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.
Here is a clip from an ingame battle, good music, nothing fancy...
Greetings everyone on this fine morning in January. This is to inform you of a recent news post I made on the X-Buster site of which I included a promo...
Hey dudes...We havnt said anything for awhile around here at moddb. I just want to say that the site hasnt been accessable for atleast a month now, somthing...
progress been a lil slow lately..but..that doesnt mean we've been sittin on our asses doin nothin =D. upgrade system is almost done and just needs a few...
welp..not much goin on here @ x-buster..although our coder has started implementing the upgrade functions and other gameplay goodies ( wall climb, wall...
also there's this Forums.beyondunreal.com
now if that doesn't just scream turn me into a megaman mod! I don't know what does lol (the above is for a 2d ut2k3 mod)
I don't know... The only thing I can say is that when this mod will be released, I'll get Q3 just to play it :D
ut2k3 would of been the better engine especailly for the agility related moves megaman and crew has... and for this one little thing ut2k3's engine already has that coders would be interested in called ..... PHYS_Spider some kinda physics stat or somethin has to do with clinging to a wall and stuff
haha, Your not telling them the whoel truth Par...:)
characters will be different depending on their defualt abilitys and upgrades...hehe, I think you will like what we have planned..oh no, I've said to much...lol
please, just bare with us unntill we find a coder....
thank you all for your comments on the models...:) makes me happy...
glad to know your following X-Busters progress...
I really need to fix up an about section on the X-Buster website explaining all that is currently decided upon for the mod. But facts are when developing a game or modification if you set strict goals for what you plan on doing your limiting what you can do. We look at things along the lines of here is what we want but it's not in stone until it's good enough for the mod and we can't find a better function.
Anyway,
Multiplayer
Health. Everyone same
Speed. Everyone same
Armor. You won't see it. Not like Quake anyway.
We have Upgrade Capsules in maps that can be used when conditions are met.
That's all I can say, And characters will ultimately be equal. But other stuff I have to check it over with my associate :), other team leader that is, before I say anything.
I'd like to know how the Mod is going to work...
What will be the differences between the characters? The speed/armor/health???
And what about weapons? Will the exist??? (I mean, different types of shots, of course).
A long time ago I had an idea for a neat Megaman Mod... If you'd like to hear more about it, just contact me. I just couldn't start the project because I would have to find a modeler... hehehe.
Foresst, Honestly I'm the Unreal Tourment 2003 type myself. Quake 3 is nothing compared to it in my opinion. But the team is more favorable for keeping this mod in Quake 3, because it was originally started in Quake 3 a long time ago. We have plans to do something a little more advanced and on a better engine after X-Buster. But first we must concentrate on this.
Darkness, haha, get it then :) and thanks for the watch
Alucard, Thanks for the modwatch and the comments, I like DonX's models myself.
Holy tihs! WTF YOU GUYS DOIN! You need this for UT2k3!!!! THAT IS BAD!!!!!
Man, I don't have Quake 3, but dammit, I'm a MegaManiac for 12 years!
very nice models
I'll modwatch u guys ;)