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[1.0 Final] Hedge Physics - 3D Sonic Engine on Unity. Also, it's Open source.

#1 User is offline LakeFeperd 

Posted 11 November 2016 - 07:17 PM

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Posted Image
https://www.youtube....h?v=jIEixV1q5-M
https://www.youtube....h?v=kGeWiyPKbbI
[videos are outdated]

Description:

HedgePhysics is a open source 3D Sonic engine made in Unity made by Me with some coding help from Damizean.

Licence:

You're allowed to use this for anything that you want, including commercial projects. Credit Me and Damizean if you whish.

How to use:

Get Unity, Learn Unity and Open it in Unity.

To make levels, Get Blender and Learn Blender.

"I need help":
Feel free to ask any advice on my discord server: https://discord.gg/fR2mmSn

Why did I make this:

Fore the future. I need a good 3D general character controller, and my frustration with the fact I can't find a good one lead me to this. I did take a break from working on Spark to make this, as I felt like I needed to after working on that game for months. Hopefully it will be worth it.

Links:
[1.0] [Made using unity 5.6.0f3]
[Playable .exe]
[Source code v1.0]

[0.7]
[Playable Exe]
[Source code v0.7]

[0.5]
[Playable Exe]
[Source code v0.5]
Note: The exe will crash when loading a stage after going trough the stage complete screen, I've no idea why.
Also, shields may not show up in 0.7's playable build but they will in-game, I've no idea why this is happening.

This post has been edited by LakeFeperd: 30 April 2017 - 11:39 AM

#2 User is offline Aerosol 

Posted 11 November 2016 - 11:09 PM

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Well done. I haven't had a play yet, but the video looks like it controls in a really snappy way. Almost reminiscent of Sonic Adventure, but with better physics.

#3 User is offline Ritz 

Posted 12 November 2016 - 02:49 AM

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Well shit, who needs Utopia now? For real though, so stoked that all these 3D takes on classic Sonic are coming out all at once. I definitely want to play with this someday.

What about horizontally moving platforms, though? Seems like all of these engines stop short of dynamic geometry. That's important!

#4 User is offline Atendega 

Posted 12 November 2016 - 10:05 AM

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Cool, but honestly pretty wonky, having played around with it. Rolling speed often lurches all over the place, awkward slope stuff, a homing attack that doesn't seem to care what direction you're facing, stuff like that. The spin dash behaves like a super peel out, for whatever reason. If you tilt the analog stick gently enough, you can move around in your standing animation, and tapping the jump button briefly often leads to this:
Spoiler

Obviously this is unfinished, but I do think it's pretty neat.

#5 User is offline LakeFeperd 

Posted 12 November 2016 - 10:22 AM

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View PostAtendega, on 12 November 2016 - 10:05 AM, said:

Cool, but honestly pretty wonky, having played around with it. Rolling speed often lurches all over the place, awkward slope stuff, a homing attack that doesn't seem to care what direction you're facing, stuff like that. The spin dash behaves like a super peel out, for whatever reason. If you tilt the analog stick gently enough, you can move around in your standing animation, and tapping the jump button briefly often leads to this:
Spoiler

Obviously this is unfinished, but I do think it's pretty neat.


Been only working on this for two weeks, so I guess some wonkyness is to be expected. :P
And the homing attack does care about your direction. There's a "facing ammount" variable in the priprieties that you can change, it's currently set to a very low (-0.95 i think) ammount, -1 means facing away.

#6 User is offline Atendega 

Posted 12 November 2016 - 10:31 AM

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View PostLakeFeperd, on 12 November 2016 - 10:22 AM, said:

View PostAtendega, on 12 November 2016 - 10:05 AM, said:

Cool, but honestly pretty wonky, having played around with it. Rolling speed often lurches all over the place, awkward slope stuff, a homing attack that doesn't seem to care what direction you're facing, stuff like that. The spin dash behaves like a super peel out, for whatever reason. If you tilt the analog stick gently enough, you can move around in your standing animation, and tapping the jump button briefly often leads to this:
Spoiler

Obviously this is unfinished, but I do think it's pretty neat.
Been only working on this for two weeks, so I guess some wonkyness is to be expected. :P
And the homing attack does care about your direction. There's a "facing ammount" variable in the priprieties that you can change, it's currently set to a very low (-0.95 i think) ammount, -1 means facing away.
Oh, that makes sense. I did see that when I opened it in Unity to poke around a bit, but I was expecting a degree value.

Keep up the good work, in any case. This seems like it has a lot of promise.

#7 User is offline Strife 

Posted 12 November 2016 - 11:14 AM

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With a bit more polish, this might be the first 3D Sonic engine I play around with (though that somewhat has to do with being the most comfortable in Unity - I just can't wrap my head about GDK or BlitzSonic). Looks promising!
This post has been edited by Strife: 12 November 2016 - 11:17 AM

#8 User is offline LakeFeperd 

Posted 12 November 2016 - 11:14 AM

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Yeah, I'm currently adding some polishes. But one thing I will add is some tooltiping to every variable so people know what they all do.
But First, I'll have to clear out all junk code still remaining.

#9 User is offline Azookara 

Posted 12 November 2016 - 11:52 AM

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Amazing amount of work for two weeks. Wow. And it's open source, too.

I do agree with Atendega about the wonkiness, however. I'm sure that could get polished up by the final release though. Excellent work dude!

#10 User is offline Murasaki Fox 

Posted 12 November 2016 - 01:14 PM

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As I mentioned on Discord, I'm really loving it so far! Great stuff for only two weeks in.

#11 User is offline TheKazeblade 

Posted 12 November 2016 - 02:25 PM

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Echoing the fact this looks like a much more refined Adventure engine. It's looking really excellent, especially for this early in!

Will play later when I have the chance, but commenting purely on the reveal video, the camera is looking pretty twitchy. That's a problem the Adventure games never were able to figure out, so that's definitely a place that the engine could benefit from improving in.

Love the homage to Sonic CD's special stages in Sonic's max running speed!

When playing Sonic World, I was frustrated that it was catering to the Adventure crowd, but that its engine has just never been up to snuff when it comes to physics and controls. It's always been too unruly and unstable. In the same vein, Sonic GDK has always made Sonic too weighty and the camera feels like sludge.

I see an engine like this having the potential for a really refined, really versatile better alternative to both of those systems for a really enjoyable Sonic Adventure-style experience.

For the record, I think this and Utopia are going in two very different directions, and both can easily co-exist for that reason.

Sonic Worlds has basically made it possible for fans to make professional-grade 2D Sonic fan games. That frontier has been pretty well conquered. It's exciting to see all of these 3D engines sprouting up now, because THAT is the next thing fan games have the potential to master!
This post has been edited by TheKazeblade: 12 November 2016 - 02:27 PM

#12 User is offline LakeFeperd 

Posted 12 November 2016 - 03:14 PM

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The stage I'll be making with this engine is going to be heavily sonic adventure 2 inspired. Since utopia is going full classic, I might was well go full adventure.
The final version will have that stage and the engine will be adapted to it, so it will likely work really well for those types, even though it can still be adapted to something like utopia fairly easily I think.

Just got done adding ring monitors and doing some more polish today, work on this engine will slow down for now own as I need to do come catching up on Spark.

Oh, and spin dashing actually keeps you in a ball this time, still, my goals with the spin dash was to pretty much make it into a peel out, as I don't feel like a peel-out is needed since you can just roll afterwards. Now, after a spin dash, if you tap roll, sonic will start running again.
This post has been edited by LakeFeperd: 12 November 2016 - 03:18 PM

#13 User is offline Amnimator 

Posted 12 November 2016 - 03:43 PM

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Nice, I can totally see myself making content for this. Also, remember not to over exert yourself working on Spark, burning your self out will only prove to make things worse than taking your time. Although, I do question you taking a break from game dev for more game dev :P
I really want to build off of the code, add simple modding support, altering the physics, and making stages but I just don't have that time as of now. Although, with Sonic Utopia and HedgePhysics, there's one more 3D Sonic Unity engine that I want to see out soon. The same guy who made LS5E2 said something about making a Sonic engine in Unity. For those of you that don't know, LS5E2 was a 3D fan engine for making Sonic stages that was leaked and released in an unfinished state. The developer said he was cool with it and at the time said he didn't want to work on Sonic anymore. It's considered by most people who played it to have the best player physics in any 3D Sonic fan engine, although it's a vastly different style than something like Utopia or HedgePhysics. Gameplay:

Regardless, you're the first one to upload a proper 3D Sonic for Unity that's open source that can actually be built upon. Nice work, and I hope to make something for this some time in the distant future. Thank you!
This post has been edited by Amnimator: 12 November 2016 - 03:43 PM

#14 User is online Pexs 

Posted 12 November 2016 - 05:10 PM

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This is super interesting. I had toyed with the idea of making a Sonic 3D fangame at some point. If I ever do anything, I'd probably consider doing it in this due to familiarity with Unity. This is some REALLY nice work, especially for two weeks.

Have you ever considered uploading the source to Github instead of a flat RAR file? And if people make random stuff for it, would you consider accepting pull requests for content?

#15 User is offline LakeFeperd 

Posted 13 November 2016 - 01:30 PM

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Just got done with monitors today, including a shield monitor, I also added moving platforms.
All that's left now is dash rings and enemy spawners, then, i'll finally move on to the stage.

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