About the Story
This project is not endorsed by nor affiliated with Capcom, Sega and Nintendo in any way. All Mega Man X / Rockman X material including but not limited to game, characters, images, names, and music are (c) Capcom Co., Ltd. Creme de la Creme and its franchise is (c) Hannah Powell-Smith. No copyright infringements are intended, this is a project purely intended as an unofficial fan project to show our love and appreciation for the franchise. How my project came about: This game is dedicated to Keiji Inafune, one of the major leaders of the Mega Man franchise, and Emily Short, one of the major leaders of the interactive fiction community. I still have hope for a future Mega Man X9. This project was my attempt to create a piece of interactive fiction based on the Mega Man X franchise and containing elements form Hannah P S's Creme series (and others to be determined). I felt that it was a good idea to promote both series at the same time. This was also inspired by the unreleased game "Rockman X Interactive", which in turn laid the foundations for Super Adventure Rockman, and the "Rockman X: Irregulars Report" novel. Right now, the playable demo is not so much a demo as a proof of concept. This will progress very, very slowly though. WARNING: As this is mainly a proof-of-concept, it is playable, but plenty of features, content and other stuff are yet to be properly implemented. Read at your own risk. Why this was put on hold indefinitely: This project has never officially been abandoned; rather it is clearly a prototype for whatever the completed thing is, if I complete it at all. The current situation may be too stressful for me to do major updates. What lessons can be learnt from this: I had wanted to jump on the bandwagon, but I made some of the common pitfalls: - Creating an IF to get likes/numbers/interactions rather than just because it is your interest. - Not getting the amount of interactions you expected from the get-go or not seeing it increase as much as you hoped. - IF becoming more popular and the potentiality of your work being read by more people. - Announcing a project before having planned or written part of the story. - Promising mechanics or features without knowing whether it will possible/make sense/feasible to include it. - Not setting expectations about the content of a project when announcing it (or soon after). - Expecting too much from ourselves as creators. - Believing their story isn’t new enough. - Starting an IF without having done any research about how to create one. - Starting a big project without testing the waters of IF creation. - Just making stuff up on the fly and throwing it on the board without thoroughly reviewing it. I probably made some of these mistakes. My decision to put this on the Bring out your Ghosts Jam was so that I could achieve the closure that I had hoped for so long, but also to let it out into the world for further feedback, as well as to test the market. This is also a gift to commemorate the 30th anniversary of Rockman/ Mega Man X. Here's to many more! If possible, I would like to continue with this project.
Game Details
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