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Zone 03 : "Rainforest Ruins Zone"

#76 User is offline Matwek 

Posted 25 November 2008 - 08:17 PM

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Quick thought, why don't we have mud (in the style of oil ocean) in this level rather then water, a few of the early sonic games had at least one level with the semi-solid/liquid type gimmick.

#77 User is offline Phoenix 

Posted 26 November 2008 - 02:42 PM

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Maybe quicksand, but not mud.

#78 User is offline Blue Emerald 

Posted 26 November 2008 - 04:17 PM

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Yes, I agree; definitely use quicksand. It fits the rainforest motif, and adds to the danger aspect that an ancient jungle city should have.

Can someone say Indiana Jones? :P

#79 User is offline Phoenix 

Posted 26 November 2008 - 04:37 PM

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But the animation shouldn't be anything like Sandopolis Zone. It should definitely be darker.

#80 User is offline Matwek 

Posted 26 November 2008 - 06:27 PM

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Well I was only thinking mud because this zone was going to take place in the rain, no idea if that idea is going to still be used. Besides quicksand isn't nessecarilly made from actuall sand it can be any fine material, silt, clay even ash if you count mudslides and the like as well. So its fairly open to artistic interpretation.

#81 User is offline Phoenix 

Posted 26 November 2008 - 10:28 PM

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Yes, but either way, it shouldn't be a mud-brown, but a dark tan-type color.

#82 User is offline BuffaloWilder 

Posted 03 January 2009 - 05:33 PM

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I don't really have the necessary resources to make sprites - or the knowledge - but, wouldn't it be interesting to base the badnik designs off the meaner ones of the series? The spiked hermit from the first game, the roller from the same, and on.

#83 User is offline Blue Emerald 

Posted 03 January 2009 - 05:38 PM

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View PostBuffaloWilder, on Jan 3 2009, 04:33 PM, said:

I don't really have the necessary resources to make sprites - or the knowledge - but, wouldn't it be interesting to base the badnik designs off the meaner ones of the series? The spiked hermit from the first game, the roller from the same, and on.

You just gave me an idea.

How about a Badnik that pretends to be a boulder in the background? When Sonic passes by it, it begins to roll after him, then finally reveal itself as a Roller.

Kamon is good at drawing Badniks. He could probably translate this into a sketch.
This post has been edited by Blue Emerald: 03 January 2009 - 05:39 PM

#84 User is offline BuffaloWilder 

Posted 03 January 2009 - 05:49 PM

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View PostBlue Emerald, on Jan 3 2009, 06:38 PM, said:

View PostBuffaloWilder, on Jan 3 2009, 04:33 PM, said:

I don't really have the necessary resources to make sprites - or the knowledge - but, wouldn't it be interesting to base the badnik designs off the meaner ones of the series? The spiked hermit from the first game, the roller from the same, and on.

You just gave me an idea.

How about a Badnik that pretends to be a boulder in the background? When Sonic passes by it, it begins to roll after him, then finally reveal itself as a Roller.

Kamon is good at drawing Badniks. He could probably translate this into a sketch.


Dig that.

#85 User is offline Sailu Baru 

Posted 10 January 2009 - 08:25 PM

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Ruinforest Ruins zone, Maple Hill zone, Underground Zone... I'm afraid these levels are too similars. The aspects "rock" and "nature" risk to be too present. Can't Ruinforest Ruins and Underground Zone become the same level? Perhaps I haven't totally understood the concepts of these two zones and so I have difficulties to dicern them, but in a first sight they seem very near.

I've read on a topic about a technological place abandonned. I have an idea similar to that. Imagine the lands where the Death Egg have crashed ... It may create a level in a swamp, where wastes of steel coast climbing plants in a partially immerged place. Perhaps something like "Soiled Marsh Zone" ? A such level should be a link between natural levels and technological ones.

I'm writing about that because the number of levels and its order are a priority, specially if you want to create transition scenes.

#86 User is offline Kamon62 

  Posted 10 January 2009 - 10:17 PM

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QUOTE (Blue Emerald @ Jan 4 2009, 09:38 AM) [post="262663"]Posted Image
I love this badnik! Nice idea.
The only problem I have with this badnik is that I feel it is not original. I have seen the 'Moving rock' concept in games such as Paper mario and Lylat wars .
Posted Image
Heck I even designed a Spore creature (A game where you create and play with creatures you've created) called 'Moving rock' which is a rock with feet and an eye sticking out the top. But if none of this affects anything I still think we should have it in the game, it is awesome. Only other issue is that I've noticed nearly all of the badnik designed have really complicated attacks and movements. What ever happened to the original style 'moving back and forth' badniks? Next badnik we design should be really simple in animation. ZThat aside what do you think?

#87 User is offline PC2 

Posted 10 January 2009 - 10:30 PM

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View PostSailu Baru, on Jan 10 2009, 08:25 PM, said:

Ruinforest Ruins zone, Maple Hill zone, Underground Zone... I'm afraid these levels are too similars. The aspects "rock" and "nature" risk to be too present. Can't Ruinforest Ruins and Underground Zone become the same level?
Why? If you've read up on the other zones at all, then you know that Maple Hill will have more of a deciduous/coniferous forest feel to it, as well as some highway sections, waterwheels, and more modern technological influences. The underground stage is more sewer-like and has more ruins.

From what I recall, Rainforest Ruins was to be mostly natural, more like a cross between Angel Island and Aquatic Ruin, probably with less water than the latter. There was some really cool hoax or something that we were using as a concept on the old board. I see no real need to combine two completely different stages. You could think of it like the difference between Marble Garden and Hydrocity, really.
This post has been edited by PC2: 10 January 2009 - 10:33 PM

#88 User is offline Trunks 

Posted 10 January 2009 - 10:49 PM

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Posted Image
Looks awful, but maybe you can work off it.

#89 User is offline Chimpo 

Posted 11 January 2009 - 02:12 AM

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QUOTE (Trunks @ Jan 10 2009, 07:49 PM) [post="266180"]Posted Image
Looks awful, but maybe you can work off it.[/quote]

Looks flat, has no personality coming out of it, shades are bad.

But it does give us a base to improve on though!

#90 User is offline Kamon62 

  Posted 11 January 2009 - 04:56 AM

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QUOTE (Trunks @ Jan 11 2009, 02:49 PM) [post="266180"]Posted Image
Looks awful, but maybe you can work off it.[/quote]

Wow, you have predicted the colours I want to use pretty well. But the eyes should be shaped differently. I can't sprite very well but here's how I want the eyes to look like. I was planning on having the eyes red as well. I took a go at the head. I wanted to have a flying battery zone technosqueak badnik colour but it doesn't fit with the eyes. Any Ideas on how the head should look like?
Posted Image
This post has been edited by Kamon62: 11 January 2009 - 04:57 AM

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