GENERAL INFO-------------------

This is a Mod / Total conversion project based on the very popular megaman X and rockman series games. It is being developed to play using the Q3 engine, but has been heavily modified to include many new, exciting features. There has been alot of planning and design originality implemented into the gameplay already. Things like: Fully Customized character models and animations, 5 playable characters, Over 40+ weapons and attacks, A functioing Upgrade system with a list of player modifications, Custom Music and sounds, new levels, menu system and more. By the time the project is finished we want to see finished things like: Custom Designed Saber System for melee fighters, New item entities, Special FX's like dynamic lighting and an interactive environment, New music tracks, A working Ride Armour system with a basket full of other awsome game modes to play online.

Alot of work has been focused into creating a similar gameplay system based on the original games and incorporating it into the Quake 3 3D subspace. It will be a very diverse and creative universe once all is finished.

GAMEPLAY--------------------------------

X-Buster will be available free as an online multiplayer platform and will include some intresting gameplay modes to test, train and master your skills as your favorite Mega Man character. Its not just primarily about destorying your opponant, in X-Buster, you will have to learn to play with strategy and use the custom upgrade system to enchance your players abilities in Combat, Mouvement, and Player Essentials like Health, Energy, and Special Functions. Some upgrades are required if you want to reach certain areas of the level or to benifit you during combat, you decide which style suits you and devlop through the match.

There are 4 character classes in this game and the characters are grouped into them based on their fighting style and personal attributes. I really can't list all of their differences, but you will be happy to know that each class will include their own set of custom attacks/weapons. The Melee class will be setup with powerful melee attacks which can be combined for deadly combos. (sabers)

CLASSES:

1 - Charge: Characters like Mega Man X who can charge energy and fire larger projectiles.

2 - Rapid : Characters like Forte, who can fire successive projectile blasts.

3 - Buster: Characters like Reg Mega Man who rely on a smaller version of the X-Buster.

4 - Melee: Characters like Zero, who fight with a light saber.

This is a very basic outline of the classes atm, but I can tell you..there is a nice variety of features for each and work is still being done to extend the possibilities we wish to see working.

LEVELS----------------------------------

Anyone who has played through any of the Mega Man games can expect to see some very interesting design concepts and functionality. The challenge of recreating these levels into the quake 3 structure map is definately what were hoping for in X-Buster. You will see areas in the map with special items, but unable to reach them because you do not have a certain upgrade, you will see areas that of high resource and wish to remain there to protect it and resupply.

HISTORY--------------------------

X-Buster is actually an ongoing developemt project started somtime 6 years ago. Through those years we have had many things happen that almost canceled production and ended our game, but as fate would have it, we persisted and have all come along way. The X-B you see today from the ingame pics and current media was created by only a few very talented members, 5 to be exact, with the help from alot of people, for support, direction, advise and other relative things.

TEAM----------------------------------

Of who has worked and contributed to the development and eventual production release.

DonX - Artistic design and game development 2000 - 06
Par - A.k.a Subliminal Genisis, web page design, co founder and team lead 2000-05
Shinster - A.k.a Code ninja joined december of 2003 - 05. Designed flexible game structure.
killstheweak - Current game coder, joined august 06, has helped revise XB build, added new.
Angst - Helped develop and assist in game structure and design during 2003 - 05.
Dumbnut - Joined on as code programmer, helped produce alpha build 2003 - 04.
Haroon - A.k.a FF musicDJ, sfx and music contribution (2-3 songs) 2001 - 04.
DJ Regression - sfx and music contribution (1 song) 2001 - 05.
Eclipse - Model contribution back 2003 I believe.
Xan - Level design back in 2003-04, 1 finished level.

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0 comments by DonX on Jun 27th, 2006 digg this super bookmark


Here is a clip from an ingame battle, good music, nothing fancy...

XB Clip

Comments  (0 - 10 of 150)
viper276
viper276 Jul 24 2008, 9:24pm says:

10 from me :)

+1 vote     reply to comment
cpuman
cpuman Jul 4 2008, 1:25am says:

i see you guys are still working on it, I'm glad. hey kills, hope you're doing well. ok well, i look forward to its completion.

+1 vote     reply to comment
killstheweak
killstheweak Jul 8 2008, 11:24am replied:

I am working on it, here and there. Not adding any new features, just trying to fix, and complete whats in there already.

+1 vote     reply to comment
viper276
viper276 May 6 2008, 6:30am says:

How the hell am i supposed to download it?
pardon my french.

+1 vote     reply to comment
killstheweak
killstheweak Jul 8 2008, 11:28am replied:

Old download is gone, if you want to play around with a buggy version grab it from Sourceforge.net Get the Setup, and the update, extract the update files overwriting the ones from the Setup. Don't report bugs, as i know everything thats wrong with it. When i fix it, ill post 0.2 to the same place. It'll be awhile tho :P

+1 vote     reply to comment
viper276
viper276 Jul 23 2008, 9:54am replied:

Ok thanks
:)

+1 vote     reply to comment
maverickelite
maverickelite Apr 18 2008, 8:53am says:

Ah, thanks, but my first question doesn't matter anymore, I have a PC now too. anyway, sucks that progress is slow, if I could help out I would, but I don't have any skill in coding or skinning or anything. I'm sure this mod will be worth the wait.

+2 votes     reply to comment
killstheweak
killstheweak Mar 15 2008, 11:29pm says:

<<well, yeah, quake 3 IS compatible for the mac, so i don't understand why it doesn't work. and also you're not very clear on the directions in the readme, under "instructions to start">>

The game has adjustments to it that required engine code to be changed, which makes the Mac Quake binary non-compatible, non of the team owns Mac's or we would compile a Mac Binary.

<<why not on something newer, like saaaaay, the Half Life 2 engine, or Quake 4?>>

Multiple reasons

1) The mod started with quake3 way back, wed have to redo alot

2) where poor and cant afford computers that can run either of those :P

3) Those 2 engines don't have the actual engine source available, which is lame. Also Half-life 2 doesnt have a native linux binary

<<has nothing much happened in the last year?>>

Some, but no not much, we are still working on it tho, the team is only 3 people, regardless we are working on a new release.

+2 votes     reply to comment
Smoth
Smoth Mar 16 2008, 10:07pm replied:

KEEP GOING I STILL WANT TO PLAY IT!

+2 votes     reply to comment
maverickelite
maverickelite Feb 25 2008, 7:46pm says:

has nothing much happened in the last year?

+2 votes     reply to comment
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Quake III Arena Icon
Platform
PC
Developed By
Par
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Official Page
Planetquake.com
Release Date
Released Aug 25, 2007
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9.8

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Style
Genre
First Person Shooter
Theme
Fighter
Players
Single & Multiplayer
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