8/9/24
Hi again!! its been a while but stage 1 is just 90% done!! I finished with a stage layout that I'm proud of and I'm currently awaiting feedback before I work on the next stage, which the more finalized stage layout can be seen in the previous blog post!!
Bass doesn't have a lot of playable appearances and I wanted to spice up the gameplay some so like why not!! The first level consists of a simple tutorial of his double jump and dash, as well as some basic segments involving plant man platforms and those nitro man trucks. The first and final section was something I thought was interesting to do because nitro trucks are used in more horizontal sections and a vertical one that utilizes Bass's double jump.
I'm feeling super confident about this project though!! I'm gonna be busy in the next few days but when I'm free I'll be working on the next level!! See ya until then!!
------------------------------------------------------------------
8/7/24
Hi! I'm Rei and this is sort of a small scale project im working on made with a little something called the
to kind of re-learn the ropes of game development. A fangame that I've
been following called Make A Good Mega Man Level 3 came out 2 months ago and a month after it's release came a post-mortem doc which detailed the experiences
the devs had while working on the game. After reading the doc, the biggest lessons I've learned from that document being to set deadlines for implementing things into the game
and to keep a reasonable scope for the project.
So Yeah. What Bass Raids The Citadel entails is simply a short adventure revolving around the character Bass as he raids a mysterious citadel. My current plan is to make a few original assets, mainly the custom bosses as well as a custom enemy using the existing framework, but other than that the fangame will primairly use pre-included devkit assets.
Bass plays a bit differently than Mega Man, as he has a double jump, a dash rather than a slide meaning he cannot go through 1 tile tall gaps, and a rapid fire mode that sends him to a halt. Suprisingly most of the work for programming Bass is done, aside from his unique Treble Boost Utility, which grants Bass the ability to fly at the cost of limited buster range, is not included in the engine and as such will have to be programmed with Rush Bike as it's base, as it has that sort of transformation effect I'm looking for.
But enough about what bass can do, have you actually made anything with the engine yet??? you may be asking, and I have!! Right below is a video of a work in progress for the first level, feel free to take a look!!
I'll talk more about my process about the first level next time!!