After seeing the likes of "Ultimate Megaman" and "Megaman 21XX" I started to think to myself,"What are the hardest parts to get right in a fan game?".
I have some general and personal thoughts I would like to give to this fourm.
I can be wrong in some places, but that's o.k. If you have any thoughts you'd like to share, post them below.
General Parts (That goes to many fangames)
-Level design-
This one I fell is really easy to screw up in two or more ways. One is bland level design, were it feels like your just jumping and shoting and there's no fun gimmicks if any. The other is overly hard level design, were pixel-perfect timing is needed and gimmicks that come out of nowhere with no anti-pieces.
My suggesion: Look at the level design from the games and learn what made them work or if you felt that they did'nt work, make them better.
-Graphics-
This one does'nt bother me if the game is fun, but sometimes it can get really noticeable if certain graphics are reused. Like recolor robot masters, and enemies. Some sprites like megaman and wily I can understand, but others make me scratch my head. Another one is graphics that don't fit. Like a RM or enemy not really fitting with the style of megaman. It can be really jarring sometimes.
My suggesion: Study the sprite work. It'll help alot with bigger projects
-Weapons-
This isn't a problem just for fangames (MM5 has very bad weapons)
My main problem is some weapons are the buster with diffence sprites or they are not very fun to use in-stage.
My suggesion: Make more awesome to use weapons? maybe
Personal Parts(That goes with some games)
-OCs (Orignal Characters)-
I have no problems with some OCs, like orignal Robot Masters design for the game or enemys, A new rival/ally (if done right) for mega/roll/proto/bass/whatever. The main problem I have is if the story (if any) goes more to the OC rather then megaman (unless it connects to MM like revolution then fine), like a new mysical villain or whatever was really the bad guy and not wily, or if they go the a more magical setting or something like that.
My suggesion: I don't have a soild one on this, but maybe try to fit the megaman-style feel for the story I guess?
-Zero in classic fangames-
O.K. this one is really REALLY hard to do right (even the closest I feel did it right MMU still has its problems)
Having classic megaman fight zero sounds like an awesome thing to have, right? Sure, but the main problem I have with it I've seen.
From project zero having zero killing protoman,bass, and wily. and having megaman become X.(If he became X then why doesn't know who zero is?)
It makes it overly bleek for a classic game. The best "zero in classic" to me is unlimited's. Zero in this game isn't even past alpha programing, he doesn't go "HAHA I'm gonna kill you", he's completly silent. also he's body is barly done without his tradmark red armor. Yet he is more powerful then megaman (I kinda wish he could be damaged to have you victory not taking away but whatever.), after the battle he brakes down, and the classic series can contiune, it dosent feel like a final ending. Light hasn't even started making X, and wily is far from completing zero.
My suggesion: The only way I fell this can work if he was a bonus boss. Like a non-canon extra boss for like a boss rush thing.
That's my thoughts for now. Sorry for this post for being so long.
Also if you feel like I got something wrong, post it below. I'd be happy to hear.