And yet we have our first post of the new year.

On the beginnings of January, I have a announcement. You know how clones of everything exist nowadays? Well, in the future (yes, re-read that, future), I would like to develop just for the fun of it and the entertainment of my followers, plus to the dismay of the haters and prove to them how a clone, especially one based on Kenji Inafune's flagship series, is done right.
Now before the mob rages, let me mention this in no way or form, is meant to take down the doujin game Rosenkreuzstilette nor it's soon-to-come sequel Rosenkreuzstilette ~Freudenstachel~. But if it's intending to do anything to said series, it's how the game can try to be more original without copying many aspects of what game it's trying to mimic. For the last time, I understand that "Don't rub it on WOMI; It's a tribute!" but even tributes should try to have some inspired material.
This Mega Man clone will be based on my OC series and it's characters. The plot will be somewhat similar to the original Mega Man; eight guys have gone bad thanks to an unknown villian, and you're sent to straighten their butts out and return the area back to normal. The game has an opening stage, the classic "Target Select" screen with 8 bosses, four re-visit levels in the style of the Doc Robots from Mega Man 3, then two final castles with five levels each, the first belonging to a large demonic-esque character, then the second castle's owner is Joker, the later having two "Machine" battles, a "Capsule" battle, and a "Final" battle with a different more powerful mech. The game would had some bonus features, like a secret level, an "Endless" mode, "Time Attack," "Score Attack," "Boss Attack," and unlockable difficulties and "mod" settings. As a save function, the game uses both a basic save and Mega Man-styled password feature, though using passwords prevents the player from unlocking any new features playing through the game, as the passwords can send the game right to the beginning to the Joker Castle, meaning only five levels before winning the game.
To control Aozora, the player can use the arrow keys to move, look up, crouch, climb up, and slide down ladders, plus aim your weapons upwards and while crouching. X jumps (which can also be done off ladders and other climbable objects, like hooks and ropes), Z fires your active weapon (with A shooting your standard weapon when equipped with an alternative weapon), and C or a combination of X and down makes Aozora slide (or drop from certain platforms that can also be hanged on), in which he may also fire from. These additional commands are not to make the game easier; which leads to the game's difficulty.
The difficulty will not come from cheap and confusing level designs, but from skilled enemies and AI with original designs, some level puzzles, and long level lengths, sort of like a cross between Megamari and Rokko Chan.
The weapons you obtain from the bosses of the eight stages are actually intended to be upgrades to your starting weapon, and are therefore meant to cause much more havoc, besides better firing capabilities and/or more powerful projectiles. The planned weapons are below:
Aozora Shooter- Default weapon. Can be shot in four directions (Up, Down (mid-air only), and horizontally. Can also be shot while crouching and sliding.
Ooze Grappler- Extracts a green slimy hand that can be used to grab enemies (the bigger the enemy, the more energy drained, unless using on a small one) and toss them at other enemies, which will always result in a 1-shot-kill unless the target is large. Can also be used to grab certain projectiles, but can only injure bosses. Crouching with this weapon active will protect Aozora in a slime barrier to block projectiles and instantly defeat small enemies (while still using up it's power).
Sandstorm Blaze- Like Air Shooter from Mega Man 2, but shoots five tornados in a downwards arc like Klageharnisch from Rosenkreuzstilette. Like Tornado Blow from Mega Man 9, the player can jump higher while using this weapon. (This may be the most uninspired of the weapons, but we'll see...?)
Rocker's Tune: Not sure how this weapon would work, but it could be a strong attack stronger than a charged Aozora Shooter. Pressing the shoot key makes Aozora take out a microphone and screams, creating sound-waves that travel horizontally (or vertically if Up is held when pressing attack). They will instantly kill many of the game's enemies and deal massive damage to the bosses if hit by the wave, and will only deal minor damage other targets on screen, but because of this, they have a limited use.
Ranger Needles: This attack will cause four pellets to arise from your blaster. They will fire forwards, having much more strength than a normal Aozora Shooter shot (but less than a charged one). When a pellet ricochets from a wall, it will fire back and can still damage to an enemy, but should one be already on screen, some of the pellets will instead aim for the enemy/enemies when it bounces off a surface. Kinda hard to explain.
Sunset Blade: This is a sword-based weapon that allows Aozora to deal great damage to close-range targets. Simply attack, and you'll create a short-ranged wave of red plasma that has about the same strength as a charged Aozora Shooter. Charge it, and you'll fire off three of these at once instead of one, the middle one being larger, and the additional two that join it being smaller.
Toxin Sphere: Press the attack button, and you'll lob three explosive balloons that have a great amount of power. Charge it for one big bubble of trouble.
Warfare Sniper: This is by far the strongest weapon in the game, having the strength of two Charged Aozora Shooter Shots combined. Shoot with it, and the bullet will instantly in the blink of an eye, mow down anything that is in it's path with one clean shot. Charge it and you'll leap into the air, automatically target every hostile thing on the screen once, and kill everything at the speed of light. Though since it's so powerful, you can only pull off one shot every second.
Gambler's Cards: The shield weapon of this game, like Leaf Shield, Skull Shield, and so forth. Use it, and you'll cause two layers of 14 playing cards to surround you. When this happens, press the attack button to shoot a piercing fast-moving card at the enemies, or just run into the enemy with the shield active and you'll destroy it at the cost of losing some cards. When you run low on cards, the shield will speedup to insure no projectile passes through and hits you. Out of cards? No prob! Just press attack again and you'll create a new barrier of cards to repeat the havoc. Charge to fling the entire shield froward for great damage!
Springboard-One: Like the Rush Coil. You'll plant a springboard on the ground and use it to bounce higher.
Hover-Two: Like Item-1 from Mega Man 2 or the balloon item from Mega Man 4, place it and you can stand on it for a short time, allowing you to get to higher places. It's a little safer than Springboard-One.
Winger-Three: A cross between Item-2 from Mega Man 2 and the newer versions of Rush Jet (the ones that can be ridden on), this one allows you to cross certain chasms. or take shortcuts across difficult parts of the level Can be steered.
Aquatic-Four: This game's version of Rush Marine. Jump in and you have added protection and better control underwater.
Nack: A clone of Beat, Nack is a small chibi-esque human character with big eyes, a pilot's uniform and a propeller on his pilot cap. Not only can he damage enemies by flying into them, but he can also shoot his own blaster in any direction.
Darn, that was a lot to process. But believe me, I'll figure out how to make it all work.



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