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Project Direction

#76 User is offline Sailu Baru 

Posted 13 May 2009 - 08:46 AM

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Just one advice:

Keep the character's sprites of one game, as S3&K or Sonic 2. This is an retro project, isn't it?
You should keep the spirit of the old games and you'll gain a lot of time. In my opinion the most important are the level art and the architecture. It isn't the shoes' color of tails.

Why don't you make a vote to decide (not for the shoes -_-') ?
Do you want a real retro project or a new Sonic?
I think a new Sonic is too ambitious when I read all the travel that have been done and these results.
If you prefered to work on moderner graphics, I'd suggest you to go on the Sonic HD project.


So (in my opinion^^) :

- Target platform/engine being used: Genesis emulator.
- Intentional limitations: yes. In the other case, you'd lost time in taking too much different ways.
This post has been edited by Sailu Baru: 13 May 2009 - 08:56 AM

#77 User is offline Blast Processing 

Posted 13 May 2009 - 09:00 AM

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QUOTE (Sailu Baru @ May 13 2009, 02:46 PM)
Just one advice:

Keep the character's sprites of one game, as S3&K or Sonic 2. This is an retro project, isn't it?
You should keep the spirit of the old games and you'll gain a lot of time. In my opinion the most important are the level art and the architecture. It isn't the shoes' color of tails.

Why don't you make a vote to decide (not for the shoes -_-') ?
Do you want a real retro project or a new Sonic?
I think a new Sonic is too ambitious when I read all the travel that have been done and these results.
If you prefered to work on moderner graphics, I'd suggest you to go on the Sonic HD project.


So (in my opinion^^) :

- Target platform/engine being used: Genesis emulator.
- Intentional limitations: yes. In the other case, you'd lost time in taking too much different ways.


That'd be nice if Sonic 2 HD wasn't an ugly piece of shit. Fact is that SEGA changed Sonic's sprites between 1, 2 and 3, and last I checked this section was described as "A collaborative effort to create a new Sonic game based on classic design principles from the 16-bit Sonic era."
This post has been edited by Blast Processing: 13 May 2009 - 09:04 AM

#78 User is offline Shadow Hog 

Posted 13 May 2009 - 09:08 AM

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And I really, really think we should avoid just making another ROM hack. That's limiting ourselves way too much.

#79 User is offline Sailu Baru 

Posted 13 May 2009 - 09:43 AM

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If there isn't a strong majority to approves one of these two approaches (Retro hack-like Sonic or a moderner game), the idea to fork the project could be excellent, as Black Squirrel says.

As a matter of fact a 2D game with Saturn limitations enjoys me too.
This post has been edited by Sailu Baru: 13 May 2009 - 09:49 AM

#80 User is offline STHX 

Posted 13 May 2009 - 01:18 PM

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QUOTE (Black Squirrel @ May 13 2009, 01:29 PM)
if there's a massive demand for a ROM hack of sorts, fork the project and have that being developed by a slightly different time using the same material. The version that gets completed (or gets to some goal first) could be the one that goes forward.

Be careful. Forking the project will cause us a lot of problems. A community project exist thanks to the cooperation between different members. Forking the project will not only cause a lack of work (since, at best, only half of the contributors will work on a project), but will also cause a lot of competition.
Competition is bad. Competition can kill even the stronger projects.

And really. The only important thing in a game is how its play. Doesn't matter the platform, only gameplay matters.
If the final game plays and feels like a true classic Sonic, does it really matter where you play it? We all want to make a Sonic game, why we should compete one against the other?


And about placeholders, we must be careful too.
Let's say we use placeholder sprites for our characters, zones and enemies. Imagine the situation:
"Hey guys, we are working on an awesome fan game, and are recruiting members.
Here is our work so far:
That's the Sonic sprite, but it is only a placeholder. That's the level art, but ignore it, because the final will be TONS better. Those are our enemies, but they will be completely different in the final version.
But we have a great engine, and so we only need someone who makes all the rest.
Do you want to be the one?"

Would you really feel like to help with a project presented like this? And don't make me do the rom hack example with S3 graphics and engine as placeolders.

Nope, there is something wrong. Surely, at some times placeholders may be needed, but we can't use only placeholders. We must have something to show, or no one will take us seriously.

In particular, the Sonic sprite must not be a placeholder in any case. The Sonic sprite represent the game. The general sprite style, the other characters, the badniks. They are all based over the Sonic sprite. If there is one thing that must be decided first, then that's the Sonic sprite.
You can do all the placeolder art you want, but this art won't serve any purpose, and it will only be a waste of time (we draw a whole placeholder sheet made of 100 frames, and one day we draw the true sheet. Why did we made the placeholder? Couldn't we made the final one since the beginning?).
Only final art matters, and only that could move someone to help.
This is true for everything: we complete something, that something is final, that something will never be discussed again, we move to the next target.

Beside, this is even more true with a project like this.
I would like to quote jman:
QUOTE (jman2050 @ May 6 2009, 09:20 PM)
I'll also remark that with all the supposed drama this project has gone through, you can't make a good product without stepping back and correcting past mistakes, even if it means throwing away already completed work. Better to do that in the beginning than at the end, so just consider this a step in the whole process.

Just as he said, let's say someone makes a sprite, and that sprite has ONE wrong pixel. You could ignore it, and put that mistake in the "to do list". Or you could use 5 seconds to change that pixel. End, the sprite is now perfect. Editing a sprite is a lot easier than editing an entire sheet.


But now, there is something even more important to discuss. Almost a week has passed, and we are still arguing on the same things. If we don't move on we will never stop this arguing.

All of us agree on the general direction: a new classic Sonic game. This is the best solution so far, because it is a common objective and not an "one man's dream".

So let's start moving through that direction, let's start doing something specific. Let's complete at least one thing. Then we will understand where the project must go.
We want to make the same thing, so let's start doing that thing.
The Sonic sprite, that's the perfect thing to do first. I already said it once: everything is based over the Sonic sprite, and finalizing it will save us a lot of troubles in future.
Limitations? If the Sonic sprite doesn't go past 15+1 transparent colors, then it can be ported to any platform.
The Sonic sprite caused many troubles in the past, but, even more, if we complete it we would reach a target this project never completed.

This is the best thing to do first.


And about the leader thing, we need a leader. Since we still haven't decided anything yet, we can't form a whole team. But we still need a leader: someone who can direct the project at least for this first objective.
I proposed a plan for the whole project, I proposed to focus one the sprite for the first thing, I can sprite and I'm serious about my nomination (and I can take care of the Sonic sprite alone if no one else wants to do it now).
So? Am I the only one who wants to move on and starting doing something? If not, then let's move. Let's complete that sprite once and for all.

#81 User is offline Andlabs 

Posted 13 May 2009 - 01:54 PM

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In re limits:

Don't limit by target platform. Sonic 3D Blast Saturn was just Sonic 3D Blast Genesis with a few touch-ups (fog and rain in Rusty Ruin, for example) and fully 3D special stages.

Here is my stance on limitations:

DON'T LIMIT ANYTHING YET!!!

Sonic 2 had many innovations that Sonic 1 didn't have: corkscrew loops, most of Metropolis Zone, etc. Sonic 3 (alone) RAN with the new ideas: the hand-launchers, horizontally-crushing walls, and fans in in Hydrocity, the spinning tops in Marble Garden, most of Carnival Night, the lifts in IceCap, etc. The Death Egg Zone in Sonic & Knuckles should be enough to make you get the point, but there are also little things in every level (like the unique loops in Mushroom Hill, the sand falling from a tube in Sandopolis Act 2, etc.). There wasn't a lot of limitations to the ideas initially; if there was, I doubt any of that was possible.

Let all the ideas come through. At one point, LATE in the game's development but BEFORE level maps are finalized, stop accepting ideas and reject the ones that may not work.
This post has been edited by Andlabs: 13 May 2009 - 01:55 PM

#82 User is offline Tweaker 

Posted 13 May 2009 - 02:02 PM

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This is sad.

Okay, here's a goal to shoot for—everyone agree on something before Friday comes around or the project is officially getting scrapped. It's been a whole week now and absolutely nothing has happened. You've shown again and again that this community is incapable of handling a project of this caliber, so I'd suggest going out and starting your own individual projects after the fact or something like that. Absolutely ridiculous.

Tick. Tock. Work it Out.

#83 User is offline Spanner 

Posted 13 May 2009 - 02:08 PM

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If people are just being so gay with limitations here's something for you:

The main palette is Sonic and Tails' from Sonic the Hedgehog 2 and the secondary palette is Emerald Hill Zone's.
There's been some very good contributions, it's a shame that it's going nowhere. sad.png

#84 User is offline Blast Processing 

Posted 13 May 2009 - 02:12 PM

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QUOTE (Sailu Baru @ May 13 2009, 03:43 PM)
If there isn't a strong majority to approves one of these two approaches (Retro hack-like Sonic or a moderner game), the idea to fork the project could be excellent, as Black Squirrel says.

As a matter of fact a 2D game with Saturn limitations enjoys me too.


But this is Project: Sonic Retro? psyduck.png

#85 User is offline Andlabs 

Posted 13 May 2009 - 02:22 PM

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Okay that's it.

Form: 2D platforming.

Colors: 64, like in the original Genesis games.

Story: Sonic must beat Robotnik before he gets the 7 Chaos Emeralds.

Target Platform: Let's not worry about that right now.

Levels: At least six, at most fifteen. We must do: tropics, underwater (and make it a good one), ruins, playtime (casinos or carnivals), and Robotnik's lair, at least.

Enemies: Let's start with a bee-like and a monkey-like and work our way up.

Music: Wait for levels.

Characters: Sonic and Robotnik for now.

Let's get started, shall we?
This post has been edited by Andlabs: 13 May 2009 - 02:23 PM

#86 User is offline Mr. Mash 

Posted 13 May 2009 - 02:24 PM

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QUOTE (Tweaker @ May 13 2009, 08:02 PM)
This is sad.

Okay, here's a goal to shoot for—everyone agree on something before Friday comes around or the project is officially getting scrapped. It's been a whole week now and absolutely nothing has happened. You've shown again and again that this community is incapable of handling a project of this caliber, so I'd suggest going out and starting your own individual projects after the fact or something like that. Absolutely ridiculous.

Tick. Tock. Work it Out.

Good idea.
People are talking about saturn limitations? It sounds like a cool idea, but can anyone here even program for Sega Saturn? My vote is for to just keep going with what we were doing before, E02, or something was it? Sorry, I don't know a whole lot about fangames and such. But this way we can put nearly anything we want into the game, and we can use our own limitations.

#87 User is offline Blast Processing 

Posted 13 May 2009 - 02:24 PM

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I think a slightly larger pallette could end up quite nice, if you don't mind limiting the target format. or rather, give rise to more objects with varied colours instead of more colours on the same thing.
This post has been edited by Blast Processing: 13 May 2009 - 02:29 PM

#88 User is offline Ritz 

Posted 13 May 2009 - 03:19 PM

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Here's an idea: Of all the people in this thread discussing the palette, how many of you actually plan on doing artwork for the game? This harks back to my original suggestion, which very wisely went ignored: Gather the talent you need to get shit done before you start making decisions for those people. Find an artist who's guaranteed to stick with the project until it collapses under its own weight again, and let them decide how many colors they want to use.

Or, hey, to make things even simpler, try this! Find an artist and tell them to make a Sonic level. That's all it should take. If the palette is really of any concern- which it shouldn't be, unless you really do intend to turn this into some sort of hack (Read: Retarded)- then you'll find that scaling back a palette is an exceptionally simple task with pixel art. Color replacement tools are a dime a dozen, you know. On the contrary, if an artist needs to be told up front how many colors to use before they can set to work, they probably weren't much of an artist to begin with, and they won't get you very far.

The palette isn't important right now. The Sonic sprite is particularly inconsequential; in fact, it's probably the single least important element of the entire project, and I'd question the capability of anyone vouching for a leadership position when they can't comprehend this one simple truth. There's a wealth of exceptional placeholder material at your fingertips, not to mention the sprite sheet Chimpo had already completed 1/3 of, which was fantastic and isn't about to be topped by anyone here anytime soon. Find a programmer and a level artist. Create a single act with one original and completely functional enemy. You can bitch about either later on, but these are the most elementary components of a Sonic game, and if you can't accomplish this simple task within a month's time, you'll have concrete, irrefutable proof that this project is a complete pipe dream which shouldn't ever be attempted again.
This post has been edited by Ritz: 13 May 2009 - 03:28 PM

#89 User is offline Shadow Hog 

Posted 13 May 2009 - 03:29 PM

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QUOTE (Andlabs @ May 13 2009, 03:22 PM)
Okay that's it.
...
Let's get started, shall we?

Agreed with everything except the color limitations. Basically, what Ritz said. Screw limitations. Just get art done and we'll bicker about this later.

Now, who knows how to use E02? We need an arbitrary test stage, preferably one that can work toward a normal stage.
This post has been edited by Shadow Hog: 13 May 2009 - 03:29 PM

#90 User is offline test-object 

Posted 13 May 2009 - 03:32 PM

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QUOTE (Andlabs @ May 13 2009, 09:22 PM)
Form: 2D platforming.

Obviously.
QUOTE
Colors: 64, like in the original Genesis games.

I can live with that.
QUOTE
Story: Sonic must beat Robotnik before he gets the 7 Chaos Emeralds.

Not agreed, we agreed on Super Sonic being playable and perhaps an extra Final Boss fight... At least I thought so.
QUOTE
Levels: At least six, at most fifteen. We must do: tropics, underwater (and make it a good one), ruins, playtime (casinos or carnivals), and Robotnik's lair, at least.

Myeah, let's start on level one.
QUOTE
Enemies: Let's start with a bee-like and a monkey-like and work our way up.

We got most badnik ideas from the first level ready, for your information. There's 5-6 of them.
QUOTE
Music: Wait for levels.

...Why?
QUOTE
Characters: Sonic and Robotnik for now.

Correct.
QUOTE
Let's get started, shall we?

For the love of God, PLEASE yes.

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