Posted 29 November 2010 - 11:34 PM
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Insert standard 'project is not dead' statement here. To those of you who stick with us and continue to post constructively, you have our sincere gratitude!
The staff looks at S2HD like a full time job. Hours and hours are being put into it on a daily basis. Just the time that LOst spends on a daily basis getting code in place is mind-boggling. And just to give you guys a 10,000 foot overview, the assets for EHZ are done, have been done, and now they're being coded into the engine. Most of the level art for HTZ is done, the badniks are finished with the exception of the Ghora's fireballs which scanline is working on. Menus and interfaces are being refined. Bugs are being found and debugged. Not all of serious game development is glamorous stuff. But the foundation has to be laid correctly for future progress to go smoothly.
And ICEknight? It wouldn't kill you to suggest an idea or two instead of just stirring people up. Seriously. That's why I've asked people for the very sort of ideas that are being discussed right now.
Posted 30 November 2010 - 01:00 AM
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QUOTE (Canned Karma @ Nov 29 2010, 10:34 PM)

Insert standard 'project is not dead' statement here.
...Ghora's fireballs which scanline is working on.
Menus and interfaces are being refined.
Bugs are being found and debugged.
Not all of serious game development is glamorous stuff. But the foundation has to be laid correctly for future progress to go smoothly.
Amen.
Amen.
Amen.
And AMEN! (Although I do have to admit I might actually enjoy this kind of stuff.)
Also, I like the idea of the coconuts exploding and releasing shrapnel.
But another question I have:
The water-arch-hazard-thing in CPZ, is that still going to be a sequence of blue balls, or is it actually going to be liquid? OR at least some glowing orb droplets?
This post has been edited by Hamneggs: 30 November 2010 - 01:03 AM
Posted 30 November 2010 - 01:20 AM
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We'll probably keep that just a series of balls. We're keeping other things like that such as the... Whatever the fuck nessie: lava edition is called, I forget. I don't think there will be much reason to change it. That and I really have no idea what we're going to do with Chemical Plant yet.
Posted 30 November 2010 - 03:58 AM
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Thanks for the update. Just goes to show that assumption is the mother of all fuck ups.
Posted 30 November 2010 - 06:19 AM
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Personally I'm just hanging around waiting until I might be able to help somehow. If anything comes up that really suits me I'll get right into it. I do hope the alpha gets people talking again (well it's bound to at least for awhile). But for now I'm happy to just check up every now and then like everyone else. It's something to look forward to!
Posted 30 November 2010 - 10:16 AM
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QUOTE (ICEknight @ Nov 27 2010, 06:41 PM)

Guys, no offense, but why are you even discussing something that probably won't be done (or started, for that matter) until the game's finished, when not even a quarter of the project is actually done?
QUOTE (Canned Karma @ Nov 29 2010, 11:34 PM)

And ICEknight? It wouldn't kill you to suggest an idea or two instead of just stirring people up. Seriously. That's why I've asked people for the very sort of ideas that are being discussed right now.
I just think it would be better to actually keep submitting tangible stuff rather than posting ideas for the hypothetical "hard mode" that will be made once the game's finished. That is all.
Posted 30 November 2010 - 10:35 AM
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Ideally yes; I'd love to see more visual concepts posted over in the ideas thread. But since not everyone is an artist, ideas are more than welcome.
Posted 30 November 2010 - 06:52 PM
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QUOTE (Canned Karma @ Nov 30 2010, 03:35 PM)

Ideally yes; I'd love to see more visual concepts posted over in the ideas thread. But since not everyone is an artist, ideas are more than welcome.
What kind of ideas are you looking for, exactly (perhaps be more specific than "anything", if possible)?
Posted 30 November 2010 - 07:08 PM
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QUOTE (The Growler @ Nov 30 2010, 05:52 PM)

What kind of ideas are you looking for, exactly (perhaps be more specific than "anything", if possible)?
Some CPZ mockups perhaps? Maybe we should go back to CNZ or NGHZ. (Sorry, forgot the real name momentarily)
Posted 30 November 2010 - 11:54 PM
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Growler, we'll be moving onto CPZ/DEZ next, so ideas and preferably concepts focused around those two zones will be the most helpful.
This discussion should be moved to the concept workbench thread. The actual sprite work will be taken care of by CN, so this thread's main purpose now will be suggesting ideas to make the bosses more challenging in the event we implement a hard mode. This is understandably a long distance away, so for those looking to contribute in the near future please direct your ideas to the other thread.
This post has been edited by Canned Karma: 30 November 2010 - 11:57 PM
Posted 01 December 2010 - 02:38 PM
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For an idea to make CPZ boss harder, perhaps extend the amount of liquid that comes out of Eggman/Robotnik's vehicle?
Secondly, perhaps Robotnik could put some sort of 'Sonic-proof barrier' up while he fills his machine with its hedgehog-killing liquid?
This post has been edited by The Growler: 01 December 2010 - 02:40 PM
Posted 04 December 2010 - 07:24 PM
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I vote just put him up higher instead of the barrier.
Posted 05 December 2010 - 01:16 PM
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QUOTE (AndyMan @ Dec 5 2010, 12:24 AM)

I vote just put him up higher instead of the barrier.
An alternative to a 'barrier' is that he somehow electrifies his vehicle while he's filling up (or leave that for another boss fight?)
Posted 20 December 2010 - 10:06 AM
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I think it's a good idea and we should definitely keep it in mind, even if not for Chemical Plant.
Oh my gosh, imagine how hard Mecha Sonic would be if he was electrified while sliding.
Posted 23 December 2010 - 08:18 AM
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QUOTE (AndyMan @ Dec 20 2010, 10:06 AM)

I think it's a good idea and we should definitely keep it in mind, even if not for Chemical Plant.
Oh my gosh, imagine how hard Mecha Sonic would be if he was electrified while sliding.
Not very