I was going to wait until after SAGE to announce this project, but I decided I should go ahead and get this out there before too many people are too busy with other projects to help.
This project aims to re-create the look and feel of Sonic Adventure 2, but with Sonic 3 levels, enemies, gimmicks, and story. The game engine will be based on the Sonic Freerunner mod of Damizean and Mark the Hedgehog's BlitzSonic engine. Recently I've been working hard to tweak the controls, and to add and improve existing features to make the engine feel more like SA2. The engine will, of course, use free libraries and effects demos. Like BlitzSonic Freerunner's source, the source for Sonic 3 Adventure will likely be released to the public.
If you are curious where you can find BlitzSonic Freerunner's source, I haven't released it quite yet. I've been planning on releasing it at SAGE 2012. You can see a short list of upgrades I've made since the last release of BlitzSonic Freerunner here.
I've been looking forward to making a BlitzSonic mod like this for some time. I have even tried once before to make Lava Reef Zone, but I was too inexperienced at the time to continue making the stage and the badniks.
Now, I believe I have enough experience in 3D modeling and Blitz3D that I could get this project going, and sustain it long enough to get at least the first stage of each level in Sonic 3 completed.
However balancing the development of a game with real life can be a challenge, and if I want this project to get done within a reasonable amount of time, I will need help with it. So here comes the part where I ask for assistance.
I am in need of texture artists, modelers, animators, musicians, programmers (Blitz3D), and maybe storyboard artists. I haven't decided yet if the last one is necessary, because if I make cut scenes they will likely center around the original Sonic 3 story, which is incredibly simple. The only instance I would need the story board artists would be for deciding camera angles and for drawing out things that the characters do during the sequence.
This is mostly an open project, and I'm not going to be especially strict about anything, and this isn't necessarily team oriented. The only thing I will not tolerate is perfection. Nobody is perfect, and neither will the texture or model you produce. To prevent this project from dragging out indefinitely, chasing impossible dreams of perfection, I will accept just about any model or texture, provided it is at least 256x256 in size, and matches the overall color scheme of the level and other textures. Models are just as forgiving; I will accept any model because I plan on improving the LOD system later on. Models that are low poly may be featured as a low-detail model, and models with too much detail will get used in the production of high-res baked textures. Basically I don't want to dwell on how well something looks or how accurate it is, I just want to get the resources into the game and get it done. Later, if someone makes a better model or texture, we can always upgrade it. I don't want this fan game to drag out indefinitely!
Now that you know the general idea, what engine I'm using, what I need help with, and what I expect out of this project, I hope you will take interest in the project and I look forward to seeing what the community has to offer!
I will update this page with more information, progress, and demos as the project progresses. The first phase in the project is creating resources for Angel Island. In the mean time, I am continuing to refine BlitzSonic Freerunner's code for release to the public, and to get it ready for this project.