Reaverbot Design and Concept(s) Discussion 5 3.7 3

    Reaverbot Design and Concept(s) Discussion

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    MaestroMaharg
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    Re: Reaverbot Design and Concept(s) Discussion

    Post by MaestroMaharg on Mon Aug 22, 2011 12:02 am

    HBV-05-E Raiden wrote:The Antelope, while nice and really captures the basic design elements of later Reaverbots, doesn't seem like something I'd see typically. I think we should try to do less natural and animal-based designs. We could still do some animals, but we'd really have to spice them up; like the Mammoos were similar, yet very different from mammoths/elephants.

    Even then, we should still limit ourselves, since I think Elder System designs were more like Legends 1's designs, although we can still do the other types.


    I get where you're coming from, over at the designers area of the forum, most people didn't exactly want animal-based Reaverbots, so that's why I came up with Ringu.

    If you don't mind me asking, what's your opinion of Ringu?

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    Re: Reaverbot Design and Concept(s) Discussion

    Post by MaestroMaharg on Mon Aug 22, 2011 11:58 pm

    Another Reaverbot I designed called Kyosuttii:


    Reaverbots have always been creepy, the noises they make, the appearance they have, etc. But what if we could take Reaverbots from creepy, to scary!!

    Megaman Legends has always been about looking in every last pathway, hall, room, nook and cranny, untill you find where you need to go, or what you need to find, but what if we could flip this on it's head, and create a "where shouldn't I look?!" element. It couold provide some interested gameplay contrast. How do we do this exactly?

    The player will know a Kyosutti is in the room because its' trademark sound (to be decided, possibly a mechanical moaning or sobbing-like sound) can be heard... (There's the first scare!)
    If the player finds the Kyosutti, it will be seen in a corner of the room, facing the wall, completely motionless. (Think Blair Witch Project).
    Here's the interesting part; If the player looks at the Kyosutti dead--on, it will suddenly turn around and stare at the player, still motionless. While aiming at the Kyosutti, the buster-gun wouldn't work, creating the feeling of complete helplessness. The second the player looks away, the Kyosutti will run after the player.The only way to stop the Kyosutti from running after them, is to look it straight in the eyes, in which is stops dead in its' tracks. Once again, the player can't shoot it!

    Just think of the possibilities with this, consider this scenario in particular:
    Since the player will constantly have to look behind them, to see were the door to the next room is, they will have to turn around, forcing them to let the Kyosutti gain an advance on them, so the player will have to be very fast with their motions of looking back and forth, to make sure the Kyosutti doesn't get them!

    EDIT: I know GeneralSpecific wanted me to slow down with the reaverbot designs, but I just couldn't help it with this one, I just had to share it with everyone! Sorry GenSpec,

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    Re: Reaverbot Design and Concept(s) Discussion

    Post by General Specific on Tue Aug 23, 2011 6:27 am

    I like the concept, as it forces players to learn how to use a quick-turn maneuver—it's effectively a Legends equivalent to Boo. Contrary to what I've said, this is good stuff you've been pumping out. You're still the most active designer on the team, after all.


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    Re: Reaverbot Design and Concept(s) Discussion

    Post by MaestroMaharg on Tue Aug 23, 2011 3:05 pm

    General Specific wrote:I like the concept, as it forces players to learn how to use a quick-turn maneuver—it's effectively a Legends equivalent to Boo. Contrary to what I've said, this is good stuff you've been pumping out. You're still the most active designer on the team, after all.


    Thanks General, that means alot. Also, I sort of consider this Reaverbot to be my masterpiece. The concept that is. As far as the design goes, I'm still pacing about thinking of a better design...

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    Re: Reaverbot Design and Concept(s) Discussion

    Post by MaestroMaharg on Fri Sep 09, 2011 11:04 pm

    The Supiin is a smaller Reaverbot thats' unique trait is it's ability to spin around the floor, bouncing off walls, attempting to hit the player. The Supiin is volnurable when not spinning, and its' head and legs are exposed, and is not volnurable when it is spinning with its' arms and legs held in. IF two Supiin collide while spinning, one will flip up and land on top of the other. When two are stacked, it (they) will spin faster and do more damage; up to three Supiins' can be stacked. It's not to say having either three stacked, or three seperate ones is better, but if there are a few Supiins' stacked, a shot of an explosive weapon will seperate them.

    I'm going to leave the design here in the Open Discussion, mainly because I'd rather see if people like it before clogging up the Developers Discussion with ANOTHER of my Reaverbot designs. Also; to make sure General Specific han handle another Reaverbot design...

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    Re: Reaverbot Design and Concept(s) Discussion

    Post by MaestroMaharg on Fri Sep 16, 2011 5:14 pm

    Posted a new Reaverbot over at the Developers Section, but forgot to post it here in case anyone wants to see it...

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    Re: Reaverbot Design and Concept(s) Discussion

    Post by Ben-Hur Pilotti on Fri Sep 23, 2011 1:01 pm

    Ah... Maestro... I love your style... It is just <3

    And when I saw Rockman Striker's one, I really thought it would be a waste to leave such a cool reaverbot only in black and white, so I painted it, besides, DJ's are absolutely awesome too.

    You guys are doing very well! I mean it!


    Striker, here is your draw painted, hope you like it:




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    Re: Reaverbot Design and Concept(s) Discussion

    Post by MaestroMaharg on Fri Sep 23, 2011 4:28 pm

    Ben-Hur Pilotti wrote:Ah... Maestro... I love your style... It is just <3

    Thanks, Ben! It's always great to get a comment like that.
    And the painting you did is pretty cool, too, nice job Excited !

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    Re: Reaverbot Design and Concept(s) Discussion

    Post by Rockman Striker on Fri Sep 23, 2011 8:28 pm

    I really like your color schemes Ben! and I'm glad you like my design too! Ecstatic that reaverbot was for the devroom event, I collaborated with my partners over the Legends Station, the final result was completely different from my original design, but it was still very cool!

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    Re: Reaverbot Design and Concept(s) Discussion

    Post by LordGarza on Sat Sep 24, 2011 12:28 am

    I loved those painted reaverbots, Ben! The yellow one was like Oh My Gawd!!

    @Maestro: Your designs are pretty awesome, I say. I'm sure all of them could of been made for any Legends Game, EVAR!

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    Re: Reaverbot Design and Concept(s) Discussion

    Post by Krotar on Mon Feb 06, 2012 4:47 pm

    I don't have any personal suggestions at the moment, but I started a DevRoom thread about this post-cancellation as a way to drum up activity. Got a good number of entries. Maybe there's some we could use?
    http://www.capcom-unity.com/devroom/go/thread/view/114725/28098221/Fan_Event_3:_Reaverbots,_Bonne_Mechs,_and_Bird_Bots,_Oh_My!?sdb=1

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    Re: Reaverbot Design and Concept(s) Discussion

    Post by General Specific on Mon Feb 06, 2012 5:13 pm

    —I thought you were Nathan from the CU Devroom! Very pleased to know this, actually, as you showed a lot of initiative when everybody else had gone to the picket shop (and in vain, IMO). Starting up those threads was a hobby of mine back when the game was still in-development—I'd suggest searching for any thread made by General Specific.


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