So, as you probably know, we’ve already cancelled the Infamous Intent project. In our previous post, we released most of the assets we finished for free use. We hope that they can still help someone realize their dreams.
The asset pack had some issues with the build of the engine contained within. Those issues have been fixed, but the asset pack has yet to be updated. It should be updated within the next week.
EDIT: The asset pack has been updated. You may download the new version HERE.
As stated in the title of this post, we are officially releasing the OST, complete with 320 kpbs MP3 renders and source files. The downloads for the OST can be found below. Please note there likely will not be any mass YouTube upload of the OST, at least not anytime soon, so please use the downloads below to enjoy the music.
OST Download - MEGA
Extras Download (0CC, NSF files, and unused tracks) - MEGA
Finally, we’ve come to a decision about the original project we will be embarking on. We will be completely rebranding our team along with announcing this new project. We’ll have more news soon, so watch this space for when we start promoting.
Thank you for sticking with us, and we hope you continue to follow and enjoy our work in the future.
-Threxx
Hello, everyone.
It's me, Chaos.
You've probably guessed from the months upon months of silence that production on Mega Man: Infamous Intent is going...less than well.
...You would be right.
To keep a long story short, our sole programmer's standards ramped up, which caused him to feel the need to rewrite the engine from the ground up. Progress on the game itself stalled, and everyone's motivation came to a grinding halt. Finally, after some previously unknown issues came to a head, we decided it would be best to stop leading everyone on and lay this game to rest.
It's ironic that we turned out this way. I, for one, joined up with this project because I was so, so tired of seeing bad fangames make it to release while good ones got left behind in development hell. I wanted to finally create a really good fangame, or at least one to not disappoint people, and so we all started on Mega Man: Infamous Intent. Two years later, here I am, writing this cancellation announcement to all of you. I believe how sorry I am—how sorry all of us are—for what I'm sure is a great disappointment is beyond my expression right now.
...But not all is lost. To anyone who was still interested in the project, I have news you may consider good. Though a few members of the graphics team have decided to claim what is theirs and leave, we have decided to release the remaining files to the public in a single, giant Dropbox dump—the sprites, the story script, the music, everything (Although, the composers are planning to release the OST more formally at a later date). They are all to be considered public domain; you may do with them whatever you wish.
In addition, Deadteam isn't dead quite yet. There's talk in the chat of reforming to work on a new original IP, and if that comes to fruition, you'll hear about it here. Until then...I hope this old pile of junk is a sufficient apology for all the disappointment we've already caused you.
EDIT: Please note the assets in this pack are free-to-use for NON-COMMERCIAL purposes only. Thank you.
Is this game gonna have a release trailer or will it just be an announcement? And if there's going to be a release trailer, is it going to be like Unlimited where it's 100% sprite/gameplay, or is it going to be animated?
There will definitely be release trailer. As for how it will be, you’ll have to wait for when that time comes.
Will there be alternate routes per character? Or is it a different stage layout depending on the character you choose? Or neither?
Some of the stages will have linear single paths, others will have branching paths for specific characters or that all the characters can traverse. Completely separate layouts is something we’ve discussed before but we haven’t decided to use that idea.
Will Bass and Proto be unlocked at the beginning? Or are they like secret unlockables?
In order to unlock Bass you’ll need to send us a picture of yourself wearing a Megaman helmet and dropping a freshly caught wide mouth bass from the top of the highest point in your home town.To unlock Proto Man you’ll need to first beat Mega Man 3, then record the credits while whistling along with Proto Man’s theme backwards.
Are you planning on adding like, side areas or something to the world map? Cause that would add a lot to the replay value
We do have at least on side area at the moment, and we’re considering others, but we’re focusing on the core aspects of the game right now, namely getting our Robot Master stages squared away first.
you guys said you were looking for someone to translate the game into japanese right? about how much dialogue is there? if it isn't much, i'd be more than willing to help out!
There’s quite a bit of dialogue. There’s about 2 pages worth for Mega Man’s scenario alone.If that isn’t daunting to you then we’re open to your assistance.
An update on what we’ve been up to for the last six months
Not much, in all honesty.
It was rather difficult for me to find the motivation to do any programming (or anything else really, even outside IFI), as the engine had significant performance issues and I didn’t know what to blame. I just assumed it was either the environment’s fault or mine, and I did not feel like porting the whole game to some new language. As for the others, lack of motivation is contagious.
And then, a few weeks ago, I found a solution. I’ll put the details after the break for anyone who might need them, but rest assured the game runs really well now, and as with lack of motivation, motivation is also contagious.
(Left is after move to SDL2, Right is before. Number at bottom left is the framerate.)
Hopefully, with these things corrected, we’ll be able to return to more regular updates again. Thanks to our programmer, Faruga for writing up most of this post.
Thank you for bearing with us. We still have high hopes to release this game.
Until a few weeks ago, I had been coding IFI using the Python langauge and the Pygame libraries. Spoiler alert, it was Pygame’s fault. Pygame is based on SDL version 1.2, which not only is out of date, but unless you want to tango with OpenGL (which, if you’re using Python, you’re probably not prepared for), it only supports software rendering. There’s a newer version of SDL (SDL2) which supports hardware rendering, but it isn’t backwards compatible (and the hardware rendering is hidden in new methods anyway).
Pygame is a rather popular library due to how easy it is to use, and it was popular enough for someone to recognise this as an issue. So they just went and made a new version of the library, built to work with SDL2. There were a few things that they hadn’t ported over, though. It didn’t support palette swapping (which hardware rendering doesn’t support anyway), or loading sound from a Numpy array (which I had been using for the music, which is processed with libgme). I found ways around these shortcomings though.
This also brought my attention to Cython (by being coded in it). Cython is basically C, except it looks like Python (to the point that all Python code works as Cython code) and can talk to Python about as well as Python can talk to itself. Some of the code has been ported to Cython, and the performance improvements are well worth the effort. I also used Cython to do some things that I couldn’t do with Python any more, such as the music. Speaking of which, since I now have more control over the sound drivers, I was able to add a user-toggleable option to let the sound effects cut out the music, like on the NES.
What gave you the idea to give Proto Man a stock charge?
The idea was inspired partially from X’s stock charge buster in Mega Man X4 (often ignored in favor of the Plasma Shot), and also partially by Proto Man’s battle in Mega Man 7.
sprite work is difficult because the whole game is done in a somewhat custom style so we can't fully reuse the 8bit sprites, instead we have to use them as references and from there resprite them in the new style which can take various attempts to get them to look the correct way since we are also putting more details in such tiny sprites plus because it's a custom style we are adding more frames of animation which can also be a pain to do and on top of that add the fact that not all the spriters in the group can do animations so for example one animation might get finished but look wonky as all hell and might need to be redone by another spriter, this also applies to tileset work, enemies, cutscenes, mugshots, etc... of course that isn't to say that we need to redo all the sprites all the time sometimes we struck gold and we make a sprite/animation that doesn't require to be redone at all.
What is the hardest part so far of making this game?
Currently the coding seems to be the most difficult thing to make specially fixing the perfomance issues so it can run better besides that sprite making can also be difficult while trying to come up with new enemy designs or trying to make every sprite fit with the style we are going for.
I see that the robot masters you've put most focus on are Tome Woman & Cleanse Woman. How come?
We have been focusing on those 2 because Tome had her sprites finished for a while now so it only needs to be coded in and Cleanse was the second RM with the most progress regarding sprite work so it was easier to finish her.
Small question, other than the different style,the game will still be the good ol Mega Man platforming we know and love, or will there be some new things?
We’ve tried to replicate the physics and feel of the official games as best as humanly possible. At the basic level, it should play like any official Classic series things.
We’ve already shown off some of the new things, like the world map and Proto Man’s new playstyle. Check out older posts on our blog and our YouTube channel to find out more about those things. We’ll definitely have more new things to show in the future.
So how is the boss rush gonna work? Is it select-your-opponent style, or is it in a specific order?
You’ll have to play the game to find out!
You’re probably noticing a trend at this point. Late game details like, who the final boss could be, how the boss rush will work, etc. are things that we’re not willing to discuss right now, if ever. Same for any extras and secrets. You all have to have some incentive to play the game.
From now on, we won’t be answering questions pertaining to those details. The answer will always simply be: “Play the game and find out.”
Hello Deadteamifi, still testing the bosses on the game?
Work on Tome Woman’s boss fight has been suspended while we’ve been working on issues with the engine and performance. Hopefully our programmer will have a post discussing that in more detail relatively soon.