Oh, and there's no way I'm reading 91 pages.
General Project Thread & Feedback Discuss ideas or issues not pertaining to specific threads.
#1366
Posted 08 March 2009 - 01:31 PM
Oh, and there's no way I'm reading 91 pages.
#1367
Posted 08 March 2009 - 01:34 PM
I like the idea of altered gameplay, but that would be strictly on a case by case basis, and something to be added after all the rest of the potential extras have been implemented.
Online multiplayer has been something we've been looking at from very early in the project.
Hard mode... Hm. I could go either way on that, but I'll talk to LOst about it.
There will be no God mode, not least because getting all the emeralds isn't massively difficult, and practically amounts to the same thing.
We're not planning for any additional 2 player stages at the moment. Whether this will change as the project progresses remains to be seen.
#1368
Posted 08 March 2009 - 02:20 PM
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It's been in Sonic 2 since 1992. :P
http://info.sonicret...g/Genocide_City
Far too early to say though, but I wonder if the project admins have considered adding the scrapped badniks once everything else is done?
#1369
Posted 08 March 2009 - 02:22 PM
#1370
Posted 08 March 2009 - 02:48 PM
Dark Sonic, on Mar 8 2009, 10:44 AM, said:
Hasn't been discussed yet. I've given it some thought, and the main issue is that the rest of the zones really, really weren't designed with multiplayer in mind. Generally speaking, the routes are too linear or there are level gimmicks present that weren't ever meant for more than one player to pass through quickly. Aquatic Ruin should work out with minimal trouble, but the rest need significant level design overhauls before they would be viable.
#1371
Posted 08 March 2009 - 03:07 PM
Sciz, on Mar 8 2009, 11:48 AM, said:
Dark Sonic, on Mar 8 2009, 10:44 AM, said:
Hasn't been discussed yet. I've given it some thought, and the main issue is that the rest of the zones really, really weren't designed with multiplayer in mind. Generally speaking, the routes are too linear or there are level gimmicks present that weren't ever meant for more than one player to pass through quickly. Aquatic Ruin should work out with minimal trouble, but the rest need significant level design overhauls before they would be viable.
This is true. But the only levels I see that could cause problems are Chemical Plant (Rising water) and Hill Top (rising lava). I don't see how Aquatic Ruin, Oil Ocean, Metropolis, or Wing Fortress would cause any problems (Removing the plane part at the beginning of Wing Fortress should do it, and the only slight problem with Metropolis that I'd see are those screws that make you go up and down)
#1372
Posted 08 March 2009 - 03:11 PM
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Perhaps removing the water and the lava? They don't need to be there.
#1373
Posted 08 March 2009 - 06:18 PM
At the moment, the Multiplayer aspect has lower priority on the actual development, but it's a key-feature we'll definitely want everyone to enjoy playing with (therefore properly discussed at this stage)! ^^
Don't take it as an official statement, but it is my truer desire to see the Doom custom maps-policy applied for S2HD (new art, or just arranging existing tilesets to create new acts) by selecting the best Layout Mappers on Retro and let them produce new thrilling and challenging extra maps to be officially included.
Let's the Multiplayer discussion continue.
#1374
Posted 08 March 2009 - 06:53 PM
#1375
Posted 09 March 2009 - 09:02 PM
#1376
Posted 10 March 2009 - 05:46 AM
We'll write some news regarding S2HD workings pretty soon ^^
While I'd like new artists to propose themeselves by giving their shot on Current Targets Topic, do note that if there are no news for public to discuss, a sporadic forum silence it's absolutely normal.
I encourage every non-artist users to propose all your ideas on the Multiplayer Mode (How it should work, what you'd like to see, which modes), if we do like your idea it will be included & properly credited on the followings releases!
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The first one, seems not so hard to add to implement and very fun! While the co-op one (as the stages are planned for 1P action) could be a bit unsatisfying due the need to wait the friend left behind.
#1377
Posted 18 March 2009 - 09:27 PM
A battle mode like Sonic vs Knuckles at the hidden place might be fun, but not sure how well that would go.
#1378
Posted 19 March 2009 - 06:54 AM
Green, on Mar 19 2009, 03:27 AM, said:
A battle mode like Sonic vs Knuckles at the hidden place might be fun, but not sure how well that would go.
I love the idea of battle mode, although 3 characters are not much of a roster.
Pausing during Special Stage is a REALLY bad idea. Perhaps at the end of a stage, so everyone can play. Gathering emeralds to go Super Sonic shouldn't be possible.
#1379
Posted 19 March 2009 - 07:06 AM
test-object, on Mar 19 2009, 11:54 AM, said:
Green, on Mar 19 2009, 03:27 AM, said:
A battle mode like Sonic vs Knuckles at the hidden place might be fun, but not sure how well that would go.
I love the idea of battle mode, although 3 characters are not much of a roster.
Why not take characters from games before Sonic 2, like Ray and Mighty from SegaSonic the Hedgehog? I'm not sure what games came out beforehand, though.
#1380
Posted 19 March 2009 - 07:35 AM
BlackHole, on Mar 19 2009, 01:06 PM, said:
If we did that, we'd take too much time making clone characters. All of them would have to be animated, you know.
EDIT: what is it with Mighty and Ray in this forum anyway? They were nothing more then today's Big the Cat and Gimmick the Anteater.
