A twist of Mega Man series features into a First Person Shooter, such as wall climbing and a very selective weapon system, featuring classes that uses the same ammunition type differently.
(you'd better read to get an understanding of each weapon, since they're much more complex than most weapons around)
The following chart shows how the elemental weakness/strength works:
I'm aware that in Mega Man series it doesn't work like that, but I decided to keep it that way to disencourage people changing weapons to "beat" the enemies' weapon (like in rock/paper/scissor). If you want to bring the enemy down quickly, or you're convinced you can have a technical advantage on him while using his opposite element, then you should do it.
Otherwise, you might end up giving the upper hand to your enemy, since he'll give bonus damage to you as well! I wanted to add it as an additional feature, not to be a major system on the mod. Also it'll be handled according to the player style (offensive/suicidal players might enjoy using the weakness system as much as possible).
Also, there's a Strength system: when using an element weapon (all except Plasma, for this purpose), you'll receive only half the damage from attacks from that same element.
Version 1.0 has been released. If I get feedback of bugs, I'll solve them and release patched version (1.1, 1.2, etc). Other minor fix might be included in thes releases as well, such as making the mod more compatible with other mutators and gametypes.
If you'd like to host a server and such for the mod, feel free to contact me and I'll advertise it as much as possible.
After the v1.0 release, I've done a few more cosmetic changes to the mod, and started making it more "mod-friendly" with other gametypes and custom content:
I've found myself in a hard situation, since the focus on the mod development is divided: I should favor either polishing things as much as possible, for non-milestone releases (v1.1, v1.2...), or add more content to it and release a third class or maybe even additional gametypes or heavy custom content (custom models) and make a full milestone release (v2.0) .
But... right now the production has been a little delayed, since I focused on polishing the mod instead of adding newer content, and due to the lack of feedback I'm not very confident about the mod's future, since I depend on it to polish things, through bug reports and general suggestions.
Meanwhile, I'll try to acquire more experience with Uscript, while creating smaller projects, like the Shared Life mutator and others that are expected to be created soon.
But I'd like to ensure that I won't stop this project "for nothing", as I've got many ideas already for a third class and I definitely enjoy playing this one.
If you've played the mod, having liked it or not, I'd love to hear your thoughts about it so I can make it as good as possible, and find enough motivation to keep up with the initial production rhythm I had when I began it.
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