I mean, I don't like amy as character, even gameplay is good. Sorry for saying that, what I said earlier, but don't take it too seriously :P
I always had some ideas and level concepts for a Sonic game and I would like to show you them: FIRST IDEA: Hydraulic Platform (or Hydraulic Highway) A reminder to the Oil Ocean zone from Sonic 2 with underwater passages. Here's the background concept: And here the tile cards concept: Recoloured tiles from the Oil Ocean zone. (Note that I haven't made those 3 mock-up screens, they all come from the now dead Sonic Forever project. Here's the underwater background concept: This one is ripped from Sonic Megamix. I suggest to make a different one unless Tweaker agrees the use of that one. SECOND IDEA: Frost Outskirts A reminder to the Ice Paradise zone from Sonic Advance 2. A remake of that zone to sum up things. Here's the BG concept:
After a bit of thought, Amy might not be so bad - it would be pretty cool to see a slightly different gameplay style, but then, how far can you go with it still staying true to the classics? Tails and Knuckles just got flying and gliding/breaking through stuff, and even in Chaotix the characters didn't stray too far from the "core structure". In Sonic Advance, Amy was significantly slower than all the other characters. She got a leap instead of a spindash and the ability to use her hammer, making her a little more of a combat character, which hadn't really been done in the 2D Sonic games until then, now that I think about it. It would be kind of cool to see Advance-style Amy gameplay-wise, but I just don't think it would be right for what we're aming for with this project, exactly. =\ Amy seems like she'd be more of a cameo of sorts, or maybe part of the storyline.
Icewarrior: I thought the idea was to make original backgrounds and slowly tweak them into something we like; you seem to be attempting to create a mashup of others' works. Thundertimi: I touched on this in the other topic, but I'll go into more detail here: As Jayextee was saying, instead of knee-jerk "no I hate her fuck off" reactions, you should really try saying why the character shouldn't be included. An extremely selfish "well I don't like her" is not a cohesive or convincing argument! Team projects are about compromise; you may not like the character, but this isn't "Project: Thundertimi," this is "Project: Sonic Retro," so we have to go with what the majority wants.
That underwater background is a bad idea because it uses dithering -- we should use more colors or make it transparent instead (I don't know what the capabilities of E02 are in that regard) especially because good dithering would require some sort of RF or blur filter.
Youre right. But I hope, I don't see her in game. Sorry Jaytex. I didn't mean to insult. Thanx for advice SoNick. So let's continue: I think, Nack is good as miniboss, but end of game, it having bigger role maybe? Nack/Fang have air bike, right? My idea, is connect different gadgets in his bike, Something simple, but effective. Maybe drills, saws, small turrets etc.
Phoebius, I like it. ROCKETS! One of the things I've noticed (And love) about Out Run 2006 is that it's through and through a classic Sega game, and as such shares a lot of the typical key themes and imagery as a classic Sonic. However, consider the following; - The Expert track of Daytona USA had a similar setting with the shuttle. - Launch Base Zone (S3) - The first act of Egg Rocket Zone (Sonic Advance) has that awesome background narrative detailing the ascent into space. - Sonic Team did a game about rockets. And mice. They gave it away with the DreamCast and it was AWESOME. Get ChuChu Rocket NOW. - The last part of Metal Harbour I'm going to argue that this is both a solid Sega and Sonic cliché, and simply MUST go in!
Okay, I was a bit reluctant to post this at first, but now that the project has been moved, I've now decided to give this idea a go... On the older board, STHX made a post about how he analyzed the Special Stages and their mechanics of the previous Megadrive games and learned that in the Special Stages, the environment was pseudo-3D, the character automatically moved forward, and had the ability to move left and right along with the ability to jump (Sonic 1 being the exception). Now before I read his post, I too had studied the mechanics of the special stages and learned the same thing. Given the information in front of me, I came up with my idea of what could be the Special Stage for this project. Now if you remember his post, he came up with the idea of a race...this is where our ideas differ. My concept involves collecting a specific amount of objects (rings/blue spheres, etc.) within a limit of time. Now here are some images to help you get a better of idea of what I'm invisioning... Now before you go off and start accusing me of stealing Sonic XG's idea of the special stage, read further. The idea of using a path was inspired from a mix between Sonic 3D Blast's and Knuckles Chaotix's special stages. But my idea isn't just to have a straight, endless path...what I'm proposing expands upon that. For example, try to imagine some of the level layouts in some the Megadrive games only from another perspective. The Special Stage would contain segments of loop-de-loops, corkscrews, ramps, you name it. Along with the traditional gimmicks, I've been thinking about adding some that are either rarely used or even some new ones (spliting paths, platforms, funnels, tunnels, inverse corkscrews and loop-de-loops, etc.) The more emeralds you collect, the more difficult the Special Stages get. To make things a bit trickier, I think adding some things such as a curvy path and segments of paths that seem to disappear would do it. In the case of disappearing paths, some rings could be placed so that they would serve as a guide so the player would know which way to move. And to utilize transparent paths, perhaps in places where it seems like you can only go in one direction will include hidden paths where you can collect more rings like in the following image... Other ideas I've come up with to make things more difficult include obstacles blocking some paths and trap doors like so... Here is my idea of what the midpoint could look like... For later special stages, my idea includes a fork on the road where the player must quickly decide whether to go left or right... And finally, the Goal. Once the player reaches the goal, perhaps the Chaos Emerald could appear from the top or something... Objects and gizmos such as speed boosters, spikes and bombs are a given and should be included. Now all this is simply what I've come up with and I really hope you guys like this idea. Of course, if there are any changes you would like to make to what I've come up with, I'm open to that. Now as a reminder, this concept utilized automated acceleration, the ability to move left and right, and the ability to jump. So what do you think?
I think that is a great concept for a special stage and one of the first for the project (for a special stage of course). I suppose we could start with that and see where it gets. Good job!
Looks pretty much identical to the Chaotix special stage concept, except with less gravitational weirdness. Honestly, I think that if they were advancing from Sonic 3, they'd have gone with something entirely different from the norm.
Well, as I said, those are concepts, a way to illustrate the ideas I had in mind, I never said that we should use directly the screens I posted. Concerning the special stage concept, remind me the one you have in Chaotix and it's really looking good.
I've was asked by jman to make a level based on an idea he sent me, way, way back. So here's the idea. I've been planning on submitting it for Uno, but I'm not sure how much work I'm going to be doing on that right now. Tweaker has seen this before. I obviously made it using SonED2, but it's just a concept right now. Just thought I'd try giving it some light. Oh, and those holes in the floor we're supposed to light up when Sonic walked on them, much like the Bridges in Hidden Palace.
I really like the special stage concept back on the second page. I would like to see this concept continue.
<!--quoteo(post=244083:date=Nov 11 2008, 04:34 PM:name=Icewarrior)--><div class='quotetop'>QUOTE (Icewarrior @ Nov 11 2008, 04:34 PM) This one is ripped from Sonic Megamix. I suggest to make a different one unless Tweaker agrees the use of that one.[/quote] Of all the things to rip from Megamix, you choose that garbage I made XD As you all can probably tell, if you didn't know already, I am no artist.
Still, it's interesting as it uses only 3 colors (if I'm looking at it right) and all -- horribly inappropriate as E02 DOES in fact support translucency/alpha, and art should be made with that in mind.
Guys, guys, guys, how many times will I have to say that I chose those screens to illustrate my ideas, I clearly said to use another underwater background, not this one. And I don't really think it's ugly but on the contrary pretty useful for a megadrive game. Of course you guys are working on a game with better effect so I'm sure a better thing can be made.
Digital Zone, Sonic gets uploaded. Looks something like the Illusion track in F-ZERO GP Legend. Go for it.
I'm not too sure that would be fitting for a classic game because of the environment. The closest thing we ever got to that was probably DEZ or one of the pinball machine stages. And from what I've seen, "digital"-themed stages are usually made up of simple geometric shapes and gradients - if anything, it would probably end up looking more like a test zone. =P If we were to do one, though, I'd suggest incorporating as much 3D-ness and as possible into the stage's background, and lots of color variety, like an algebra text book or the European Mega CD BIOS.