How about this. If your idea for a new move wouldn't work in any of the original trilogy of games, then it's probably not a very good idea.
Sonic 4 (As you imagined it) Now at 1x res ;)
#346
Posted 15 April 2012 - 04:38 PM
How about this. If your idea for a new move wouldn't work in any of the original trilogy of games, then it's probably not a very good idea.
#347
Posted 15 April 2012 - 04:39 PM
What about down? Sonic's stomp move from the Modern games hasn't seen quite as much light as even the homing attack, but there's a lot of ways it could be used to access Sonic-only paths. Likewise, if you've got real Sonic physics, landing on a slope after using a stomp to smash through breakable ground could keep momentum up, with the vertical inertia converting to horizontal. The biggest tissue with this, I think, is that using a stomp move as Sonic would be a lot like letting go of the jump button while gliding as Knuckles. With a heavier character like Knuckles, it feels a lot more "right" when your momentum is brought to a halt, whereas none of Sonic's previous movesets eliminated forward momentum. Even the bubble shield gave a lot more freedom of movement than the stomp, and, if the elemental shield powers are kept, it'd be rather redundant for the bubble shield to have the bounce unless it could removed the ability for Sonic to access those extra paths in exchange for protection. In this case, it seems unfair to limit Sonic's signature move when the other characters can keep theirs, but on the other hand, Sonic gaining shield powers is a really good design decision.
Sorry I can't contribute with anything more solid.
#348
Posted 15 April 2012 - 04:40 PM
#349
Posted 15 April 2012 - 04:46 PM
#350
Posted 15 April 2012 - 04:46 PM
#351
Posted 15 April 2012 - 05:09 PM
Having wall jump sections is stupid if other characters can still navigate the section. You're just making the player press jump a bunch of times cause it 'looks cool'.
The fire shield has an air dash already, so I retract my suggestion. I hold that if Sonic gets a new move, it should be one that allows him to move quicker. Not "boost to win" for those of us who like to skim posts.
I also agree with Jayextee. Sonic doesn't actually need a new ability. His ability is that he gets perks from using shields. That should be enough.
#352
Posted 15 April 2012 - 05:13 PM
AerosolSP, on 15 April 2012 - 04:16 PM, said:
And two things to you sir. One, I'd argue that the walljump adds little to the gameplay and feels out of place.
I disagree with that. I feel wall jumping helped to improve a lot of games and I think it could work great in this game if it was implemented well.
AerosolSP, on 15 April 2012 - 04:16 PM, said:
I referenced that flash game because it had good controls. Not saying this fangame should replicate it by any means, but I think some of the ideas if properly executed could enhance the gameplay experience of a Sonic game. I originally thought of that flash game as an example because another person on this site used it as an example in a different thread.
Sonica, on 15 April 2012 - 04:40 PM, said:
You won't be able to please everyone. Just look at Sonic 2 Retro Remix for example. Some people really love that rom hack while some people have criticized the hell out of it because they disagree with certain design decisions that go against the classic Sonic gamplay. Hell, Tweaker hacked some version of it just because he disagreed with a design decision so much. There are some fangames that play it really safe and some that take more risks. The ones that take more risks tend to get more criticism but also stand out more among the pack. Sonic 4: Episode 1 took barely any risks and ended up feeling stale. I'd hate for this fangame to suffer something similar because of opposition to ideas that go against the original Genesis games. I love those games and view S3&K as my favorite game of all time, but there's so much that can be done with formula whether it be minor or major decision decisions.
#353
Posted 15 April 2012 - 05:23 PM
W.A.C., on 15 April 2012 - 05:13 PM, said:
Offer an idea of how it could work well then. All I saw in that Sonic Retro 2 Remix was exactly what I'm talking about. Sections especially made for the wall jump. Not one of Sonic's new moves in any of the new games were overtly required. A gimmick (spindash elevators in Lava Reef) are one thing, because they're over in a moment. Entire sections? Well that's something else entirely and they don't belong.
W.A.C., on 15 April 2012 - 05:13 PM, said:
It's still a poor example. I never said wall jumping and wall running are terrible for any game. I said they're terrible for a Sonic game.
W.A.C., on 15 April 2012 - 05:13 PM, said:
Then maybe Sonic 2 Retro Remix is not a very good example then? Considering that this fangame is attempting to be as natural an evolution of S3K as it can be.
#354
Posted 15 April 2012 - 05:26 PM
Sonica, on 15 April 2012 - 04:17 PM, said:
Perhaps I'll just decide what I'll have more fun implementing, air boost or wall jump. (I think the wall jump could really be cool, even if it means forcing it!)
Just be careful, because the wall jump could break your level designs unless you actively include barriers or obstacles that limit it. That is the annoying part, and is exactly why I wouldn't advocate the implementation of a wall-jump.
#355
Posted 15 April 2012 - 05:50 PM
CorralSummer, on 15 April 2012 - 04:19 PM, said:
You obviously could add a super peel out. Maybe make it so you can use it while running so you don't lose speed (like in Sonic Generations how you could just hold square and use the spindash) Then there would be a reason to use it rather than the spin dash.
Edit:
This actually could work out. You can do it while running, but it stops you and it doesn't give you invincibility. So it's not a boost to win. Also because you can do it in the middle of running there would be a reason to use it rather then the spin dash.
I want to make note of something. I very strongly do not like the Super Peel-Out. It was introduced in Sonic CD as the fastest way to start moving. To make sure that the Peel-Out was the fastest way to start moving, they severely gimped the Spin-Dash, making it impossible and impractical to use. Why use the spindash when you can hold down after a Peel-Out? Why have the Spin-Dash at all?
Also, the Peel-Out appeared in one game and everyone thinks it's the shit and it needs to be everywhere
#356
Posted 15 April 2012 - 05:51 PM
AerosolSP, on 15 April 2012 - 05:09 PM, said:
This gives me an idea. What if the fire shield dash were modified to allow for wall jumping? Or, alternatively, dashing into a wall bounces you off at an upward angle, turns the player around, and resets the dash ability. So basically all you do is dash multiple times at two parallel walls. That eliminates the complexity, keeps the momentum up, AND allows for the shield powers to be kept. Not to mention making the fire shield a little more useful for mobility.
#357
Posted 15 April 2012 - 05:57 PM
#358
Posted 15 April 2012 - 06:08 PM
I always thought the best way to balance Sonic out from the other characters in 3K was his speed, additional shield powers and the insta-shield, my personal favourite as it was potentially the most useful move, but only if you knew how to use it. Maybe a good way to improve his abilities is to simply give him a stronger spindash than the others. It would add to his current attributes without taking anything away, and this extra dash speed could be used to get a skilled player to higher paths.
I just thought of a[completely unrelated]n idea: How about while playing as Sonic, you could have special paths that could only be reached by being carried by Tails, rewarding the co-operative play and giving it a bit more of a purpose. I also like the idea of Tails being able to pick up certain objects (like bombs, weights, whatever), to be able to take him, or indeed him and Sonic, to new paths by pulling plugs, blowing up walls, blocking air vents, pressing switches, that sort of thing. It could work easily if it worked just by Tails flying onto the object. Arnt ideas fun!
EDIT: I just played S3K for a minute after reading this and had a few more thoughts, perhaps you could give Tails more options when flying: An Up+Jump 'grab' move (Elaborating on what I said earlier), and a Down+Jump 'Fly cancel', which would turn the fly into a roll but wouldn't allow additional flying to prevent it being overpowered/abused.
I was trying to think of ways to expand Knuckles abilities, and I figured, his power is basically beating the shit out of things, so why not make him kill bosses in fewer hits? His lower jump height makes it more difficult anyway. He could even perhaps earn more points for badnik kills.
#359
Posted 15 April 2012 - 08:55 PM
AerosolSP, on 15 April 2012 - 05:57 PM, said:
It would be interesting to add places that only Sonic can get to, though. I always felt like Sonic's paths were just a bit too overused. You could get to them with any character, and the shield powers never really offered too much more.
Here's an example of what you could do (Red is the flame dash, blue is where you are subject to normal jump physics):

Knuckles would take a different path, and Tails cannot break through bustable walls while flying, allowing Sonic sole access to this path.
#360
Posted 15 April 2012 - 09:50 PM
However, how would we adapt this into a Sonic game with no boost function? I guess you could hold the jump button while in mid-air and moving towards a wall, but with instashield, that might be counter-intuitive to the player. It could also be automatic when Sonic's x velocity is greater than walking speed. This would make it semi-cosmetic, but also turn it into a speed-based challenge like loops.
