How to Capture an Enemy
(Attempt while the target is still functioning. They cannot be Dead for this).
Methods
Incapacitate: They have no ability to use either Actions or Directionals.
“By Force”: Using other mechanics to force them back to start.
Control: Hack into them somehow. and force them to surrender
Capture: Bring an enemy Mechaniloid or Reploid back to Stage Start and return to Hunter base with the Target. A successful Capture earns you one “Extra Chance”.
"Boxing": cage them in somehow so that they are contained and transportable.
(requires certain tools/weapons)
Options after a successful Capture
Hol
Learning Systems/Level-up Systems by MegamanTTE, literature
Literature
Learning Systems/Level-up Systems
Each Robot has the ability to learn how to do certain kinds of things.
this is indicated by their Learning Style.
usually the first word in the style is what they can learn
the second word is usually "Get"
the third world is usually the Element they can learn
the last part is usually a number and shows how many of the given subject they can remember at once.
Sometimes they have just one sentence describing them.
for example:
"Weapon Get: Metal 8"
or
"Tool Get: Wood 8"
Which both mean they can learn 8 weapons/tools of that element.
But sometimes it will use two three or even four sentences to show the variation
for example:
"Weapon
Movement
“Gravity”
All Objects will fall towards the lowest point (the Floor/Ground) at a rate of 4 squares per frame
“Suspended”
an object that just propelled itself into the air is considered suspended. They do not experience gravity at the end of the frame.
("Non-suspended")
an object that is mid-air but not of its own power (being pushed or walking off a ledge, and explosion or a collision)
Collisions
First: Objects (characters, vehicles, stage components, ect.) stop moving in their designated directions.
Second: The two objects deals 1 damage (to Energy/Health) to each other plus/minus any modifiers
Third: Mov
Item Rules and Common Items by MegamanTTE, literature
Literature
Item Rules and Common Items
Items
Most Characters can only hold one item on their person at a time in addition to their weapons and tools, etc.
But in addition to that the Size and coordination of the object must be taken into account.
You cannot carry items whose total Size is greater than the size of your character (you can rotate them to get them to fit). And they have to fit "puzzle-like" into your characters shape without peaking out. you can have empty spots but you can't break the perimeter.
If you use the item it does not count as on your person anymore.
(there is also no "waste" and the item is not "revealed" when you do this)
Touching an item in the level
Controls
These are your system controls.
Use these systems to express on your Ticket what you’re doing for the turn.
Directional
+ = “Center”: No Directional.
^ = Up: (doesn’t do anything unless informed otherwise)
< = Left: Move Left up to your character Speed.
> = Right: Move Right up to your character Speed.
v = Down: (doesn’t do anything unless informed otherwise)
Action
+ = “Center”: No Action.
A = Jump (If Able).
B = Main Weapon (or “right weapon”) or to begin charging
C = Leg Ability (Usually a dash Chip)
D = Secondary Weapon (or “left weapon”) or to begin charging
How to Capture an Enemy
(Attempt while the target is still functioning. They cannot be Dead for this).
Methods
Incapacitate: They have no ability to use either Actions or Directionals.
“By Force”: Using other mechanics to force them back to start.
Control: Hack into them somehow. and force them to surrender
Capture: Bring an enemy Mechaniloid or Reploid back to Stage Start and return to Hunter base with the Target. A successful Capture earns you one “Extra Chance”.
"Boxing": cage them in somehow so that they are contained and transportable.
(requires certain tools/weapons)
Options after a successful Capture
Hol
Learning Systems/Level-up Systems by MegamanTTE, literature
Literature
Learning Systems/Level-up Systems
Each Robot has the ability to learn how to do certain kinds of things.
this is indicated by their Learning Style.
usually the first word in the style is what they can learn
the second word is usually "Get"
the third world is usually the Element they can learn
the last part is usually a number and shows how many of the given subject they can remember at once.
Sometimes they have just one sentence describing them.
for example:
"Weapon Get: Metal 8"
or
"Tool Get: Wood 8"
Which both mean they can learn 8 weapons/tools of that element.
But sometimes it will use two three or even four sentences to show the variation
for example:
"Weapon
Movement
“Gravity”
All Objects will fall towards the lowest point (the Floor/Ground) at a rate of 4 squares per frame
“Suspended”
an object that just propelled itself into the air is considered suspended. They do not experience gravity at the end of the frame.
("Non-suspended")
an object that is mid-air but not of its own power (being pushed or walking off a ledge, and explosion or a collision)
Collisions
First: Objects (characters, vehicles, stage components, ect.) stop moving in their designated directions.
Second: The two objects deals 1 damage (to Energy/Health) to each other plus/minus any modifiers
Third: Mov
Item Rules and Common Items by MegamanTTE, literature
Literature
Item Rules and Common Items
Items
Most Characters can only hold one item on their person at a time in addition to their weapons and tools, etc.
But in addition to that the Size and coordination of the object must be taken into account.
You cannot carry items whose total Size is greater than the size of your character (you can rotate them to get them to fit). And they have to fit "puzzle-like" into your characters shape without peaking out. you can have empty spots but you can't break the perimeter.
If you use the item it does not count as on your person anymore.
(there is also no "waste" and the item is not "revealed" when you do this)
Touching an item in the level
Controls
These are your system controls.
Use these systems to express on your Ticket what you’re doing for the turn.
Directional
+ = “Center”: No Directional.
^ = Up: (doesn’t do anything unless informed otherwise)
< = Left: Move Left up to your character Speed.
> = Right: Move Right up to your character Speed.
v = Down: (doesn’t do anything unless informed otherwise)
Action
+ = “Center”: No Action.
A = Jump (If Able).
B = Main Weapon (or “right weapon”) or to begin charging
C = Leg Ability (Usually a dash Chip)
D = Secondary Weapon (or “left weapon”) or to begin charging
This is a stepping-stone for a slightly larger project (if we can get enough support for it). The idea is to create a workable template for a special type of book. A Book that when complete will emulate a side-scrolling fighter/Shooter/RPG type game (Like Megaman) on the top of your table and powered by your pencil and creativity. Several complete books will be made first to Show an example and a "Blank-Book" will be made afterwards. The end goal is to make fan-made megaman games easy to make even if your not a programmer. in addition all these games will be multiply compatable by their nature. It'll be a slow crawl but i hope once the ball is rolling it will yield some incredible works of fiction and game-play.
Each robot from the original game is completed... well except for Yellow Devil but is easy to see why.
The next phase is the main website right now. once that's up and running we'll be able cook with fire!
Official posts will begin soon...
So as an update
All 6 original robot masters have gotten a prototype card and chips and weapons.
they will be entering Alpha phase soon and ill start to see first hand any errors that i made in production and any glitches that are left in the game w...
And that's almost every template now.
(I've posted each of them in card types)
hopefully in the near future these will start filling out.
they represent the predominant chunk of the game and once i start filling them out ill post them
they will also ...
I would also like to add that NONE of the artwork included in these works will be done by me. I will do my best to credit when i can but sometimes it is very difficult.
In addition Most of the Plot i will be using for this project will be pulled from actually Megaman Plot-lines. witch will include cannon, noncannon, fan-theory, and in somecases other fan-fiction. I will try my best to keep the lines as clean as possible but they will blur.