Trunks, on 23 October 2012 - 01:42 PM, said:
I'm curious, what kind of progress has been made outside of what's been shown? Have you started on other levels? I'm not asking for pix, vids, or a download, just a confirmation that this isn't slowing post-demo.
Yes. We're working on the second level right now. It's about 15% done. The next demo will probably come out for the next hacking contest, and we hope to have 3 or 4 levels done by then. Several bugfixes will be in Emerald Coast for the next release, even though that's a long way off. I'm not sure how much I want to keep making classic sonic levels. I don't enjoy them as much as the modern ones. I'm also not as good at designing them. We'll see though. As for a video, we'll probably make a video once the visual model and lighting get started. It really isn't worth showing off yet.
Also, we will not turn SA:Gens into a series of micromods. It's meant to be a complete package. We don't mind if you customize your personal copies (and encourage you to do so, modding is awesome) but please don't redistribute modified copies, we'd like to be known for what we made, not what somebody else hacked together. I know alot of the content in the mod isn't as good as the original game, but this is the best we can do. Seriously. If you want the mod to be higher quality, find us better artists. That being said, I'm glad everyone else has had fun with it. Ideally we're going to put the next release though more playtesting before it comes out, to avoid the hilariously broken speedruns we saw. Props to Paraxade for finding the fastest playthrough.
GeneHF, on 22 October 2012 - 05:49 AM, said:
I'm sorry, but I really wasn't digging Emerald Coast Classic at all as a level. There seem to be too many parts where cheapness is thrown in, like spike pits that are underwater, or suddenly enemies after mass stretches of nothing. Give that level a spit shine because it's pretty half-baked.
The same goes for Act 2. Again, for what's supposed to be the first stage of the game, you once again went overboard with the cheap level design. We're talking nearing DIMPS levels of idiotic trick deaths or poorly sequenced events that just makes me less interested in giving this a go in the future. A shame because this is a technical marvel in looks, but plays like a lump of... you know.
I know your project goal is to capture the feel of the Adventure games, but you may be overgrasping that idea by throwing in poor level design and tedium and presenting it as challenge. One of the things that made Sonic Generations so nice to go through was how laid back the normal stages are, where most didn't even bother trying to low ball you up until about the end of the Dreamcast era (fitting!) and even then, it was done in such a manner that usually you shrug and go, "...I probably deserved that." It wasn't until the extra missions kicked in that they decided to try slapping the player around. You may need to capture some of that essence going forward. I also took the liberty of scrapping the included music tracks and replacing them with their 3DS stage variants. Windy and Ripply fits so much better as a Modern song.
Yes, this is still a work in progress and things will no doubt improve going forward, but I'm just giving you my two cents from what I played.
PM me with specific instances (screenshots and video), instead of sweeping generalizations and I'll see what I can do to make things better. I'm not making things poorly on purpose.
This post has been edited by Dude: 23 October 2012 - 02:57 PM