Hmm.. What to do?
I've worked a bit more on the sprites, but the weapon's still need a lot of work.
So here are my weapon ideas.
For the bubbler, I wanna have a permanent level 2 & 3, get rid of level 1, but with level 3, I want to have it so it doesn't do the shooting, just spawn's the bubbles.
Missile's, silver: A personal rocket system, like wrist rockets I guess. Not that strong, but can shoot fast, and 3 missiles at a time.
For the orange missile's, a bazooka. So I need to change it so it only shoots one rocket a time on all levels, but damage and sprites are different.
Keeping the sword, i think, just changing the colour's. My friend edited his so Level 3 doesn't move forward, just spans lot's of slashes (It's a bit hard to describe) Gonna call it the Vari Sword or something like that.
Polar star is now Dual pistol's, unfortunately, I can't have two pistol sprites and have it look like that. I think I made it so the shot's look more like two.
Spur is now an Ion Gun, not sure what to do with the Sprite, it only looks a little bit different. Probably keep it the same. If you change the EXP needed for each level, it would increase the charge time right? That way I could improve damage, but have it take longer.
The Nemesis is difficult. Sometimes I want it without smoke, so it's more like an energy weapon. But when I think about it, I want it more like a grappling hook or piercing weapon using EG: cold steel. Then I would keep the smoke.
Then I should see if I can get rid of the level up stuff and reverse so it's like a normal weapon. What do you guy's think?
The fireball is annoying. I don't know what I want to do with it. I was thinking of turning it into some sort of bomb like weapon, but im thinking it might be to hard. As it is the bullet sprites aren't all in bullet.pbm,
So I might juts change the bullet sprites and leave it at that.
Also not sure what to do with the snake. I want a sort of explosive weapon, but not sure. Maybe even a flamethrower. Ideas for a unique weapon that won't take to much editing would be great.
Wow, this post is gonna be big... Sorry in advance. Maybe you should take a break, next bit is a bit big...
As for the plot.
Main character is a blue quote, another model. So the story is gonna be a prequel. So there are gonna be three robot's now, Quote, Blue and Curly, but also Arthur and King.
Main charter is Blue, but with the Mimiga mask, Now legendary warrior's soul, you get to play as Arthur, but what do I replace to fit in King? See, I want all of them playable sort of. Maybe I won't, just leave them as NPC's.
Also, what about each character's personality? I don't have to worry about Quote's and curly's, cos they don't remember this bit, so I can mold them how I want. Should they be uncaring? Or compassionate?
Somehow I have to have Arthur's death explained, but the main story is set on the surface. maybe he will die in battle between the surface and the Mimiga's.
Maybe you guy's can help me out with a name for the main character?
(how do you put a poll in?)
Bit, Blue or Echo/Axl?
Blue, cos well his Blue and Bit is like a nickname
Echo cos it's sorta connected with Quote, and Axl as a more serious name. With this AXL could also be like Model name EG, AXL-322 "Echo"
And with Bit/Blue it could be "BLUE BIT" as in a company engraved on the robot. ??? Ideas anyone?
Ah well, so far you wake up in a capsule, in a ancient Lab, travel to the armory to get your guns and bust out the wall onto the "surface". So far I used Oside (The Outer Wall bit) tile set for it.
That's it so far, but this is what i'm thinking up ahead.
Add a map between the ancient shaft and the Mimiga town (Now the Surface) It's sorta like a tunnel or Air vent, and you bust out of the onto the Surface. But the reason for this map is when you travel back using another entrance it show's bit's of the lab or something, maybe where Quote and curly where stored? I have a issue with map design. I want the map's to look cool or look realistic/purposeful, not be good level design. So for a house, it would have door's that you can't enter as if there were more rooms. But that doesn't mean i'll be stubborn, level design is more important, I juts want the level to be describing something. As for the empty space in the "Ancient Shaft" map, I plan on using that later on in the game.
And back to topic: You travel to the left to reach an Outpost with a locked gate. You also learn that there is a war going on, and strange creature's are popping up. (so far you meet "Humans" later, but you encounter Mimiga's)
So the n you have to travel to the wasteland. There gonna be a few enemies here, and you get the key to unlock the gate.
Okay this post is too long now, so I'll try and describe stuff with less words.
You travel a bit, explore the Surface and the metal structure based over it (Which is what your'e walking on most of the time), travel inside it (probsbly replace Sandzone with this area) to a lift, explore a bit, and get to go to the island and help stop an invasion. Not sure what to do next, travel back to the surface, back to the lab, and onwards to whatever grass town turns into.
Outside and Plantation are prob's gonna be a airship or some other air structure/base.
End somewhere there with clues to the main game, and tie up plot ends.
Probably keep hell, just change it.
Anyway's sorry for such a big post. I think I got it all.
Some edited pbm's are attachment's on the mod's webpage sop you can see what they look like so far. (Scroll down to the bottom of page)
https://sites.google.com/site/arcrouge/projects/game-r/RS-CS_mod-b