dud you are trying to do way to much it seems, but you are getting done. Hell of a job your doing. I mean shit youve done alll this work your gonna have to make your own special sercret sauce i mean boss.
As large and powerful as the megaman fan base is, I’m surprised you’re doing this project alone because I imagined many people would be eager to help. But then again, I know absolutely nothing about coding and game development so I wouldn’t even be able to think about offering a hand. But you’re doing and amazing job on all of this. You’re giving us a game that should have been created like 10 years ago. You’re doing the whole fanbase an amazing favor.
one thing i'd like to see is some kind of stun for the buster. that way, you could stun an enemy who's harrassing you from far away, letting you close the gap without getting blasted by them in the process.
The triple rod should just be a more ranged option tbh. Heck, maybe implement the way it extends to give you more room to maneuver the farther in a combo you are so that the enemy doesn't get out of range from being pushed back. These things take time, and real-life occupies most of it. As long as you don't burn yourself, just keep your pace! We believe in you, man.
5:14 maybe you could make it a double jump ability, like hokding the jump button in mid-air causes the player to swing. Or R2 like Spider-Man. You could also make it to where you can use the aim button and then press the sub-weapon button to throw the rod to where you're looking and sort of web zip to the surface of where it lands which could chain into wall runs
For Element Chip System, here's an idea from me: When switching to an element, have particles manifest from Zero briefly to show which element you currently have on: electric sparks, flame wisps, icy mist. For non-elemental but functional (Light & Absorber), it could have a brief gale of wind manifest from him, or a metallic sheen rise up him.
That wall run camera looks so good imo. It feels like you zoom in on the intensity that’s going on with him wall running emphasizing how bad ass he is.
For the Triple Rod, you could have it marked Zero do a vaulted jump by stabbing into the ground and making his juno higher and farther, especially if he is dashing, and you could make it where if Zero is falling, he can use it to catch himself by stabbing it into the wall, from which he can initiate a wall run. The Buster to me feels like it would slow down a lot of the play style that you are going for. Maybe consider Sora's wisdom form from Kingdom Hearts 2. It was quick and you could lock on and still move with great agility. Just some thoughts. Loving what you're doing, my dude! Finally, a 3D Megaman game done right!
Have a bit of experience with this kind of project as I’ve worked on some Roblox games in the past, so here’s a suggestion: If the chips and Mythos form is planned on being usable from the start of the game, bind these actions to some kind of timed gauge that can be built up via combat like the Drive Forms from KH2 or the overdrive abilities from Mega Man ZX. That way, if you plan on adding more forms, it would be a simple pattern to make a new form to add to the framework and then modify it. This also lets you place the forms as collectibles or as upgrades to Zero as the player progress throughout the game (kinda like the armors from the X games). This project looks amazing, btw.
I'd better make replacement models for all megaman sruff, and make megaman models a mod, to make game possible to sell, and prevent development closing
Because seriously. His death seems more like a reluctance to write the character. His "return" in Rockman Zero 3 doesn't help. Rather, it looks like an attempt to cover up one’s shortcomings rather than correct them (Sorry for my bad English)
With regards to the elemental special attacks, I have a suggestion… The fire and ice-based special attacks feel a bit too similar, at least in terms of overall function and impact on the combat. To fix this, I would recommend changing the effect the ice-based attack has on enemies: Make it so that instead of launching them into the air, it freezes them in place on the ground, and renders them unable to attack for a short period of time. As for the other stuff, here are two ideas you could consider exploring… 1. Add extra moves to the other weapons to increase their utility in both combat and platforming. For example, the Triple Rod could be twirled around in mid-air like the blades of a helicopter, allowing Zero to glide or hover in mid-air to clear longer jumps while still damaging airborne enemies via a sustained area-of-effect attack (that also moves, depending on if the Left Stick is pushed in a given direction). 2. Instead of tying the special attacks to any specific element, how about making them standard attacks that are more context-sensitive (e.g. is Zero running, in the air, wall-running, etc.)? This would allow them to be better integrated with the other combo attacks, with each move having its own unique place within said combo, but without the need to take elemental effects into account. (Although said effects could still be achieved by equipping the corresponding Element Chip to the Z-Saber.)
Nice! I do have some ideas that would be sick for this project. Maybe for the over the shoulder firing with the buster and the blade mode can be put in first person (with some cybernetic detailing since Zero is a reploid). Im thinking that it could lead to to more accurate shots and can lead to a smoother gameplay because going from MGSR Rising style of combat to a Fortnite esque shooting style can disconect the gameplay, making it feel loopy. For the blade mode, maybe reserve it for the final attack to bosses. Serving it in first person could make it seem cooler, as well as seeing the boss first person being cut in half could make it more impactul. Cuz it is available at all times for every enemy, it could grow old or even be foregoed entirely due to the combo system feeling and looking cooler. Maybe make it for if you make the final hit with the saber you enter blade mode with the boss stunned, giving you the look of the boss sliced up like you do in the original games. Im just snowballing ideas though, I love what im seeing done with the project and I just wanted to throw in my two cents.
Burn out ain't fun, you do you, man. Have a go on other projects, play games etc etc. As much as we'd love to have this project updated and made ASAP, that ain't the way to go. You, as a person come first, no matter what.
This looks promising so far, just wanted to add my two cents that I hop the enemy design really makes the player use all their moveset, and are more distinct in terms of fighting. Thats really going to make this game awesome! Other than that, looks awesome!
For the getting stuck on corners/edges while falling. What I did for my games was do 4 ray casts in the horizontal axis (x/z) a little below the player and if detecting a wall, add a small push away from it.
I have kinda an idea about the triple rod. So, in the SNES Tales of Phantasia game, Cless's techs actually look different depending on whether he's using a sword or a polearm. Like "firebrand" with a sword, the sword spins like a disc. But with a polearm, it spirals like a drill. Maybe rather than giving triple rod it's own specials, just change the properties of them. Like ryuenjin having less forward movement but taller/higher hit box and hyoretsuzan being a higher damage, but smaller AOE pillar of ice. Either that or lean into using the triple rod like shaolin staff forms like where a lot of the attacks and movements use the staff to repel or somersault off of.
Loadouts would be quite good. Imagine being able to select (potentially) unlockable upgrades such as saber beams, alternative charged shots, health draining on the chain rod and such as in the OG games, except that you can only wear a limited amount to make loadouts give off the feeling of customizable combat styles. Regardless of your opinion on the idea, thanks for reading, also the project is looking amazing. I'm glad to see Mega Man Zero getting more much deserved love.
Idea: what about using Zero's chain rod from Zero 2 as a sorta like the wire that you use as Nero in DMC5 to pull enemies in your direction, so you can continue comboing both in the ground and in the air?
i would definitely pay 30$+ dollars if it will be released on steam or whenever elese, this is truly the game everybody wanted, but never was worthy for it
Since you plan on tweaking the chain rod, why not give enemies and objects weight classes (you most likely need to do that anyways) and Zero interacts differently with them, meaning just like in most games with a grapple mechanic but lets just go with DMCV, light enemies get drawn to you and you get drawn to heavy enemies.
This is definitely beyond the scope of the current project, but I wonder if Harpuia and Leviathan could be made playable? Theoretically their play styles would be evolved forms of the Recoil Rod and Triple Rod combat, so it wouldn’t be starting from nothing.
Yo! If you want as-close-to-official references as possible, check out the art for the Madhands model kit! There are various full body shots from multiple angles which could help with modeling and textures. It’s not totally official cuz even tho it seems to be an officially licensed product, the Mythos cover art was drawn by series regular Toru Nakayama while the model kit artist was drawn by Hoketsu, a doujin artist.
Looking great Keelee. I'm really enjoying seeing this project as it progresses. If you're still not happy with how Triple Rod functions, you could give it a similar treatment to the Z-Knuckle and set it up as its own primary weapon. Having these light poke attacks that extend its range with each strike for single target DPS, along with the heavy cleaving attacks from its previous polearm iteration that could be used for lower-damage crowd control and suppression, with high stun potential. Or you could add modified versions of his Z-Saber skills like how the X8 weapons do: (Raijingeki could be a repeated stab that can rack up hits, Kuuenbu could be a horizontal spin instead of vertical that can group up enemies or disperse them, Ryuuenjin could function like Nero's EX High Roller to gain big air and carry a target with you, and Hyouretsuzan could produce a wave of icicles in the facing direction or something). I'd definitely think they'd need a larger energy consumption rate, if you were to implement them though. I'm sure you might think that it'd encroach too much on the Chain Rod's AOE combat functions, but given your plans to add grappling and traversal to that weapon, I'd say they fill their own niches. At any rate, good luck dealing with the burn out. We all know what that's like, and it sucks. I always look forward to seeing more from this project.
I've been very excited to follow this project and I'm glad you're trying to give Zero's Sub-Weapons their own amount of attention and depth. I think the shooting mechanics especially need to feel really good if we're going to be keeping them in a 3-D space. One thing I would like to mention! The Zero games are my absolute favorite games ever, and one of the biggest contributing factors to that is how smooth and responsive Zero's actual movement is! I would say almost more important to Zero's entire gamefeel than the combat is just how tight and responsive he controls and moves! I would love if you spent an update or two focusing on his movement capabilities over his combat. Making him feel sharp and responsive in a 3D space is my dream for this project, as I feel there hasn't been a 3D combat platformer game that has had the emphasis on extremely tight and fast platforming. Loving this project, keep it up!
As always, best of luck with this project, man. Even though it's been awhile, you've been working hard at this, and I can't wait to see it fully realized.
if i could give some constructive criticism considering specifically the buster... i think the over the shoulder aiming system seems a little redundant for the core strengths of the project thus far.. and its implementation in combat alongside the saber feels like it overlaps with the recoil rod (without an airdash) personally id consider gutting the over the shoulder and emphasizing auto-targetting for the buster, letting you shoot and run/dash simultaneously. maybe make it an element chip focused weapon so it can stand out a bit more? (this project is looking really amazing by the way, so i hope my comment doesnt come off as insensitive or anything. i wish the best of luck on your endeavors!)
Constructive criticism is always welcome (and your comment is a great example of proper constructive criticism)! I agree, switching to over-the-shoulder messes with the pacing of the other combat mechanics. If I can't find a way to make it feel more fluid, then I may have to remove it entirely.
Just want to say this looks real neat every time I see it! Looking forward to whenever it's done, and also looking forward to whenever you work on your own commercial project, if you ever have interest in doing so
Looking crazy! The elemental chip system makes me wonder, the game will have the three classic chips? Or it could be possible to add a fourth chip releated to Phantom?
Bro, i thought in something for the Shield, what if you during a combo could trow the shield in enemy's direction and pull it back with chain rod? It's just a ideia that i thought when you metioned that you can trow the shield boomerang around you, I think this could add something to integrate into the combo itself, besides just being an area attack (wich is really cool).
Dude I recently started playing the Megaman series, currently playing the X/ZX collection and saying stuff like this in the fandom always makes me smile it's just like the Sonic community, hope Capcom doesn't nuke this cuz this is dope.
Suggestions on the Triple-Rod: when you're using in the games, it has an extra "burst" when it extends, and can extend thrice. What if you: - make each consecutive strike after the first jab in its combo extend and retract once with a quick burst (to indicate it's piercing visually, like Zero is manually punching it/extending through the enemy instead of just jabbing) - in the final move in the combo, where you extend it fully, maybe add the three rapidfire bursts along its length in the animation as it extends to full? - add its charge shot twirl, since the Chain Rod has more than enough of its own flash with the combo-grappling, maybe make the Triple Rod's charge twirl suck close enemies in so it can combo into launchers? The first two would be pretty much just cosmetic tweaks to add that oomph the weapon has in Z1 back into it, the third is the one crowd control function I've noticed you don't have in the movesets. Also as a guy who mains the Recoil Rod in Z3, I am making sad noises that the Recoil Rod acts as an unconditional air dash because it being mainly a bouncy mobility weapon was why it was so fun to use, even with the clunky charge time for recoil-jumping with it. I'm all for the changes on all the other weapons, but Recoil doesn't quite nail its combat down? It's the weapon that had rapidfire stabs as one of its techs. It definitely should take the pogo jumping over from the Triple Rod, since it can do single hops and use enemies as recoil jump points. Letting you do pogo combos on a locked on enemy underneath might be a bit complex to code though...? I'm pretty sure that you'll do a second sweep through it to add its mobility functions when you also tackle the Chain Rod's mobility, but for now the only bits that definitely FEELS like the Recoil Rod and not dual sabers, is the air combo finisher and the fact it's faster with less damage. (Also if you MUST with Recoil adding air mobility: remember it can absolutely LAUNCH Zero from walls (and also from enemies!) when you strike one with the charged attack, and a player who has the hang of turning around to maximize the recoil jump goes almost twice the distance an air dash would carry Zero normally. Giving it the job of enhanced wall-kicks and doing the inverse of the chain rod (throw Zero away instead of toward an enemy) could lead to interesting mechanics.) The air dash should probably be more of a (foot part?) upgrade, and just flow into an attack based on which main weapon you have (hello, opportunity for a Rider Kick if you air dash with the Z-Knuckle!) if you're locked on a target. Mind, this's just my opinion on my favorite weapon that I have a lot of strong feelings about, all of the others look close to perfect on how they feel in their transitions to 3D, and the Z-Knuckle in particular just looks SO GOOD.
honestly its amazing and nice to see the progress on this project and im glad some ideas can be heard! hopefully the idea for the melee weapons and the number of combos helped or was a helpful suggestion with the darksiders 2 reference, i'd say some animations for movement can be tweaked a bit like the jumping and wall running animation but thats just my nitpick, but other than that this is an amazing project! (also another idea ive thought related to the rod, you could use a swinging mechanic like darksiders 3 with fury's chain whip platforming sections, on certain structures like chained pipes or possibly textured ceilings there will be a lock on symbol that lets you know you can swing on set structure)
There is something about Zero hitting the Billy Bounce when discussing his future that felt surreal to me. We were going to be able to one day play Mega-Gear: Zero, where he could emote on people as a possibility. If only you could taunt-dance in the original series...
Should we consider about adding the charge attack feature? It would raise all weapon another level of attacking The triple rod maybe need the spinning attack like in the old game when it fully charged
if i could add my two cents:, then... Make the z saber special attacks linked to the elemental chips (as in, ryuenjin can be only activated with the fire chip, the same with all elements. and kuuenzan is no chips). OR, give zero a barebones version of the attack: ryuenjin is an uppercut w/o fire that will launch the enemy but zero doesn't jump. hyouretsuzan is a non-elemental spike and the ground slam has half the hitbox. kuuenzan with an element will just spin twice you get the gist and you can use the true version once he has the corresponding chip equipped (or none for kuuenzan)
Why not introduce a Jump-type mechanic for the Triple Rod? Like, if you're locked onto an enemy at long range, Zero will jump/teleport above them and spike them into the ground to set up for ground combat (since it feels like the Rod is specced for that). And bonus, the extension on the final hit of the ground combo can set up for the Jump And if the enemy gets spiked into hazardous ground like a pit, Zero can backflip automatically back into safety Could also be used as an alternative for stage traversal vs the whip's grappling maybe! If you're going to add the element system, maybe also spec the Rod to inflict debuffs, since it pierces armor? Like, more effective at debuffs VS other weapons or have exclusive debuffs for the Rod itself
Bro, the more I see the combat, and the combos, i can picture a Harupia boss fight where it's like an MGR parry fest. A lot of dodges, parries and of course, styling on Harupia.
Oh I'm playing the living hell of this when it does come out. Also, if I may make a suggestion for the Mythos armor, maybe make it a cosmetic bonus, like a look exclusive for a higher difficulty? That shouldn't take much work to add, unless you do want to give it its own quirks and such.
I think there's a problem with giving mobility to only one sub weapon. What encouragements are you gonna add to not just use it the whole time? Especially with the load out system, then their's no reason not to. Why not skip enemies? Best solution for both in order is to add more mobility and make it so that enemies drop things you want. The main movement ideas o could come up with is pogoing off enemies using recoil rod, an actual thing from the zero series as well, and perhaps reworking the shield boomerang to also use the busters over the sholder move to lock onto a target and throw it, perhaps doing more damage and hitting multiple things with multiple locks, and sticking into certain things, like tge wall if it has a slot for it, allowing you to use it as a platform until you call it back. Buster cam get rocket jumps, why not? Full charge and send it. But this means triple rods shafted because i really can't think of something that isn't just repeat of the one's done already... Maybe consider making it a primary instead? It'd fit in, being the longest ranged and slowest, kinda the opposite of the z knuckles and making the z saber the in-between. Just things to consider.
Here's a silly suggestion, since wall running is LOCKED in movement and you cannot dodge during it (maybe cancel it) Why not add an aiming reticle during these sections so you can use either your Buster or Chain Rod to hookshot to an enemy or location. I can see a cool set of sequences where Zero is chasing an enemy through Neo Arcadia between buildings, running, hookshotting and buster firing it down before it escapes or reaches the goal. It would be a great pace changer from the cool gameplay you already have. Kinda like a "Railshooter" section without putting the player on rails?
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dud you are trying to do way to much it seems, but you are getting done. Hell of a job your doing. I mean shit youve done alll this work your gonna have to make your own special sercret sauce i mean boss.
You're already doing a great job. Just take care of yourself. This is already an outstanding love letter to the zero series
Take your time, and get some more hands! Lone wolf won’t always cut it + we don’t want you gone!
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Bro is cooking slowly, but hes making the best meal we will get
Bro's using the crockpot
Bro cooking the poisonous cassava leaves like the native descendents in the Amazonian region (they cook them for 7 days)
The bestest Slow Cooker meal.
@@murilocelebi Manisoba, nunca tomei, mas jaja tomo
I'm sure that this meal will get 10000 stars
I heard Mythos is a playable idea. I have never wanted to learn 3D modeling so much in my life to help commit to this project.
You and me both lol
As large and powerful as the megaman fan base is, I’m surprised you’re doing this project alone because I imagined many people would be eager to help. But then again, I know absolutely nothing about coding and game development so I wouldn’t even be able to think about offering a hand.
But you’re doing and amazing job on all of this. You’re giving us a game that should have been created like 10 years ago. You’re doing the whole fanbase an amazing favor.
You are cooking with this project.
Zero was moving when you talking in the intro was perfect timing😂
one thing i'd like to see is some kind of stun for the buster. that way, you could stun an enemy who's harrassing you from far away, letting you close the gap without getting blasted by them in the process.
The triple rod should just be a more ranged option tbh. Heck, maybe implement the way it extends to give you more room to maneuver the farther in a combo you are so that the enemy doesn't get out of range from being pushed back.
These things take time, and real-life occupies most of it. As long as you don't burn yourself, just keep your pace! We believe in you, man.
5:14 maybe you could make it a double jump ability, like hokding the jump button in mid-air causes the player to swing. Or R2 like Spider-Man. You could also make it to where you can use the aim button and then press the sub-weapon button to throw the rod to where you're looking and sort of web zip to the surface of where it lands which could chain into wall runs
For Element Chip System, here's an idea from me:
When switching to an element, have particles manifest from Zero briefly to show which element you currently have on: electric sparks, flame wisps, icy mist.
For non-elemental but functional (Light & Absorber), it could have a brief gale of wind manifest from him, or a metallic sheen rise up him.
That wall run camera looks so good imo. It feels like you zoom in on the intensity that’s going on with him wall running emphasizing how bad ass he is.
For the Triple Rod, you could have it marked Zero do a vaulted jump by stabbing into the ground and making his juno higher and farther, especially if he is dashing, and you could make it where if Zero is falling, he can use it to catch himself by stabbing it into the wall, from which he can initiate a wall run.
The Buster to me feels like it would slow down a lot of the play style that you are going for. Maybe consider Sora's wisdom form from Kingdom Hearts 2. It was quick and you could lock on and still move with great agility.
Just some thoughts. Loving what you're doing, my dude! Finally, a 3D Megaman game done right!
just imagine the 4 guardians as the winds of destruction damn
Have a bit of experience with this kind of project as I’ve worked on some Roblox games in the past, so here’s a suggestion: If the chips and Mythos form is planned on being usable from the start of the game, bind these actions to some kind of timed gauge that can be built up via combat like the Drive Forms from KH2 or the overdrive abilities from Mega Man ZX. That way, if you plan on adding more forms, it would be a simple pattern to make a new form to add to the framework and then modify it. This also lets you place the forms as collectibles or as upgrades to Zero as the player progress throughout the game (kinda like the armors from the X games). This project looks amazing, btw.
I'd better make replacement models for all megaman sruff, and make megaman models a mod, to make game possible to sell, and prevent development closing
Please keep Phantom alive, if he's in the remake
Because seriously. His death seems more like a reluctance to write the character. His "return" in Rockman Zero 3 doesn't help. Rather, it looks like an attempt to cover up one’s shortcomings rather than correct them (Sorry for my bad English)
With regards to the elemental special attacks, I have a suggestion…
The fire and ice-based special attacks feel a bit too similar, at least in terms of overall function and impact on the combat.
To fix this, I would recommend changing the effect the ice-based attack has on enemies: Make it so that instead of launching them into the air, it freezes them in place on the ground, and renders them unable to attack for a short period of time.
As for the other stuff, here are two ideas you could consider exploring…
1. Add extra moves to the other weapons to increase their utility in both combat and platforming.
For example, the Triple Rod could be twirled around in mid-air like the blades of a helicopter, allowing Zero to glide or hover in mid-air to clear longer jumps while still damaging airborne enemies via a sustained area-of-effect attack (that also moves, depending on if the Left Stick is pushed in a given direction).
2. Instead of tying the special attacks to any specific element, how about making them standard attacks that are more context-sensitive (e.g. is Zero running, in the air, wall-running, etc.)?
This would allow them to be better integrated with the other combo attacks, with each move having its own unique place within said combo, but without the need to take elemental effects into account.
(Although said effects could still be achieved by equipping the corresponding Element Chip to the Z-Saber.)
Flashy Stylish and just dope. You Sir, are a gift Video gamer Kind.
I appreciate that!
@@HeyImKeelee and we appreciate you! ^^
Nice! I do have some ideas that would be sick for this project. Maybe for the over the shoulder firing with the buster and the blade mode can be put in first person (with some cybernetic detailing since Zero is a reploid). Im thinking that it could lead to to more accurate shots and can lead to a smoother gameplay because going from MGSR Rising style of combat to a Fortnite esque shooting style can disconect the gameplay, making it feel loopy.
For the blade mode, maybe reserve it for the final attack to bosses. Serving it in first person could make it seem cooler, as well as seeing the boss first person being cut in half could make it more impactul. Cuz it is available at all times for every enemy, it could grow old or even be foregoed entirely due to the combo system feeling and looking cooler. Maybe make it for if you make the final hit with the saber you enter blade mode with the boss stunned, giving you the look of the boss sliced up like you do in the original games.
Im just snowballing ideas though, I love what im seeing done with the project and I just wanted to throw in my two cents.
Burn out ain't fun, you do you, man. Have a go on other projects, play games etc etc. As much as we'd love to have this project updated and made ASAP, that ain't the way to go. You, as a person come first, no matter what.
This looks promising so far, just wanted to add my two cents that I hop the enemy design really makes the player use all their moveset, and are more distinct in terms of fighting. Thats really going to make this game awesome! Other than that, looks awesome!
For the getting stuck on corners/edges while falling. What I did for my games was do 4 ray casts in the horizontal axis (x/z) a little below the player and if detecting a wall, add a small push away from it.
I MISSED THIS ON MY SUB-PAGE.
I could feel the upload in the reverberations of the cosmos and checked your channel!
Bell rung.
I have kinda an idea about the triple rod. So, in the SNES Tales of Phantasia game, Cless's techs actually look different depending on whether he's using a sword or a polearm. Like "firebrand" with a sword, the sword spins like a disc. But with a polearm, it spirals like a drill. Maybe rather than giving triple rod it's own specials, just change the properties of them. Like ryuenjin having less forward movement but taller/higher hit box and hyoretsuzan being a higher damage, but smaller AOE pillar of ice.
Either that or lean into using the triple rod like shaolin staff forms like where a lot of the attacks and movements use the staff to repel or somersault off of.
Looking awesome!!
So... when are we getting adaptative music? 👀
Loadouts would be quite good.
Imagine being able to select (potentially) unlockable upgrades such as saber beams, alternative charged shots, health draining on the chain rod and such as in the OG games, except that you can only wear a limited amount to make loadouts give off the feeling of customizable combat styles.
Regardless of your opinion on the idea, thanks for reading, also the project is looking amazing. I'm glad to see Mega Man Zero getting more much deserved love.
Idea: what about using Zero's chain rod from Zero 2 as a sorta like the wire that you use as Nero in DMC5 to pull enemies in your direction, so you can continue comboing both in the ground and in the air?
i would definitely pay 30$+ dollars if it will be released on steam or whenever elese, this is truly the game everybody wanted, but never was worthy for it
Bro forgot capcom copyright
That game will disappear if he getting any money from it on steam
Since you plan on tweaking the chain rod, why not give enemies and objects weight classes (you most likely need to do that anyways) and Zero interacts differently with them, meaning just like in most games with a grapple mechanic but lets just go with DMCV, light enemies get drawn to you and you get drawn to heavy enemies.
This is definitely beyond the scope of the current project, but I wonder if Harpuia and Leviathan could be made playable? Theoretically their play styles would be evolved forms of the Recoil Rod and Triple Rod combat, so it wouldn’t be starting from nothing.
Definitely outside of the scope, but it would be really cool to see. I may circle back to this idea down the line.
Capcom: Sounds like a natural and good idea... Another RE game 😊
i was literally just checking the channel. the timing is crazy.
Yo! If you want as-close-to-official references as possible, check out the art for the Madhands model kit!
There are various full body shots from multiple angles which could help with modeling and textures.
It’s not totally official cuz even tho it seems to be an officially licensed product, the Mythos cover art was drawn by series regular Toru Nakayama while the model kit artist was drawn by Hoketsu, a doujin artist.
Looking great Keelee. I'm really enjoying seeing this project as it progresses.
If you're still not happy with how Triple Rod functions, you could give it a similar treatment to the Z-Knuckle and set it up as its own primary weapon. Having these light poke attacks that extend its range with each strike for single target DPS, along with the heavy cleaving attacks from its previous polearm iteration that could be used for lower-damage crowd control and suppression, with high stun potential. Or you could add modified versions of his Z-Saber skills like how the X8 weapons do:
(Raijingeki could be a repeated stab that can rack up hits, Kuuenbu could be a horizontal spin instead of vertical that can group up enemies or disperse them, Ryuuenjin could function like Nero's EX High Roller to gain big air and carry a target with you, and Hyouretsuzan could produce a wave of icicles in the facing direction or something). I'd definitely think they'd need a larger energy consumption rate, if you were to implement them though.
I'm sure you might think that it'd encroach too much on the Chain Rod's AOE combat functions, but given your plans to add grappling and traversal to that weapon, I'd say they fill their own niches.
At any rate, good luck dealing with the burn out. We all know what that's like, and it sucks. I always look forward to seeing more from this project.
I've been very excited to follow this project and I'm glad you're trying to give Zero's Sub-Weapons their own amount of attention and depth. I think the shooting mechanics especially need to feel really good if we're going to be keeping them in a 3-D space.
One thing I would like to mention! The Zero games are my absolute favorite games ever, and one of the biggest contributing factors to that is how smooth and responsive Zero's actual movement is! I would say almost more important to Zero's entire gamefeel than the combat is just how tight and responsive he controls and moves!
I would love if you spent an update or two focusing on his movement capabilities over his combat. Making him feel sharp and responsive in a 3D space is my dream for this project, as I feel there hasn't been a 3D combat platformer game that has had the emphasis on extremely tight and fast platforming.
Loving this project, keep it up!
Great work so far and thank you for the update! I can't wait to see how you proceed further.
You randomly showed up in my youtube page which hasnt shown you in a hot minute, loving the progress man.
Um, ackshually, the rolling slash is called Kuuenzan, Kuuenbu is what allows Zero to use Kuuenzan, as well as to double jump and air dash! 🤓
I'd look at the D-Glaive from X8 if you want Triple Rod special moves. Maybe Renyoudan and its spinning finisher.
just keep working at it. don't care how long it takes as long as you deliver updates from time to time
dude my bodys ready for this, keep up doing what your doing, and dont stress too much on the logs. im still waiting on that legends fan remake lol
When this is finished it’s gonna be fucking awesome. Keep goin bro this is sick
Love your work!!
As always, best of luck with this project, man. Even though it's been awhile, you've been working hard at this, and I can't wait to see it fully realized.
Good job coming back to make an update video. I'm very excited for more cool updates and ideas
This man be keeping Megaman Zero alive!
if i could give some constructive criticism considering specifically the buster... i think the over the shoulder aiming system seems a little redundant for the core strengths of the project thus far.. and its implementation in combat alongside the saber feels like it overlaps with the recoil rod (without an airdash)
personally id consider gutting the over the shoulder and emphasizing auto-targetting for the buster, letting you shoot and run/dash simultaneously. maybe make it an element chip focused weapon so it can stand out a bit more? (this project is looking really amazing by the way, so i hope my comment doesnt come off as insensitive or anything. i wish the best of luck on your endeavors!)
Constructive criticism is always welcome (and your comment is a great example of proper constructive criticism)!
I agree, switching to over-the-shoulder messes with the pacing of the other combat mechanics. If I can't find a way to make it feel more fluid, then I may have to remove it entirely.
Just want to say this looks real neat every time I see it! Looking forward to whenever it's done, and also looking forward to whenever you work on your own commercial project, if you ever have interest in doing so
Man this project is fire 🔥
Please just make an indie game, want to give you money so bad
Just throwing this out there. Knuckle could have raging demon
Looking crazy! The elemental chip system makes me wonder, the game will have the three classic chips? Or it could be possible to add a fourth chip releated to Phantom?
You planning on adding voice acting in the future? I’d love to audition in the future.
I'm not quite sure just yet
Bro, i thought in something for the Shield, what if you during a combo could trow the shield in enemy's direction and pull it back with chain rod?
It's just a ideia that i thought when you metioned that you can trow the shield boomerang around you, I think this could add something to integrate into the combo itself, besides just being an area attack (wich is really cool).
Most of everyone is talking about Megaman legends this year
Ayoooo Bro you are making something so freaking dope. Every single megaman zero fan is lifting our hands up for a spirit bomb!
Dude I recently started playing the Megaman series, currently playing the X/ZX collection and saying stuff like this in the fandom always makes me smile it's just like the Sonic community, hope Capcom doesn't nuke this cuz this is dope.
Awesome job!!!, cant wait to see the mythos form!
Will there be unlockable characters also glade to see you working hard on this project you're the man
Dude, you freaking rock! ^^
Suggestions on the Triple-Rod: when you're using in the games, it has an extra "burst" when it extends, and can extend thrice.
What if you:
- make each consecutive strike after the first jab in its combo extend and retract once with a quick burst (to indicate it's piercing visually, like Zero is manually punching it/extending through the enemy instead of just jabbing)
- in the final move in the combo, where you extend it fully, maybe add the three rapidfire bursts along its length in the animation as it extends to full?
- add its charge shot twirl, since the Chain Rod has more than enough of its own flash with the combo-grappling, maybe make the Triple Rod's charge twirl suck close enemies in so it can combo into launchers?
The first two would be pretty much just cosmetic tweaks to add that oomph the weapon has in Z1 back into it, the third is the one crowd control function I've noticed you don't have in the movesets.
Also as a guy who mains the Recoil Rod in Z3, I am making sad noises that the Recoil Rod acts as an unconditional air dash because it being mainly a bouncy mobility weapon was why it was so fun to use, even with the clunky charge time for recoil-jumping with it. I'm all for the changes on all the other weapons, but Recoil doesn't quite nail its combat down? It's the weapon that had rapidfire stabs as one of its techs.
It definitely should take the pogo jumping over from the Triple Rod, since it can do single hops and use enemies as recoil jump points. Letting you do pogo combos on a locked on enemy underneath might be a bit complex to code though...?
I'm pretty sure that you'll do a second sweep through it to add its mobility functions when you also tackle the Chain Rod's mobility, but for now the only bits that definitely FEELS like the Recoil Rod and not dual sabers, is the air combo finisher and the fact it's faster with less damage.
(Also if you MUST with Recoil adding air mobility: remember it can absolutely LAUNCH Zero from walls (and also from enemies!) when you strike one with the charged attack, and a player who has the hang of turning around to maximize the recoil jump goes almost twice the distance an air dash would carry Zero normally. Giving it the job of enhanced wall-kicks and doing the inverse of the chain rod (throw Zero away instead of toward an enemy) could lead to interesting mechanics.)
The air dash should probably be more of a (foot part?) upgrade, and just flow into an attack based on which main weapon you have (hello, opportunity for a Rider Kick if you air dash with the Z-Knuckle!) if you're locked on a target.
Mind, this's just my opinion on my favorite weapon that I have a lot of strong feelings about, all of the others look close to perfect on how they feel in their transitions to 3D, and the Z-Knuckle in particular just looks SO GOOD.
This looks an amazing project as a fangame I see a HUGE potential.
I'm a texture artist, so if you want help in anything I'm really happy to help
>Mythos Zero
Ooooh baby
Awesome to see the state of the project.
I'ts always great to see my boi Zero get more love.
HELL YEAH MYTHOS ZERO!!!!!
That over the shoulder fire mode made my day
honestly its amazing and nice to see the progress on this project and im glad some ideas can be heard! hopefully the idea for the melee weapons and the number of combos helped or was a helpful suggestion with the darksiders 2 reference, i'd say some animations for movement can be tweaked a bit like the jumping and wall running animation but thats just my nitpick, but other than that this is an amazing project! (also another idea ive thought related to the rod, you could use a swinging mechanic like darksiders 3 with fury's chain whip platforming sections, on certain structures like chained pipes or possibly textured ceilings there will be a lock on symbol that lets you know you can swing on set structure)
This has a lot of future, good luck!
looks amazing, only thing that bothered me was how slow you move while aiming the gun, strafe should be faster along with a dodge or something
He has a roll while aiming. I forgot to mention it
There is something about Zero hitting the Billy Bounce when discussing his future that felt surreal to me. We were going to be able to one day play Mega-Gear: Zero, where he could emote on people as a possibility. If only you could taunt-dance in the original series...
Can't wait for you to add the Zero Mythos form. Literally has always been my favorite form even though it's more like fan art.
Hope you release a demo of this eventually, this looks fun as hell
Getting some Warframe vibes with the parkour movement. Cool stuff.
i just found out about this today lol
Wasn't too convinced at first but the combat sold it, definitely looking forward to this since me and most megaman fans are YEARNING for new games 😭❤️
bro be cookin up a storm, i only just now stumbled on this, im subbing
Amazing work
Damn I've wanted a Megaman Zero remake for years.. can't wait to play it bro amazing work.
Amazing
This is the COOLEST thing ever I can't wait!!! MMZ RULES!!!
Should we consider about adding the charge attack feature? It would raise all weapon another level of attacking
The triple rod maybe need the spinning attack like in the old game when it fully charged
Does anybody know, if he is also planning to include a "classic" Zero skin?
It's definitely in the realm of possibilities
Thanks for the time and answer! Really appreciate your work here. Also. Really great, that you listen to yourself and takr your time!
You are doing God's work with this game.
Cant wait for this to drop
4:24 you could probably take notes from how PSO2NGS handles the Partisan, would be really great for the triple rod.
Might I suggest leaning more into DMC with things like pause combos? I know it might be a lot of work, but it's still a cool idea.
Will you add QOL togglable features, eg. Checkpoints and EX skills? Thank you :D
if i could add my two cents:, then...
Make the z saber special attacks linked to the elemental chips (as in, ryuenjin can be only activated with the fire chip, the same with all elements. and kuuenzan is no chips).
OR, give zero a barebones version of the attack:
ryuenjin is an uppercut w/o fire that will launch the enemy but zero doesn't jump.
hyouretsuzan is a non-elemental spike and the ground slam has half the hitbox.
kuuenzan with an element will just spin twice
you get the gist
and you can use the true version once he has the corresponding chip equipped (or none for kuuenzan)
I hope you use this project to make something original, you got talent and would likely have a banger using all you've learned with this
Fascinating
Why not introduce a Jump-type mechanic for the Triple Rod? Like, if you're locked onto an enemy at long range, Zero will jump/teleport above them and spike them into the ground to set up for ground combat (since it feels like the Rod is specced for that). And bonus, the extension on the final hit of the ground combo can set up for the Jump
And if the enemy gets spiked into hazardous ground like a pit, Zero can backflip automatically back into safety
Could also be used as an alternative for stage traversal vs the whip's grappling maybe!
If you're going to add the element system, maybe also spec the Rod to inflict debuffs, since it pierces armor? Like, more effective at debuffs VS other weapons or have exclusive debuffs for the Rod itself
we are mega man fans. we can wait for years and years. take your time
Will you be able to charge your weapon and subweapon? Like doing a sword combo while you charge your buster like you can in the Zero games
Bro, the more I see the combat, and the combos, i can picture a Harupia boss fight where it's like an MGR parry fest.
A lot of dodges, parries and of course, styling on Harupia.
Love these updates
Keep working on it
Oh I'm playing the living hell of this when it does come out.
Also, if I may make a suggestion for the Mythos armor, maybe make it a cosmetic bonus, like a look exclusive for a higher difficulty? That shouldn't take much work to add, unless you do want to give it its own quirks and such.
I think there's a problem with giving mobility to only one sub weapon. What encouragements are you gonna add to not just use it the whole time? Especially with the load out system, then their's no reason not to. Why not skip enemies? Best solution for both in order is to add more mobility and make it so that enemies drop things you want. The main movement ideas o could come up with is pogoing off enemies using recoil rod, an actual thing from the zero series as well, and perhaps reworking the shield boomerang to also use the busters over the sholder move to lock onto a target and throw it, perhaps doing more damage and hitting multiple things with multiple locks, and sticking into certain things, like tge wall if it has a slot for it, allowing you to use it as a platform until you call it back. Buster cam get rocket jumps, why not? Full charge and send it. But this means triple rods shafted because i really can't think of something that isn't just repeat of the one's done already... Maybe consider making it a primary instead? It'd fit in, being the longest ranged and slowest, kinda the opposite of the z knuckles and making the z saber the in-between. Just things to consider.
Its fine man, this kind of games need a lot of cooking time, so take all the time you need (i know how painful is programming a game)
Here's a silly suggestion, since wall running is LOCKED in movement and you cannot dodge during it (maybe cancel it)
Why not add an aiming reticle during these sections so you can use either your Buster or Chain Rod to hookshot to an enemy or location.
I can see a cool set of sequences where Zero is chasing an enemy through Neo Arcadia between buildings, running, hookshotting and buster firing it down before it escapes or reaches the goal. It would be a great pace changer from the cool gameplay you already have.
Kinda like a "Railshooter" section without putting the player on rails?