Mega Man RPG Prototype Community

Community  »  News & Updates  » 

Prototype Devroom : Update Megathread 2020 (Q4)

December 4th, 2020 at 11:15pm
 
Developer
Ageman20XX
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Hello everyone! Long time no update, eh? Welcome to our End-of-the-Year 2020 Update Megathread : An Overview of What's Changed.

New Mega Man RPG Prototype Logo

First things first - we have a new logo! Thanks to our very own Rhythm_BCA (recently promoted to a full-fledged administrator, btw) we have a brand new logo for the website and the game and it is darn tootin' sexy! Just look at the thing! Nice big pixel art, dynamic poses, fancy new fonts, and colours that really pop - it's perfect! We've updated the main website, the game's loading & home screens, our Discord channel icon, and will eventually update our other social media pages as well. I've been sitting on this for quite some time and I'm so happy to finally share it with everyone! It looks so awesome and gives the entire MMRPG a much-needed coat of fresh paint. :)

Now let's get into the meat of the update.
  

New Code Structure & Admin Panel Functionality

I'll try to make this one quick as I know most of you wont really care, but at least 90% of this update was dedicated to restructuring the code and adding new functionality to our developer admin panel. I worked at least five days a week for the last six months making changes to nearly all aspects of the game's code and by the end of it I made over 3000 individual commits to the project.

Every single piece of game content has been modularized (basically, split into separate sub-projects instead of everything being in one blob) and each new sub-project has been made into its own private Github repository to prevent (most) leaks and spoilers. Robots have their own repo, abilities have their own repo, items, players, challenges, fields, etc. etc. Even redacted have their own repo! It's crazy.

More importantly (or at least more conveniently) us developers now have a fully functional admin panel where we can create and manage all manner of game content in one place. No wait, I lied, we have two admin panels. We have a "dev" version where the team and I can create/edit/test things and then when we're ready we can "publish" it to Github and then "pull" it to the "live" admin panel and website. The power of science is truly amazing!

Okay, now onto the more fun stuff...


New Sprites for Several Robots AND Bosses



The famous adversaries King, Buster Rod G, Mega Water S, and Hyper Storm H have had their visuals added to the game! Although they haven't yet made their appearance officially in the campaign, feel free to take a look and gaze upon the mighty tin-plated tyrant and his... uhh, motley crew of animal jesters?
  A few other robots have received minor sprite updates too - see if you figure out which ones. ;)


Base2 Sprites FINALLY Added to Idle Animations

For the past few years, Rhythm_BCA and MegaBossMan have been tirelessly adding new frames to all robot masters called "base2" frames meant to be used as additional idle animations once the feature was ready. Well, now that every single robot master has one they can finally be added to the game! Most of these are subtle, some not-so-much, but every one was made with love and now players can catch a glimpse of them randomly in battle whenever a robot is cycling through its idle animations. Super cool!



Fast Robots Can Now Rapid-Fire Shot Abilities

The Speed and the various "shot" abilities have all been given a huge buff. From now on, whenever a robot is significantly faster than its target, it can rapid-fire certain abilities; namely the Buster Shot as well as any of the elemental shots (Water Shot, Nature Shot, Flame Shot, etc.).

This mechanic is triggered whenever the user's Speed stat is at least 2x higher than the target's, and will fire one additional shot for every magnitude higher the user's speed is than the opponent's. So if your robot is 2x faster it'll fire two shots, if your robot is 3x faster it'll fire three shots, etc. Be careful though, as this works both ways!

Each additional shot fired will have slightly lower firepower (diminishing returns and all) but the effect can still be hugely beneficial or detrimental depending on which side of the buster you're on.


New Hold Items: Chrono Circuit & Cosmo Circuit

A new set of elemental(?) hold items have been added to the list. Say hello to the Chrono Circuit and the Cosmo Circuit. Much like the previous circuit items these items give the holder a new affinity in exchange for a new weakness, but this time instead of having a four-way weakness cycle it's just the two of them. The Chrono Circuit gives the holder a Time type affinity in exchange for a [Space]{type} weakness, while the Cosmo Circuit has the opposite effect.



I wonder if the genesis of these new circuits is in response to a certain overpowered ability? I guess we'll never know.


Mega Man 11 Tracks Uploaded to the Game

As of this update, all eight robot masters from Mega Man 11 have had their Sega Genesis music remixes uploaded and added to the Prototype! These tracks, like all the rest of them, were created by our favourite remixer TheLegendOfRenegade. Please check out his YouTube channel, his Patreon, and/or his SoundCloud for more of his work. Fuse Man and Acid Man's challenge missions have been updated to use their new tracks, and any time you encounter them or any other MM11 robot in the wild (in the lead position) their new theme will play. Awesome!

In addition to the Mega Man 11 robots, Oil Man has finally been given his own Sega Genesis remix! He will no longer be using Tengu Man's music from Mega Man & Bass and will instead be using his own theme from here-on-out. Let's have a round of applause for this much need and anticipated change. Woohoo!


Alt Costume Previews in Kalinka's Shop

Kalinka's Shop has received a minor convenience update in the form of previews for the various alternate costumes she sells. From now on, all you have to do is hover over an alt in her show and a popup should appear showing you what the new skin will look like on your robot. Hope this helps those tight on funds get the outfits they want without needing to look it up in the database first.



Unlockable Robots More Visible in Database

When viewing the on-site robot database, robots that are NOT unlockable yet will be faded while those that are unlockable will appear normally. A small UI update to be sure, but a helpful one if I do say so myself.



In-Battle Options Menu Now Colour-Coded

Another small UI update but one that will help prevent some people (like myself) from clicking the wrong buttons all the time; the in-battle "Options" menu now has colour-coded buttons with the "Return to Main Menu" appearing in a scary red colour so you don't accidentally click on it when you don't want to.




Other Miscellaneous Changes

- Each ability now contributes a different amount of battle points to your leaderboard score rather than every single one simply earning you 2000 BP (common abilities worth less, rare abilities worth more)

= Hard Knuckle elevated to T2, given the Impact / Missile type and increased damage (18 > 28)

- Buffed Magic Card's damage slightly (12 > 16), still a T1 though

- Fixed a bunch of ability typos as per ThatOneEnderMan's post in Aug 2018, will fix more over the next few weeks as time permits

- A new feature/mechanic has been added to the game that I can't talk about yet. Stay tuned!

Alright, that's all for today folks. Thanks for baring with the initial bugs while I fixed them and thanks for sticking around and playing the game long enough for us to get this far! Please look forward to more updates in the near future and let us know if you have any feedback, wishes, or other thoughts related to the new updates! Oh, and overall, have fun! :D

Regards,
- Adrian
Prototype Devroom : Update Megathread 2020 (Q4)
Posted by Ageman20XX on December 4th, 2020 at 11:15pm
Viewed 400 Times
Tobyjoey
 
Contributor
Tobyjoey
84,671,873 BP
17 TP | 436 PP
Posted on December 5th, 2020 at 12:57am
Posted 2020/12/05 at 12:57am
#1
Neat! I was actually grinding endless waves earlier today when I went inactive and had to log back in about an hour ago, and then a few waves in I did a double take at the existance of Chrono/Cosmo circuits. Thought they had been in the game for a while and just didn't know about them :P.
^ Top
Ageman20XX
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on December 6th, 2020 at 11:55pm Edited on 2020/12/06 at 11:58pm
Posted 2020/12/06 at 11:55pm Edited 2020/12/06 at 11:58pm
#2
As was made clear in the other thread, Pirate Man has joined the battle and with him comes a new mechanic called "Passive Skills". As of this post, only three robots have been given skills but more are on the way!

- Pirate Man's passive skill is "Seafaring" and allows him to equip and use Water-type abilities as if he were a Water-core robot.

- Slash Man's passive skill is "Savage Claws" and allows him to equip and use Cutter-type abilities as if he were a Cutter-core robot.

- Sword Man's passive skill is "Noble Sword" and also allows him to equip and use Cutter-type abilities as if he were a Cutter-core robot.

We'll let you know when the next batch of skills have been added to the list. Enjoy!
^ Top
Ageman20XX
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on December 6th, 2020 at 11:58pm
Posted 2020/12/06 at 11:58pm
#3
What's this? Double-posting?! Well I'm the boss so surely I wont get in trouble. Besides, "do as I say, not as I do" or something. Anyway...

Looks like we have a new set of hold items added to the game in the form of the Attack Diverter, the Defense Diverter, and the Speed Diverter.



These new hold items dramatically decrease one of the user's stats and reroute the displaced stat points to the other two. Kind of like the different "Mode" abilities but immediately triggered at the start of battle and instead of applying temporary stat mods they actually redistribute the base stats around (therefore stat mods can still be applied on top of the effect if desired).

Aside from the obvious benefit of raising two of a given robot's stats, the lowered stat may also be key in certain strategies... Only time will tell though! Let us know what you think, and as always... enjoy!
^ Top
Hank J. Wimbleton
 
Hank J. Wimbleton
125,940,519 BP
76 TP | 2358 PP
Posted on December 7th, 2020 at 6:30pm
Posted 2020/12/07 at 6:30pm
#4
@Ageman20XX : This Game keeps making some good sh**
^ Top
Ageman20XX
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on December 7th, 2020 at 11:03pm Edited on 2020/12/11 at 7:35pm
Posted 2020/12/07 at 11:03pm Edited 2020/12/11 at 7:35pm
#5
Ageman here with another update! Two more robots have been given elemental passive skills:

- Magnet Man's passive skill is "Electromagnetic" and allows him to equip and use Electric-type abilities as if he were an Electric-core robot.

- Bright Man's passive skill is "Luminescent" and also allows him to equip and use Electric-type abilities as if he were an Electric-core robot.

I wonder which robots will get their passive skills revealed next?

In other news, a bug w/ challenge mission scores was fixed today and should not happen going forward. I also adjusted the appearance of skill markers in the robot database so that it's easier to see which robots have had passive skills added so far (if a robot has a skill a little circle will appear in the lower-right corner of their mugshot).

You can visit the Discord or check out the Github commit log for more details on these and other minor updates if you're so inclined. Otherwise, stay tuned and thanks for playing! :)
^ Top
Anti-Cloud Militia
 
Anti-Cloud Militia
10,627,761 BP
5 TP | 7477 PP
Posted on December 7th, 2020 at 11:13pm
Posted 2020/12/07 at 11:13pm
#6
Obviously Dive man has to be one of them due to... well... obviousness.
^ Top
Ageman20XX
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on December 8th, 2020 at 1:00am Edited on 2020/12/08 at 1:05am
Posted 2020/12/08 at 1:00am Edited 2020/12/08 at 1:05am
#7
@MisterSnowman : As much as I wanted to give Dive Man a Water-type skill I was pummelled into admitting convinced that just because he can function in water doesn't mean he can generate water (as would be necessary for things like Water Wave, Bubble Lead, etc.). It's okay though, we'll give him some other Water-themed skill later. :)
^ Top
Master Alicia
 
Master Alicia
62,652,709 BP
17 TP | 604 PP
Posted on December 8th, 2020 at 5:47am
Posted 2020/12/08 at 5:47am
#8
Nice as I'll put these newly items in the test ^.^
^ Top
Stars Required
 
Stars Required
29,709,346 BP
0 TP | 85 PP
Posted on December 8th, 2020 at 11:50am
Posted 2020/12/08 at 11:50am
#9
@Ageman20XX : Wait but magnet man is weak to electric type! spark shock
^ Top
Hank J. Wimbleton
 
Hank J. Wimbleton
125,940,519 BP
76 TP | 2358 PP
Posted on December 8th, 2020 at 6:54pm
Posted 2020/12/08 at 6:54pm
#10
@e : Yeah same as Metal Man being weak to Cutter
^ Top
treos999
 
treos999
14,885,548 BP
2 TP | 5 PP
Posted on December 9th, 2020 at 7:00am
Posted 2020/12/09 at 7:00am
#11
ty for the change to how the speed stat works. filling out my starforce chart (which has gone incomplete for years now) is now easier than ever and i can finish each fight in 2-4 buster attacks! :)
^ Top
j
 
j
29,140,275 BP
0 TP | 1684 PP
Posted on December 9th, 2020 at 7:23am
Posted 2020/12/09 at 7:23am
#12
@treos999 : yeah the elemental shot buff is cool but with dynamo bolt+charge module or astro crush+reverse module you can literally sweep through entire fights in one turn
^ Top
treos999
 
treos999
14,885,548 BP
2 TP | 5 PP
Posted on December 9th, 2020 at 12:28pm
Posted 2020/12/09 at 12:28pm
#13
@There Is No Snow : actually, i was talking about the basic buster shot.
^ Top
Ageman20XX
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on December 11th, 2020 at 7:33pm
Posted 2020/12/11 at 7:33pm
#14
A note to anyone who doesn't hang out in the Discord chat, another new skill was added yesterday:

- Centaur Man's passive skill is "Transpatial" and allows him to equip and use Space-type abilities as if he were a Space-core robot.

The elemental skills are almost done now (just a few more to go), but we definitely have more surprises in store. Who will be next on the list, and how will it affect their battle strategies? Stay tuned!

P.S. Thanks for all the comments and word of encouragement everyone (here and in other threads)! I'm glad you like the updates! It was a lot of hard work but I'm glad to finally be working on the MMRPG again with this great community. ^_^
^ Top
NintendoPanda101
 
NintendoPanda101
23,547,638 BP
11 TP | 959 PP
Posted on December 11th, 2020 at 7:41pm
Posted 2020/12/11 at 7:41pm
#15
So I take it not every type will have skill representation huh?
Fair enough.
^ Top
Ageman20XX
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on December 11th, 2020 at 7:43pm
Posted 2020/12/11 at 7:43pm
#16
@SnowyPanda101 : We're not going to force or shoehorn robots into a certain element just for the sake of having every type represented, so no. It has to make sense for them and match their concept/design. That being said, every robot will get some kind of skill, just not an elemental one. :)
^ Top
NintendoPanda101
 
NintendoPanda101
23,547,638 BP
11 TP | 959 PP
Posted on December 11th, 2020 at 7:44pm
Posted 2020/12/11 at 7:44pm
#17
Well of course :P
^ Top
Anti-Cloud Militia
 
Anti-Cloud Militia
10,627,761 BP
5 TP | 7477 PP
Posted on December 11th, 2020 at 7:46pm
Posted 2020/12/11 at 7:46pm
#18
Then the question is...what other types of abilities can we see?
^ Top
Ageman20XX
 
Developer
Ageman20XX
8,352,269 BP
213 TP | 569 PP
Posted on December 11th, 2020 at 11:55pm Edited on 2020/12/12 at 12:14am
Posted 2020/12/11 at 11:55pm Edited 2020/12/12 at 12:14am
#19
@MisterSnowman : It's your lucky day because I already have an answer to your question!

Six new skill have just been revealed, and this time they're all for our hero robots!

- Mega Man has the "Weapons Expert" skill allowing him to use elemental abilities for half weapon energy

- Bass has the "Ranged Attacker" skill allowing him to target robots on the bench with almost any ability

- Proto Man has the "Hyper Charged" skill allowing him to bypass the charging phase of applicable abilities

- Roll has the "Kind Hearted" skill that causes her stat increasing abilities to be twice as effective on her targets

- Disco has the "Heart Breaker" skill that causes her stat lowering abilities to be twice as effective on her targets

- Rhythm has the "Code Contrarian" skill that causes any stat changes inflicted on her to have the opposite effect

Astute players may notice that Bass, Proto Man, and Rhythm's skills sound awfully familiar... and that's because they are! Bass' skill functions as an integrated "Target Module", Proto Man's skill is like an integrated "Charge Module", and Rhythm's is like an internal "Reverse Module". (The other three are, of course, completely new.) I wonder what other hold items will be converted into passive skills in the future?

Now that these skills are out I'm excited to see all the new strategies our players come up with for Challenge Missions, Player Battles, and Endless Mode. Given that skill effects can be stacked on top of hold item effects I'm sure our players will create some fun new combinations. :)
^ Top
Anti-Cloud Militia
 
Anti-Cloud Militia
10,627,761 BP
5 TP | 7477 PP
Posted on December 12th, 2020 at 12:19am Edited on 2020/12/12 at 12:25am
Posted 2020/12/12 at 12:19am Edited 2020/12/12 at 12:25am
#20
Huh. First the pirate, then the stardroid bootleg, the swordsman, lightbulb for a head, magnet for a head, then a centaur that could control time, and now our heroes and duo of anti-heroes! What could be next?
^ Top

- comments disabled -

MMRPG Prototype v3.8.25 by Ageman20XX | Mega Man Trademarks & Characters © Capcom 1986 - 2025
This fangame was created by and his team. It is not affiliated with or endorsed by Capcom.
« Back to Home | Cookie Policy | Data API | Contact & Feedback | Play the Prototype »