Thought I would add this here as its the best place I could think of to move it. For anyone new to the project, the idea was to make the bosses more involved with the actual level rather then just an extra at the end, along the lines of the Angel Island sub-boss buring down the jungle or the Marble Hill boss causing landslides.
Does that not make Sonic's abilities sort of closer to Knuckles' in a way? I mean, the scaling walls thing is Knuckles' way of accessing routes which Sonic can't get to, and Tails can't reach.
Well, it would make Sonic less powerless, and he will need two walls close enough, to access high parts. But I think we already decided that it would be an ability from the ice shield, to "stick" on wall.
I don't think there should be parts where the walls are close enough for him to jump up, just keep it as quick one use move or something to avoid attacks. Besides it doesn't even have to be used at all its just concept art, you could make it so the fist is low enough to just jump on top of or have a platform to jump on and jump off before it gets crushed.
It would be interesting if Sonic has in-game abilities similar to all the jumping around in Sonic CD's FMV opening.
I really love the idea of a breaking vine. How about one like the ones in AIZ, only a lot bigger. It can work as a "path-splitter" - if you don't make the jump the first time across, the vine breaks and sends you backwards a little and you have to play through the bottom (underwater?) portion of the stage instead. But the underwater area can't be too deep - we have to save the hardcore Labyrinth-styled stuff for the underground ruin/sewer stage. For the first concept, maybe there can be some ares where there's spikes infront of the player and he has to jump down before he slides into them.
<!--quoteo(post=244602:date=Nov 12 2008, 11:11 PM:name=Yvan)--><div class='quotetop'>QUOTE (Yvan @ Nov 12 2008, 11:11 PM) [/quote] Were you thinking along the lines of the swinging platforms of Ice Cap Zone? As in if you don't have enough speed you don't swing far enough, although unlike those platforms you don't get a second chance to run at it again as the vine breaks. If you have a set time as to how long sonic can hold on before it breaks then theres loads of possibilities as to how it could effect you depending on how much momentum you hit it with. Also would be nice to have some new swinging animations rather then the basic ones that have been used in the old games, having him turn to face the way hes swinging rather then just back and forth.
I started working on the snake Badnik for this zone. I think it looks pretty close to the sketch. I chose a sort of neon green for it because I thought it might stand out more in the zone, while keeping the intended look. I wanted to use silver to make this guy look more like a Badnik, but it didn't look right, so I went with a pale yellow. The head might need some work done on it, concerning the shading.
I had an idea for a badnik in this rain forest zone. Seeing as it is set in a rain forest I believe it should have rain forest creatures. I have chosen to make a Toucan Badnik to fit the theme! Basically, if you can't read the writing, my idea for this is to have this badnik sitting in the trees. When Sonic approaches it flies down low to the ground. The bird beak and wings will hurt you but you can destroy it by jumping on top of it. This birds wings are like a guillotine and folds them down to the ground. They just tip the ground so you can't roll under it. As the wings touch the ground I thought maybe it could have some grass or other debree flinging out as it barely cuts the ground for a good effect that shows it is cutting through it. Also it has jet packs so the idea that it isn't using its wings whilst flying won't be confusing. Also, another variation could be it perching on something in the back ground. and it enlarges as it comes into view on screen. Please tell me what you think.
<!--quoteo(post=246208:date=Nov 15 2008, 10:18 PM:name=Kamon62)--><div class='quotetop'>QUOTE (Kamon62 @ Nov 15 2008, 10:18 PM) [/quote] The toucan is a cool idea. Why not use the toucan in both the foreground and background? It'd be great to have two different versions of the same Badnik. That's what I'm doing in my game, anyway. For the background toucan, keep in mind that it should swoop up when it gets close enough to the screen, to prevent obstructing the player's view. Otherwise I like it. I might work on a preview sprite of that sometime.
<!--quoteo(post=246256:date=Nov 16 2008, 05:56 PM:name=Blue Emerald)--><div class='quotetop'>QUOTE (Blue Emerald @ Nov 16 2008, 05:56 PM) [/quote] The toucan is a cool idea. Why not use the toucan in both the foreground and background? It'd be great to have two different versions of the same Badnik. That's what I'm doing in my game, anyway. For the background toucan, keep in mind that it should swoop up when it gets close enough to the screen, to prevent obstructing the player's view. Otherwise I like it. I might work on a preview sprite of that sometime. [/quote] I'm way ahead of ya! This is my first time creating a sprite so I'll just leave it under the the name of a WIP or a Concept because it doesn't look that good at the moment. Seeing as you're a sprite artist I would gratefully have you make my creation into a sprite . Actually, on recall of memory, if this does get into Sonic 4, It will classified and the only ever Sonic Badnik that cannot be destroyed by spin dashing or rolling across the ground, cool, huh? I just hope this doesn't confuse any Sonic players. Most people usually spin dash enemies...this may get confusing for some.