Mega Man Y+1 / LM TEAM
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lmteam.bsky.social
Mega Man Y+1 / LM TEAM
@lmteam.bsky.social
yo. we're developing Mega Man Y+1. we make cool
We had to crop a ton of details about just about everything in this game's development cycle. There's just not enough space in a Bluesky thread. Please do ask about anything you want about Operation X.M.A.S., no matter how vague or specific, and we'd love to answer!
December 9, 2024 at 1:30 AM
And lastly, but most importantly, there is no force on the planet that can get LM Team to take something seriously. Enjoy just a slight glimpse into the complete madness that occured during development.
December 9, 2024 at 1:29 AM
We've also affirmed that, as many already know, perfect is the opposite of good. We're very happy with what we've done with X.M.A.S., and a big part of that came from our prioritising. There's plenty to improve, like Snow PBN-002 and Mystery Gift, but polishing every detail quickly kills momentum.
December 9, 2024 at 1:24 AM
We've also gathered a lot of information about Y+1 in general - quite a few of the new assets in Operation X.M.A.S. are actually assets from Y+1 that you haven't seen yet. We're happy to see how well they've worked with a wider audience - now, it's time for us to take advantage of them.
December 9, 2024 at 1:24 AM
What else did we learn? Well, we learned a great deal about how players use weapons - the work put into the stage select really paid off, and players were much more willing to try every weapon even after they'd found favourites. As this is a goal we've had for Y+1 for a long time, this is great!
December 9, 2024 at 1:24 AM
In particular, it also is worth explicitly pointing out our rather rash decision to squeeze a bit of extra content into the game with the bonus week of development we found ourselves in. This was an awful idea - that was an opportunity to rest, and while things turned out okay, it really got to us.
December 9, 2024 at 1:24 AM
Operation X.M.A.S. really affirmed our belief against deadlines. It came at a pretty rough time for a lot of us, and as we reached closer to the deadline, the stress really piled on us. J8-Bit, I'm calling you out for this - don't try and do work for the game 90 minutes before your psych finals!
December 9, 2024 at 1:23 AM
DEADLINES SUCK IN HOBBY PROJECTS
LM Team's internal culture has always been to put real life before the game, no matter the consequences. Volunteer-made video games simply are not worth stressing over. As such, we have a strict no deadline policy internally, even if it means we have to cut content.
December 9, 2024 at 1:20 AM
Half an hour before embargo lifted, we submitted our final build, and you know rest of the story - on December 8th, we released Operation X.M.A.S. to a great reception! So, a year on, what did we learn from making Operation X.M.A.S.? Well, there's one thing in particular that has stuck with us...
December 9, 2024 at 1:18 AM
Of course, these are top secret. You'll have to play the game to find them...! The first was found very quickly, but a whole year on, it seems our community at LM Pub is only just now beginning to decipher our second secret. If you figured it out already, pipe it down and let them puzzle over it!
December 9, 2024 at 1:17 AM
Originally, that was all, but we found out rather late that the deadline was a week later than expected. We decided to squeeze in two last secrets to find. After all, after Mega Man Y+1 demo's great Final Message to its players, how could we not?
December 9, 2024 at 1:15 AM
Once we knew what direction to go, Croncrete took over here, and is behind all of the bosses in Operation X.M.A.S.. Snow PBN-002 was a rather haphazard idea - RRThiel was already part of the team, so why not share the festivities with our SAGE 2020 sister project? We know PBN-002's name, by the way.
December 9, 2024 at 1:13 AM
Boss fights were always a big "maybe" for Operation X.M.A.S., and only were fully confirmed in mid November. As such, there's tons of wacky ideas left on the cutting room floor from before we knew what direction to go. Amusingly, though, Wemorm was planned all the way back in September.
December 9, 2024 at 1:13 AM
Tilesets only finished being worked on by the 25th November, and the very last sprites were finished early on 7th December - just before release! It really was a mad rush to the end, and I can't thank rcrdcat, MiniMacro Sound, eviemaybe, J8-Bit, Pebble, ThatArtisan, and croncrete enough!
December 9, 2024 at 1:08 AM
The struggles with deciding level themes was especially bad here - the longer we took deciding a level's theme, the less time artists had to tile it. As such, while levels like Cyberian Stormwatch were being worked on for the entire period, many were completed quickly after being planned.
December 9, 2024 at 1:08 AM
By far the biggest stress point of Operation X.M.A.S. was its graphics. 9 levels, 6 weapons, lots of new enemies and gimmicks, and lots of various odds and ends - all in two months AND with requirements only becoming clear as we go along! I can't understate how hard things were for our artists.
December 9, 2024 at 1:04 AM
There's quite a lot of unused music that didn't make the cut. Some of this music went on to be used in other projects, so we can't show you all of it, but there's still plenty to listen to! drive.google.com/drive/folder...
X.M.A.S. Scrapped Music - Google Drive
drive.google.com
December 9, 2024 at 1:02 AM
Unlike usual, where level music is made specifically for a specific context, the music was mostly composed completely independently in the interest of time, and then we inserted music wherever it best fit. This worked out great - with less restrictions, the music ended up incredibly unique.
December 9, 2024 at 1:00 AM
While the music team originally would've consisted of MelonadeM and MiniMacro Sound, the latter was already spread thin with programming and spriting, and the former was busy at this time of year, so half way through development, we made the decision to enlist the help of a certain RRThiel.
December 9, 2024 at 1:00 AM
Music was something we figured out the scope of very early on. Arranged music was practically never in the cards, and the original plan, accounting for 12 stages, was that each stage theme would be used in 2 different stages - hence why the final game has 6 pieces of music across 9 stages.
December 9, 2024 at 12:57 AM
While the Easy and Hard stages were quick to figure out, Medium stages for whatever reason proved much more troublesome. In particular, Overtime Shift was just a generic Yoku Block stage for a long time, and Takeout Take Out's theme was only decided on November 11th - another save by evie!
December 9, 2024 at 12:56 AM
The main issue we had with deciding on levels was theming. There's only so many things about Christmas, and each needs to be visually distinct and tie nicely to its enemies and gimmicks. One amusing idea that didn't make it in was a "War on Christmas" level - a literal warzone.
December 9, 2024 at 12:55 AM
The knowledge that people who've never played Mega Man before (or haven't played in ages) informed a lot of our level decisions. One particular example is in One Snowy Christmas Eve - eviemaybe suggested using something akin to force beams to do double duty as a teaching element and as a threat.
December 9, 2024 at 12:55 AM
We knew very early on that we wanted to split these into 4 difficulties - Easy, Medium, Hard, and Mega. SAGE is ultimately not an event aimed at Mega Man players, so easing players in while also catering to our main audience was a major concern. As the main doc shows, lots of ideas were considered.
December 9, 2024 at 12:52 AM
Levels were an equally tricky matter to figure out. Amusingly, in spite of originally planning for 12 stages, the 3 stages we cut were some of the first stages planned, being Christmas spins on our 2020 demo Robot Masters. These would even have come with special extra-hard Robot Master fights.
December 9, 2024 at 12:52 AM