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 Post subject: Riff's Return - Presenting Formal Effort
PostPosted: Tue Sep 03, 2013 11:51 pm 
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Riff's Return
Riff's Return was originally the result of the mashing together of four Rockman 2 hacks by Meg, also known as Loveforever: Rockman EXILE, Robertman 2, Proto Man in Mega Man 2, and Mega Man in Java Island. The result was an unplayable abomination which collectively was named "Probertmang," which also became the name of the main protagonist. Since that time, inspiration has struck, and the world of Probertmang became more than the broken world of an unplayable ROM hack. After much planning of the game's content, a design overhaul and a name change to Riff (which has overall benefited the character), the small team of five is ready to start formally gathering effort to make it a reality. It is under this pretense that we formally present the design document of Riff's Return.

Brief Table of Contents
I. Plot
II. Rough Gameplay Outline
> A. Playable Characters
> B. Secret Weapon
> C. Rough Outline of Content
III. Specific Decisions
> A. Intro Stage - Ceratoria City Limits
> B. The Eight Robot Men
>> 1. Kirb - Bluffs of Death
>> 2. Numan - Gravity Facility
>> 3. Ito - Flying Outpost
>> 4. Cruncho - Metal Grinder
>> 5. Grakker - Superpower Plant
>> 6. Edwin - Phantom Factory
>> 7. Uposo - Old Ceratoria Ruins
>> 8. Darno - Fortified Forest
> C. The Four Tower Guardians
>> 1. Missile-G - Tower to the Sky
>> 2. Trickster-J - Tower of Illusion
>> 3. Timekeep-S - Clock Tower
>> 4. Freon-F - Cold Storage Tower
> D. Whicon's War Fort
>> 1. Outer Wall
>> 2. Security Tunnel
>> 3. Inner Protection
>> 4. Scaling the Central Tower
>> 5. Command Center
>> 6. Underground Laboratory
IV. What can you do?

I. Plot
The story of Riff's Return is designed to take place completely separately from the Mega Man timeline, almost like its own standalone game but sharing enough attributes (Especially gameplay-wise) with the official Mega Man games to still be considered a Mega Man game. Our loose setting is in the city of Ceratoria, far away from Monsteropolis, in the year 205X. This brief blurb should explain it best.
"It's a few years before the events of Riff's Return happen. Professor Liara, the city's official "Robotics Guru," is experimenting peacefully on building what she calls "Robot Men."
There is one failed experiment, Fallon, which fell short in the department of AI. Then there was another, Rick, whose wiring systems were so complex he failed to power on.
Then, after Liara merges and tweaks their internal systems, the first working Robot Man is born! Given how he was made, Liara merges the names of her failed experiences, and christens him "Rifon."
For a while, the city rejoices, and all is well...until Dr. Whicon appeared. A shady, scatterbrained old man, he appeared on Liara's doorstep one day, asking for her to teach him everything she knew. Rifon resented him, but Liara took him in under her wing anyway.
They worked well enough together, but it was clear they disagreed. Liara believed that Robot Men were meant to aid in industry and creation, while Whicon only saw their use as machines of war. The conflict rose, then died for a while.
...Then it burned blazing hot. One day, while unsuspecting Liara was coming into her lab, Whicon appeared, coming into the workshop for another day of work—only today, he stabbed her in the back with a knife. The blow severed her spine, and effectively instantly killed her.
Rifon, who was waiting in the lab, was afraid of Whicon. He fled, but not before grabbing the gun off of old Fallon's hand. Then he left, leaving no one standing in Whicon's way. He had the resources and the know-how to pave destruction wherever he walked.
Years passed. Whicon's Robot Army was built, and it destroyed. He ruled the city, holding it away from the rest of the world. Rifon remained in hiding, salvaging technology for himself.
Now he is almost ready...almost ready to avenge his mother and take his city back."

The game is intended to be plot-driven and will likely have a brief, 15-30-second cutscene after the completion of each stage (Except for the Fortress stages). The player starts knowing only that Riff needs to take the city back, and over the course of the game he slowly recalls his background.

II. Rough Gameplay Outline
> A. Playable Characters
The one (And only, for the forseeable future) playable character in Riff's Return is , who is best described as a blend between Bass, Proto Man, and his own thing. Riff is a glass cannon taken to an all-new extent—he takes twice as much damage as normal from all sources (In-game this will likely be coded as him having a health bar of 14 instead of 28). Luckily, his weaponry is more than enough to make up for it. His onscreen bullet capacity is 9, and he also boasts a double-jump in order to help him evade attacks. His charged shots are not really charged shots, but more accurately streams of several of his normal shots chained together. His mid-charge shoots 3 bullets, and his full charge shoots 6. These projectiles act just like normal shots, and the chain does not string multiple hits onto a boss (Their invulnerability period will protect them from the rest of the shots). Perhaps the most unique aspect of Riff is his Solo Shield, which is out when he stands still, walks, or jumps. If a projectile is blocked by the Solo Shield, it will bounce back at the enemy, even homing in on them. However, the shield has a durability bar, that goes down every time Riff gets hurt or every time his shield blocks a projectile. When the durability bar reaches zero, the Solo Shield breaks, leaving Riff defenseless. The durability bar will then begin to recharge slowly, and when it reaches full again, Riff will receive a new Solo Shield. There may be pickups at certain spots in the game to instantly fully recharge Riff's Solo Shield.
> B. The Secret Weapon
In addition to the copy weapons that Riff receives from defeating the Robot Men and the Tower Guardians, there is also one more hidden weapon in the game, which brings the game's weapon total to an even 14. This weapon, the Shredder Adaptor, is loosely based upon Mega Man's Super Adaptor, and the player will not know of it until they have fulfilled at least one requirement to build it. To get this weapon, the player must defeat four Robot Men/Tower Guardians using the Riff Buster, kill 1,000 enemies also using the Riff Buster, and locate the two Perfect Sawblades hidden somewhere in the Robot Men's stages. Upon fulfilling any one requirement, the player will be greeted with a picture of various parts strewn about on a table; when fully assembled, Riff will narrate a brief cutscene related to the weapon. Like any Adaptor, the Shredder Adaptor has unlimited ammunition. When equipped with it the player will lose the ability to fire the buster in favor of a new ability—the ability to charge in any direction, temporarily becoming invulnerable to contact damage (But not projectile damage) and dealing multiple hits to an enemy with blades attached to one's arms as you literally shred through them.
> C. Rough Outline of Content
The game, being loosely based upon Mega Man 2, follows a structure roughly like it with a few additions. The game starts on an Intro Stage, then the eight Robot Men. Afterwards, the player will be ready to take on the Fortress, but it will be protected by a force-shield, produced by four shield generators found around Ceratoria. One must then take out the four Tower Guardians, who protect the shield generators; then the player will be ready to take on Whicon's War Fort—a six-stage march through hell itself. Conquer the Fort and do what you must to the old man!

III. Specific Decisions
> A. Intro Stage - Ceratoria City Limits
The beginning of the storm on Ceratoria, this is a simple walk through the streets for Riff—where, of course, he is met with heavy resistance. This level is designed to be straightforward and simple, a place for the player to get their bearings for Riff's unique gameplay. The boss of this level is the Stricop, a large, clumsy, cyclops-like tank that chases Riff as he battles it. It launches its stretchable arms and bouncy projectiles straight at Riff and is fairly easy to outmaneuver. The Stricop may reappear as an enemy late in the game.
> B. The Eight Robot Men
>> 1. Kirb - Bluffs of Death

is a stocky, high-power Robot that brings death with his very touch. He rampages through the flat, field-like streets, which have broken in spots to lead to sharp drop-offs—or sharp climbs up. His obtained weapon is the Death Touch, a chargeable melee attack that can OHKO nearly anything upon fully charged contact.
>> 2. Numan - Gravity Facility
Numan is a highly technologically advanced Robot that bends the very laws of gravity. He works in an experimental gravity research facility, where his strange gravitational distortion runs rampant. His obtained weapon is the Gravity Core, which drops a core of gravity that can be kicked forward and attract enemies onto it Katamari-style.
>> 3. Ito - Flying Outpost
Ito is a mighty, light wind Robot that fires explosive whirlwinds from his palms. Tall, proud, and colored like the sky, he is a figure both serious and imposing. He flies above Ceratoria on an airborne outpost, themed upon deadly falls for any intruders. His obtained weapon is the Crash Tornado, which blasts cutting winds in an area around the player, hitting any enemy caught in the winds with an explosion.
>> 4. Cruncho - Metal Grinder
Cruncho is a gruff brute-force Robot that tears through metal like paper. A shady, black-and-purple Robot with only a single eye fixed in his head, he is agreed to be the most frightening-looking Whicon Robot. His haunt is a metal compactor, where things deemed useless are shredded into scrap metal before being shipped to a junkyard. His obtained weapon is the Metal Cruncher, which fires a metal jaw into the air that travels in an arc that, when hitting an enemy, latches onto them and bites them several times.
>> 5. Grakker - Superpower Plant
Grakker is a lean, trigger-happy Robot that blinds his opponents with huge blasts of light. With a large lightbulb fixed in his head and a fragile glas-like body, Grakker himself isn't much to look at—if you can look at him. He maintains Ceratoria's single and most powerful power plant, which generates huge amounts of electricity. His obtained weapon is the Blinding Blast, a weapon that stuns enemies where they are while unleashing a wave of bullets.
>> 6. Edwin - Phantom Factory
Edwin is an emotionally unstable explosive Robot that summons copies of himself that explode. He is the only Robot Man who wears casual, dark clothing like his own, and his sleek black hair perfectly covers one eye. He works in a factory built for mass-production of Whicon's smaller soldiers, where of course they are in no short supply. His obtained weapon is the Phantom Bomb, which summons a hologram of yourself that explodes violently when contact is made.
>> 7. Uposo - Old Ceratoria Ruins
is a ninja-like Robot with the speed of lightning and a blade like ice. He haunts the streets of back when Ceratoria was not as technologically advanced, as he has an interest in history. The stage appears simple but in reality is dilapidated and filled with traps. His obtained weapon is the Ninja Blade, which is tossed forward, flies in a sine wave, then boomerangs back to the user. It is most useful for scoring multiple hits on a foe.
>> 8. Darno - Fortified Forest
Darno is a monstrous Robot, the only Robot Man specifically built for a defensive role. He is a hulking, long-armed figure with a steel jaw and an iron fist. His stage is a small fort located in the midst of a forest, specifically designed to be difficult to advance through. His obtained weapon is the Razor Shield, which summons four razor-sharp blades that orbit the user. They must hold still while this weapon is in use, but anyone who touches it gets shredded, some projectiles will be blocked, and pressing the fire button again will cause Riff to toss the razors forward one-by-one, shredding through foes it hits for multiple points of damage.
> C. The Four Tower Guardians
>> 1. Missile-G - Tower to the Sky
Missile-G is a mostly hotheaded Tower Guardian that loves cold air. He somewhat resembles a jet, having powerful thrusters in his feet and missile launchers over his arms. His main method of fighting is basically a cross between missiles and airplanes; he can fly around in the air while shooting explosive missiles. His Tower consists of Yoku Block puzzles and wind effects, while there are enemies that hinder your progress, falling down a room. He heals when you use Blinding Blast on him. His weapon is the Missile Circle, which fires three missiles that radiate out in a circular pattern.
>> 2. Trickster-J - Tower of Illusion
Trickster-J is a delightfully maddening Guardian whose talent is being incredibly spastic. He is tall, lanky, and dressed like a jester; he is perhaps the most comical-looking creation built by Dr. Whicon. His tower is built upon trickery, where perhaps what you see isn't what you get. He jumps around, never resting for a second, and uses a variety of the magician's weaponry, including explosive knives and magical cards. His weapon is the Trickster's Card, which fires a card that spins slowly to reveal its face: a skull means a high-power projectile, a heart means a small amount of health refilled, and its user's head means the temporary summoning of a clone to help.
>> 3. Timekeep-S - Clock Tower
Timekeep-S is a meticulous Guardian whose fundamental belief is "every second counts." He is tall, gray, and stocky, laden down with the highly advanced equipment he uses in his work. His tower is themed like a clock tower, where the player will need to navigate quickly in places and to the beat of a clock in others. He warps about seemingly at random, and many of his attacks relate to the spinning of a clock. His weapon is the Time Wave, which blasts two waves, one above, one below the player, then it fires in the direction the player is facing.
>> 4. Freon-F - Cold Storage Tower
Freon-F is an overtly cold Guardian whose chill nature takes a back seat to cold, merciless fighting. He is fearsome, his design nearly covered in natural razors, and blasts ice and cold air from various points on his body. His tower, modeled like a cold storage, is frozen to the core, and there isn't a single spot in his tower that isn't ice terrain. He fights using blasts of cold air that can freeze the player solid, and generating and firing chunks of ice. His weapon is the Freon Blaster, which fires three balls of incredibly cold, slushy liquid in quick succession. They do weak damage but hitting an enemy with all three in a row freezes them temporarily.
> D. Whicon's War Fort
>> 1. Outer Wall

Whicon's first defense against intruders should they drop the force-shield is a ridiculously tall wall encircling the Fort. Riff's first challenge will be scaling the wall, then navigating the courtyard behind it. The boss of this level is 40-KILLER, a highly dangerous mech-like robot made by Dr. Whicon specifically meant for the quick and easy destruction of those who dare to intrude the War Fort. His weapons include a triple missile launcher, nitroglycerin in his feet that enables a kick which can send Riff flying across the room, a basic laser beam, and a destructive but slow and power-consuming energy ball. He moves at about twice the speed of Riff, using his nitroglycerin for a speed boost by grappling onto a wall and blasting off. He is remarkably resilient, and explosions cannot harm him externally. Any other weapon, however, will damage him, and should fire come into contact with his feet, the nitro will explode, dealing severe damage to him and disabling any attacks using it.
>> 2. Security Tunnel
After the outer wall, there are a lot of security checks which would not treat Riff kindly. The level is very straight forward, but one will have to mind the security traps, else you'll be swarmed with enemies. The boss of this level is SHR-TNG 1, a large starfish-like machine that blasts various laser-based attacks. The only way to damage it is when it uses a move where it separates into many separate miniature starfish, one must destroy those starfish.
>> 3. Inner Protection
As Riff approaches the core of the facility, he is encountering more and more vital equipment that keeps the War Fort functioning. Highly advanced enemies are common in this twisty, turny stage. The boss of this level is the Intalli Cores, a small collection of data cores that are enveloped by their own small energy shields. They slide up and down in a fixed position, occasionally pausing to fire quick-moving laser beams at Riff. The shields can only be temporarily deactivated with a certain weapon, and the cores can only be damaged by another.
>> 4. Scaling the Central Tower
Now Riff has reached the tower in the center of the War Fort, and now comes the challenge of scaling it. This is a platforming-oriented level as the player slowly climbs up and up the tower. The boss of this level is Galdodar, a large, bulky mech-like Robot that was built solely to keep Whicon's War Fort well-built and functioning. He is very simple in design, simply jumping around, grabbing things, and throwing them at you, but he is quicker than his appearance would betray, and he is constantly climbing up in an auto-scrolling area—if you don't follow him quickly enough, you'll simply "fall" to your doom.
>> 5. Command Center
At the top of the Central Tower, Riff finds that the Robot Men and Tower Guardians are waiting for him, ready to face him one by one! This is effectively the Boss Rush level of the game. The boss of this level is Whicon's War Machine, Dr. Whicon's personal vehicle that is fully equipped with maximized-power versions of all the weapons he's devised. It begins as a tank, but after sustaining enough damage, it sheds its treads and becomes an aircraft! Once you defeat this monstrous machine, the floor crumbles, and the two of you fall, down, down through the Central Tower, into the ground...
>> 6. Underground Laboratory
...until you land here. You appear to be in a small research facility directly underneath Whicon's War Fort, but you had never heard of this room...and it doesn't look like the things being researched in this lab are Robotic. After walking through the lab for a while, you march into a black room, and are greeted by Dr. Whicon, who proceeds to spray himself in a strange chemical shower, and morphs into a fearsome monster! This red-skinned demon is incredibly strong, blasts energy from his bare hands, and even draws the knife from all those years ago on you (Be mindful of this attack as it is the only attack in the entire game that can OHKO Riff)! Defeating this creature will revert Whicon back to his original state, at which point the player is greeted with an ending cutscene and an ending credits sequence.

IV. What can you do?
As you can see, we have outlined (Roughly, of course) all of the game's content, including plotline and general ideas of how just about everything should function. Of course, we can only go so far. Currently most of the team's talent is geared towards spriting; only one of us is a potential programmer, and he admittedly is barely beginning to learn. We are actively searching for a programmer, a level designer, and a composer—admittedly, the latter is more of a luxury than a necessity, but I ask it all the same.

We have carried this game as far as we can without outside support. But for the first step into true reality, we are going to need support. Please, if you have any interest in this project, let us know here.


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 Post subject: Re: Riff's Return - Presenting Formal Effort
PostPosted: Sun Dec 08, 2013 2:53 pm 
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Joined: Sun Dec 08, 2013 2:50 pm
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Hello, I suppose you remember me, CF. If I get a chance, I may program the game, but I am unsure how likely this is.


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