having studied computer science.

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔
:laffo: of course it's a Sonic game he "defends"

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔
He's the kind of guy who thinks he won the argument because the invincibility is not random, it's the lightning causing the invincibility :smug:!

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔

Dirk the Average posted:

Sober Simon needs to comment on the good game and Drunk Simon needs to comment on the bad game. Preferably in drunken German.
Denkst der blede Saubreiß daad des vastüi? Is ja koa gscheids dableckn nachat.

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔
I was stone cold sober when typing that. Proper Bavarian requires language discipline :colbert:.






:beerpal:

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔
I feel very honored

But sure, someone with programming skills hit me up, I'll be the idea guy :mrgw:. You just pay for the drinks.

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔
This is quite possibly the dumbest idea for a boss I have ever seen in a fangame.

It really, really shows that the author's entire personality consists of Computer Science, which he then injects into everything. No idea how that loving 1011 puzzle nonsense worked. I mean, I know what binary is, but during a boss fight?

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔

Neo-Shinryu posted:

On the plus side however, his antics did eventually direct me to this thread in one way or another, and I got to meet some cool people in the process. On that note, I honestly didn't know Heavy Sigh or anyone else here actually saw my stuff before. Still uncertain if Simply Simon has, but I will say this: After watching some of his videos (especially the ones on the GB Mega Man titles), they kind of inspired me to think a bit more deeply on the aspects of the Mega Man games.
Super cool, that makes me happy :). I hadn't watched you before, but I checked out your channel after you got mentioned so often, and you got a new subscriber now, so that's one good thing Eternal gave us :lol:.

Anyway, Illusion Man's stage is a little unlike other stages in this: it does NOT have a good idea buried somewhere, and it's just terrible. There are, of course, some standout moments all related to those loving block puzzles which I will never, ever understand the inclusion of; one cycle of standard stupid "it appears above you, hyuck" at the end over a pit actually has a moment where both appear at once, which is a super dick move and entirely depends on you standing there for juuust one more cycle to be sure. Otherwise it will kill you.

Daniel: lol then you haven't learned the lesson of the stage before, which is stand there and smell the spike flowers, rear end in a top hat. Computer Science.

Secondly, just off the top of my head, vertical rooms always have the issue of you falling down, forcing you to re-do a lower room over and over again if some butthole on the top pushes you off; this is a huge problem with for example Wily 1 in MM2 (a terrible stage, exacerbated by the forced "Rush" usage which can leave you stranded at the bottom farming for lives), and even Wily 1 in MM6 (climbing the tower's outside - it sucks a huge amount of dongs, even with Rush Flight).
Eternal, of course, has block puzzles combined with enemies, which practically ensures you will fall a bunch (as Heavy Sigh, even with practice, did). What do you fall on? Another block puzzle, which forces you to wait out its nonsense cycle.

Daniel: would you prefer a row of spikes when you fall down?!?! Just get good at my perfect game you loving scrub lord, you don't even know what "mechanics" mean.

Apart from those singular moments of pure idiocy, you have enemies which can only fire at a single angle, something I see often in fan games and which is fine...if you know how enemy placement works...which Daniel doesn't...unless it's actually clever because if those teleporting fuckers' shots would home in on you, this stage would be a nightmare to play instead of eliciting constant groans at how boring it is. Basically, two wrongs cancel out to be just pointless instead of frustrating, that's something I guess.

Daniel: please formulate your own opinion instead of buzzwording "enemy placement" kthxdie.

:laffo: at MM1 spike rules. 1987 called, they want their computer science back.


Pondering if I should c/p this on YT to possibly create more fun content for the forums to laugh at...

EDIT: Nah, whatever.

Simply Simon fucked around with this message at 08:55 on Aug 7, 2015

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔
Haha I was joking about him being a Gamergater because he likes anti-Feminist videos but that's just precious.

Okay now I no longer feel bad about heckling him on YT.


anilEhilated posted:

I think part of the problems is that they're "fan" games. Made by fans of the original games who tend to think everything in them is good just by virtue of being in them. People capable of critical thinking usually don't make fan games.

See, disappearing blocks are great because Capcom used them.
That's a very good point and I think it helps that I never considered myself a "fan" of the games. Also, I would totally make a fangame regardless, but a) I'm not longer 16 (when I started writing what is actually fanfiction, even though I only started it calling it by name...last year), b) I know zero things about programming, making pixel art, composing etc. and c) it would probably suck anyway.


EDIT: I watched the MM42 playthrough.

Heavy Sigh posted:

I knew about you from the Mega man 42 playthrough.

I still can't believe anyone put that out.
Worth it for this:
https://www.youtube.com/watch?v=qOP4fUOlkmA

Simply Simon fucked around with this message at 13:23 on Aug 7, 2015

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔
Sounds good! Couple points:

- Make sure everyone has slide or something similar (low dash). Slide allows for a number of cool level design elements to exist, as well as for far more dynamic boss fights - attacks that force you to move out of the way quickly, to "duck", to slide then jump, etc. - same is true for normal enemies. Don't limit yourself in that way unless you really know what you are doing (limitations breed creativity, yes, but more options in your toolbox are good to have, you know?)
- Don't go overboard with extra options. Toggle for unlimited lives is fine so that the MM thread in Games doesn't begin to bawl incoherently, but I would limit myself to Mega Man at first and add other characters maybe later - you'll be happy if people play it at all, MORE happy if they finish it, the few lunatics who want to immediately replay it with another character who is, let's face it, usually only superficially different can be given extra cookies after you already made a good game.
- Consider not nerfing the charge shot overly much. See special weapon ideas for why.


Special weapons! Probably my favourite subject. First of all, I have never been quite fond of weapon energy. Have you considered getting rid of that? Think: how many players have you read about that never used them because they feared they'd run out and then have nothing left as boss weakness? How many players didn't even realize how good Top Spin was because it'd run out if you used it on something immune? I used Crash Bombs a little on the few enemies in MM2 that are randomly weak to it, would it not have been better if they were useable more often to experiment - would it have been broken if it was infinite? Crash Bombs stick to walls if you miss and you can't fire another. That's a good enough downside, the energy is pointless. Suddenly Buebeam Trap is not The Worst Boss anymore.
The entire Zero series has no weapon energy. Granted, it has fewer weapons - still, with EX Skills, you get Upwards Slash, Downstab, elemental charges (so...weaknesses), a great melee weapon (Slash Man's weapon, but without energy requirement?)...
Also, I think you watched my videos...did I ever seriously run out of energy? I think I did entire stages with almost a single weapon and the Buster (Dive Missile in Pharaoh Man, Napalm Bombs in Crystal Man, Charge Kick in Wave Man, Top Spin in Snake Man...) and those weren't boss weaknesses, so whatever. Weapon energy is a traditional concept that, like extra lives, is provably obsolete. It requires better design, yes, otherwise you get Metal Blades which are almost literally infinite in use already, but Metal Blade is stupid anyway sooo design better.
Be bold - and make something that lets your game stand out.

Like Day in the Limelight (2), which ruled a lot. Mostly because of the weapons. Eh?

So, weapons. My favourite sets are the ones where every weapon has a niche, is useful enough to replace the Buster in specific situations, but not a be-all-end-all. MM5 has really weak weapons but covers niches actually rather well. MM8 has really fun weapons that are all quite strong, maybe a little TOO strong (you can easily solo most stages with most weapons) for how little they cost (HA!). MM3 sans Shadow Blade is actually a little like 5. MM4 is also quite balanced and varied. There are tons of examples to learn from. So what makes those sets interesting, good and fun to use?

- Damage. This cannot be emphasized enough, especially considering the Eternal travesty before our eyes. If that poo poo don't kill, you don't want to use it. Needle Cannon is fine as "almost literally the buster" because it fires so fast, that's the bottom line, NEVER be worse than Needle Cannon. That sine wave nonsense gives me aneurysms. This also extends to enemy design, of course (lol at Tellies not dying in one shot), basically - your weapon needs to kill its niche enemy well and good. A low-range weapon needs enough damage to handle close-range threats STAT or they'll run over you. A homing weapon can be weak, but annoying fuckers (like Tellies) which are prime targets need to DIE. A homing weapon that's single-shot-on-screen only needs to kill things because it's always a risk to fire it. Slow-moving missile? It better explode good or I'll never use it (looking at you, awful Drill poo poo in X3).
- Variety. Especially what draws me to MM3 and 5. Only on the floor? Only above your head? Low-range to go toe-to-toe? Give me options to switch up my playstyle. MM games are heavily dependent on "the best way to play it", the level design and enemy placement need to be restrictive - for buster-only runs. But special weapons can break those restrictions, that is a good thing! It should be encouraged to completely roll over [parts of] a stage because you can fire downwards now. This is also something that the enemy placement really needs to take into account - many games place enemies so you can Buster them, which is of course good, but they fail to realize that this often makes the Buster the best option because it fires forward, and their funny bouncy/wavy/shieldy weapons don't. Variety in enemy placement gives you incentive to switch it up, this is a holistic design requirement that can't be emphasized enough. It's not that hard, though - hell, enemies that are on stairs are often already enough. Some above, you have to jump to use the Buster on them. Some below, you have to wait for them to get out of the way. Or you use your upwards weapon, then your downwards weapon. Simple stuff, but the player will feel smart for using the "correct" weapon. Be better still and have e.g. a bouncy enemy that Buster needs to wait for to bounce down thrice, or time a charge shot right once, or you do a single low-range shotgun special weapon shot once, or you do two safe and boring upwards special weapon shots, or even escape it completely with a mobility special weapon. Multiple methods depending on which weapons you have/which type of player you are.
If you have infinite weapon energy, you can have Wily stages require special weapon usage, make it a small puzzle. With multiple solutions! Think about it! (don't overdo that, though, if the player feels forced to switch all the time, that's annoying)
- Screen zones coverage. Going more technical from above, we have in front of Mega, around Mega, behind Mega, above Mega, below Mega, above-in-front, below-in-front and everywhere, either with homing or screen-wide. Make a set of special weapons that can hit those zones, but balance, balance, balance. Centaur Flash with infinite energy is impossibly broken. A weapon that, say, slowly spreads out from Mega while he is immobile until it covers the entire screen, would be not. Or one that requires charging up.
- Mix and match. Like I just said, ever seen a charge-up for a screen clear? A slide weapon which leaves behind a damage floor? A front-firing weapon that becomes homing if you press the button again? Et cetera - get creative. None of that "uh it fires forward...and...pierces I guess" bullshit, make them unique.


So, an example for a set:
- Melee. I love that because you often can just plow through a stage, but you have to be real careful (as, you know, it's melee). Great tradeoff, auto-balance. Could be a sword (or something similar), or a shotgun-style blast, or a shield that only works in front of you...
- Upwards. Literally directly above Mega. Needs high damage because that's quite niche, against those pesky ceiling enemies that might drop down, or fire shots while you get underneath them. They need to die immediately. Panic button for when an enemy is literally inside you.
- Below: Whenever Mega slides, he creates a shockwave in front of him that is double his speed and follows walls (like Ice Wave of MM8 fame)
- In front, but slow...but shield: An energy field thing that is about Mega's diameter and moves slowly away from you, at max Mega's walking speed, eats small bullets and projectiles that die in one hit. Also enemies that die in one hit (continues through those). Damages enemies that don't die in one hit, for, say, two Buster shots worth. So you can still spam it at point-blank range if you realize that this fucker takes three shots, drat.
- Screen clear, but slow to work: from behind Mega (turn around if you want it to start at the right!), at the screen's edge, a wall of heat/bees/DEATH starts to move along the screen, covering everything until it has traversed one screen's width. Damages everything at the wave front, playtest extensively for how much.
- Charge shield: if you just press the button, it'll give you a shield for like five frames, enough to bounce off a shot or a telly-like enemy...if you time it well. Charge it up a second stage for a two-second shield, charge it fully for a larger shield that lasts five seconds/takes five hits to deplete/makes Mega completely invincible as long as he stands still (probably not a good idea), playtest for which is the best option.
- Skillshot: expanding spiral from Mega, like a single stone of Power Stone, but not awful. Larger hitbox, more damage, maybe pierce, maybe you can fire as often as you want. Tricky to hit with, but the hit should be worth it if it connects.
- The Crazy One: It bounces and sends out spikes in four directions whenever it collides with a wall (gets destroyed by enemies though!). Or it deals low damage but splits when it hits an enemies, pierces them and carries on as two rays that are doubly effective, repeat for as many enemies as are in its path. Or it's a snowball that gets more powerful the longer it's allowed to roll before it connects. It's fine if this weapon is kinda lovely, as long as it's fun. MUST be the final boss' weakness.

- Secret weapon: Hold down the button and Mega stops. A target reticule starts cycling through all onscreen enemies. When you release the button, Mega teleports to the last targeted enemy. Deals a little damage and makes you invincible for a second or so.
You know, something that could break entire stages. Why not? It's secret.

This is fun :keke:.

Simply Simon
Nov 6, 2010

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Flow is most definitely not about moving forward all the time, but it IS about always having something to do. Standing around waiting for crystals to fall by? That's terrible. Those seconds spent waiting until Joe lowers his shield? Agonizing.
Keeping up the flow as in "giving the player something to do" is actually something I always admire in well-designed Mario games. Those feature a lot of slower-paced challenges Mega Man almost never does, like standing on a moving platform, auto-scrolling stages et cetera. How does a Mario level stay interesting while doing that? For example by one of the simplest but most brilliant pieces of level design in them: the block that keeps giving you coins. Putting one of those bling-bling-bling machines somewhere is a stupidly easy solution for the problem of keeping the player engaged while the next level setpiece rolls around, or whatever it is the stage is doing at the moment.
Mega Man, as an ultimately simpler game, doesn't have such diversions, and as such elevator and autoscrolling levels tend to always suck in comparison. You just don't get that much to do while waiting around. Or it's stupid hard because you get spammed with enemies in an inept attempt at giving the player something to do, doesn't make it more fun.

I actually have the controversial opinion that Duff McWhalen's stage in X5 is one of the better stages in the game, because you can actually keep firing at stuff all the time, you're attacked (but telegraphed) by the thing causing the auto-scroll, it's pretty much what I want to see in a Mega Man autoscroller if you absolutely have to have one. Conversely, Mattrex' stage features the engaging obstacle of ducking in a ditch waiting for lava to pass for three seconds apiece, then waiting MORE for the lava to appear, THEN pass, to shatter inexplicable walls in your way. This kills flow, the stage being slower does not.

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔
Been a while since I played X5 because I loving hate it, my moderate praise for the Whalen might just be coming from the fact that I think destroying the giant sub piece by piece is loving fun, and it's the only time I ever had fun in X5.

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔

Doseku posted:

It's time to unveal the conspiracy behind Milk.


Megaman Square Root of Negative One: Episode 02
If a special weapon shot deals the same amount of damage as a charged buster shot, I think that qualifies as a weakness...

This game has a lot of good ideas!

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔

Gammatron 64 posted:

MME is so bad it's painful. There are so many oversights and small things wrong that it just sets something off in my brain. Stuff like Mega Man's standing sprite and his animations not being lined up properly (i.e. he "shuffles" while shooting on Rush Jet) and so on. Did he not notice these things? Was he too lazy to fix them? The game is so sloppy.

Let's not even mention how the gameplay, level design and enemies are all fundamentally broken on a huge level.

I'm kinda glad this LP is done, because this game hurts to watch, let alone play. The only good thing to come out of MME is the music and Daniel Page's nerd tears when people rightfully tell him that his game sucks.
Well I don't see you doing any better!!!!!!!!!

Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔
Man, the fact that apparently someone didn't record the end of their end of the conversation makes me sound even more out of it than usual...

Network Transmission sucks gigantic mounds of dogshit, though. If anything I'm being too fair to it in the video. What a joyless experience playing that was.

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Simply Simon
Nov 6, 2010

📡scanning🛰️ for good game 🎮design🦔🦔🦔
MM3 bosses that get vastly easier if even possible to no-hit kill with the slide:
- Top Man (the tops fired from above do come rather quickly, if you slide as they start moving, you're perfectly safe)
- Shadow Man (getting under him as he jumps)
- Snake Man (see above)
- Needle Man (needle hell can probably only be dodged without the slide if you see it coming and position yourself perfectly)
- Magnet Man (Magnets, again, from above - there is a case to be made for the designers wanting you to "duck" even if the speed is more important)
- Hard Man (his fall...from above...)

Only Gemini and Spark are not well suited to give you the idea that sliding is a good thing, maybe.
Though I am not knocking players who still don't use it. As long as sliding is an optional tool, a game designer cannot expect everyone to use it, and you can't really fault players for not using it either if the incentive obviously wasn't clear enough then. Apart from that, though, many players can be dumb as bricks even if only regarding a certain task or tool, I am not excluding myself at all, and it's almost impossible to predict that kind of player's behaviour.

I do admit that I wouldn't have thought the slide being such a thing, because there is not THAT much to do in Mega Man. It's a far different thing in a more modern game with tons of options at your disposal, when people say "I can't beat this rear end in a top hat enemy in Dark Souls" and the answers you get are "have you tried [one of about twenty suitable weapons]" or "lol I just used magic do that next time" or "you can lure him into a position where he's helpless" and the developer goes WHY DON'T YOU JUST PARRY HIM YOU FUCKSTICKS I PUT THE BUCKLER IN THE AREA BEFORE IT'S NOT THAT HARD ARGH

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