I don't really have the necessary resources to make sprites - or the knowledge - but, wouldn't it be interesting to base the badnik designs off the meaner ones of the series? The spiked hermit from the first game, the roller from the same, and on.
You just gave me an idea. How about a Badnik that pretends to be a boulder in the background? When Sonic passes by it, it begins to roll after him, then finally reveal itself as a Roller. Kamon is good at drawing Badniks. He could probably translate this into a sketch.
Ruinforest Ruins zone, Maple Hill zone, Underground Zone... I'm afraid these levels are too similars. The aspects "rock" and "nature" risk to be too present. Can't Ruinforest Ruins and Underground Zone become the same level? Perhaps I haven't totally understood the concepts of these two zones and so I have difficulties to dicern them, but in a first sight they seem very near. I've read on a topic about a technological place abandonned. I have an idea similar to that. Imagine the lands where the Death Egg have crashed ... It may create a level in a swamp, where wastes of steel coast climbing plants in a partially immerged place. Perhaps something like "Soiled Marsh Zone" ? A such level should be a link between natural levels and technological ones. I'm writing about that because the number of levels and its order are a priority, specially if you want to create transition scenes.
<!--quoteo(post=262663:date=Jan 4 2009, 09:38 AM:name=Blue Emerald)--><div class='quotetop'>QUOTE (Blue Emerald @ Jan 4 2009, 09:38 AM) I love this badnik! Nice idea. The only problem I have with this badnik is that I feel it is not original. I have seen the 'Moving rock' concept in games such as Paper mario and Lylat wars . Heck I even designed a Spore creature (A game where you create and play with creatures you've created) called 'Moving rock' which is a rock with feet and an eye sticking out the top. But if none of this affects anything I still think we should have it in the game, it is awesome. Only other issue is that I've noticed nearly all of the badnik designed have really complicated attacks and movements. What ever happened to the original style 'moving back and forth' badniks? Next badnik we design should be really simple in animation. ZThat aside what do you think?
Why? If you've read up on the other zones at all, then you know that Maple Hill will have more of a deciduous/coniferous forest feel to it, as well as some highway sections, waterwheels, and more modern technological influences. The underground stage is more sewer-like and has more ruins. From what I recall, Rainforest Ruins was to be mostly natural, more like a cross between Angel Island and Aquatic Ruin, probably with less water than the latter. There was some really cool hoax or something that we were using as a concept on the old board. I see no real need to combine two completely different stages. You could think of it like the difference between Marble Garden and Hydrocity, really.
<!--quoteo(post=266180:date=Jan 10 2009, 07:49 PM:name=Trunks)--><div class='quotetop'>QUOTE (Trunks @ Jan 10 2009, 07:49 PM) Looks awful, but maybe you can work off it.[/quote] Looks flat, has no personality coming out of it, shades are bad. But it does give us a base to improve on though!
<!--quoteo(post=266180:date=Jan 11 2009, 02:49 PM:name=Trunks)--><div class='quotetop'>QUOTE (Trunks @ Jan 11 2009, 02:49 PM) Looks awful, but maybe you can work off it.[/quote] Wow, you have predicted the colours I want to use pretty well. But the eyes should be shaped differently. I can't sprite very well but here's how I want the eyes to look like. I was planning on having the eyes red as well. I took a go at the head. I wanted to have a flying battery zone technosqueak badnik colour but it doesn't fit with the eyes. Any Ideas on how the head should look like?