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Personal Projects / Re: (DemoPatch) Megaman Legends 1 & 2 Remix (Item Move/Rebalance)
« on: October 29, 2019, 11:24:30 pm »
I appreciate the feedback.
-I can in fact look into expanding how many tiles of map adjacent to you are revealed simultaneously. enough to reveal an entire default sized chestroom without perimeter walking just by standing at aforementioned chest in center.
-it would be easier to make legends2 decision-friendly tbh, 1 has too many things require the previous things to function, and i know the storyflags are very unfriendly, you can softlock simply by not talking to an npc at a doorway you're expected to in certain situations
-most people like the mines usage, just not that it's so early game overpowered. Other weapons are weaker, and the fact some are neigh useless compared to primary weapon is definitely an addressing point. Drill is strong in mml2, i can make it similar strength. blade i can try to add i-frames and movement distance at least. shield i can try to add perpetual kick-reflect hitbox to, and possibly add more projectiles interact with kickable state (bullets and the green blasts). Kicking automatically changes projectile's "team", as in what it can damage, so that's exciting. Machine buster, i might just add free bullets along with spread (and thus extra damage) or i might instead add piercing bullets. Not sure about regular grenade, considered giving it higher initial arc and better default range and maybe better bounce physics and better collision detection radius and more damage. Grand nade would still have wallbreaking as well as wide aoe going for it, even if both did nearly same damage.
-The game at one point in beta appeared to have support for 2 special weapons, i'm not sure if it's in my ability to handle that but it's an idea.
-I'm already adding abundant rapid-boost stats to buster parts, which when present makes shutter-firing actually slower, and it makes some parts and builds valid since i'm also making it harder to boost attack without sacrificing energy and by default attack and energy not being both maxable simultaneously without easy-mode BusterMax (which also won't max by start, but can max everything in combo with 2 other parts).
-The linear map suggestion, did give me the idea just now, to add more destructible walls to dungeons perhaps. They load to ram in every non-story dungeon, i can put them in several places, and maybe in the case of the explodable ones add weapons that can break it.
-I also considered if i get to making a randomizer, having a setting that might outright change what specweps do. Make missiles single-fire, make cannon homing, make gun fire grenades, make one gun do the green charge blast thing (would honestly be difficult to use if the animation for it's windup is long), and ect.
...and now the bad news: due to a reoccuring crash i cannot trace to any particular issue nor can i compare to vanilla game, i'm likely to leave the quizschool romhack down for an extended period of time. I'm sorry, it was really exciting for me to work on too, just to actually complete it and it be unuseable.
-I can in fact look into expanding how many tiles of map adjacent to you are revealed simultaneously. enough to reveal an entire default sized chestroom without perimeter walking just by standing at aforementioned chest in center.
-it would be easier to make legends2 decision-friendly tbh, 1 has too many things require the previous things to function, and i know the storyflags are very unfriendly, you can softlock simply by not talking to an npc at a doorway you're expected to in certain situations
-most people like the mines usage, just not that it's so early game overpowered. Other weapons are weaker, and the fact some are neigh useless compared to primary weapon is definitely an addressing point. Drill is strong in mml2, i can make it similar strength. blade i can try to add i-frames and movement distance at least. shield i can try to add perpetual kick-reflect hitbox to, and possibly add more projectiles interact with kickable state (bullets and the green blasts). Kicking automatically changes projectile's "team", as in what it can damage, so that's exciting. Machine buster, i might just add free bullets along with spread (and thus extra damage) or i might instead add piercing bullets. Not sure about regular grenade, considered giving it higher initial arc and better default range and maybe better bounce physics and better collision detection radius and more damage. Grand nade would still have wallbreaking as well as wide aoe going for it, even if both did nearly same damage.
-The game at one point in beta appeared to have support for 2 special weapons, i'm not sure if it's in my ability to handle that but it's an idea.
-I'm already adding abundant rapid-boost stats to buster parts, which when present makes shutter-firing actually slower, and it makes some parts and builds valid since i'm also making it harder to boost attack without sacrificing energy and by default attack and energy not being both maxable simultaneously without easy-mode BusterMax (which also won't max by start, but can max everything in combo with 2 other parts).
-The linear map suggestion, did give me the idea just now, to add more destructible walls to dungeons perhaps. They load to ram in every non-story dungeon, i can put them in several places, and maybe in the case of the explodable ones add weapons that can break it.
-I also considered if i get to making a randomizer, having a setting that might outright change what specweps do. Make missiles single-fire, make cannon homing, make gun fire grenades, make one gun do the green charge blast thing (would honestly be difficult to use if the animation for it's windup is long), and ect.
...and now the bad news: due to a reoccuring crash i cannot trace to any particular issue nor can i compare to vanilla game, i'm likely to leave the quizschool romhack down for an extended period of time. I'm sorry, it was really exciting for me to work on too, just to actually complete it and it be unuseable.