There really doesn't seem to be a whole lot of structure here. I'm seeing alot of ideas flying around in all directions, but there isn't a well-defined outline for acceptable styles of submission, or any real moderation or significant implementational discussion of submitted concepts and work. This is probably why there also isn't anything particularly solid in relation to the project as a whole yet. Before anything else is done, there are some important things that need to be established to determine how exactly to move forward. Ignoring that fact is just going to lead to a whole lot of wasted time and effort. Take a step back, and consider these things:
Take these, and rank them in order of most important, to least important. Be very specific about why, and before posting, read any other posts that have already been made for better perspective. If you're unsure, wait for more posts to come in and read all arguments to better determine your own position
- Faithfulness in technical design - The game has to be reproduceable on the Genesis. The graphics must conform to the 4bpp 64-color palette nature of the Genesis VDP. Graphical tricks must be limited to that which could be performed on the Genesis with some skill. On-screen objects must not excede the Genesis sprite limit, and objects and gimmicks may only appear to be complex in such a way that they can still be produced within the original game without noticeable slowdown. It will take thought and work, but good things can happen
- Faithfulness in spirit - The game must play exactly like a Genesis Sonic game, but must conform to limitations only of the target platform, not necessarily the Genesis. Suitable art, "story", and gameplay mechanics must be created based on progression or the original series
- Something new - Any significant deviation from any of the original concept for the sake of "improvement". Any idea that you think may be "pushing it" in terms of following the same basic formula probably is. Radical changes aren't really necessary to make a good game, but there may be merit in well-thought ideas. This heading should also include the prospect of using any post-S3K concepts, since the project is seemingly already based largely on the original Genesis series
- Accessibility - Unfortunately, there are many different platforms that not everyone has access to, and some of them are ridiculously variant within their own category (PC..). It's not any one person's fault, or the project's fault, so it shouldn't necessarily "suffer" in some way for that fact, but at this point, it's not impossible to take measures to maximize the number of end-users. Weigh the pros and cons of determination of platform based on accessibility concerns
- Development time - What will get this project completed faster? Determine how to manage contributors and development platform such that they will have an easier time developming quality material more quickly. That doesn't necessarily mean "what's easy for absolutely everyone to do", because there are people that have little-to-no trouble with "more complicated" tasks, who could be beneficial to the quality of the project. When determining how best to manage this aspect, consider the other factors, and search for available, skilled people
As of this posting, E02 was chosen as the target platform, but that may or may not change based on the discussion of the above aspects. Given your stand, rank these options in order of most preferred, to least, and explain:
- Genesis - This is the system for which the series this project is based on was developed. Development for this platform won't directly influence the style of this project to follow the originals more closely, but it could be a great way to pay homage. The limitations likely will prevent the style from appearing too "grandiose", and will help keep developers from getting TOO terribly carried away with gimmicks. One of the things that progressed throughout the series' development was Sonic Team's attempt to push the hardware limits, and without limits, anything particularly fancy may lose some of it's substance. There are, however, few people that can really do good work with this platform, but there might be others who are willing to learn. This platform is also "portable" in that it's emulated on many different systems
- E02 - E02, in combination with "Mettrix Engine", is capable of creating any Sonic game that could be developed on the Genesis, but also has additional features, such as a larger, 8bpp (as opposed to Genesis' 4bpp) color palette. It's structure and it's nature as a PC program also allow for more complicated gimmicks, enemies, obstacles, etc. It's script system will take some reading to understand, but whether it's any "simpler" for anyone than another language is entirely dependant on that person. It's not without it's own limits, though, which is basically anything that is NOT listed in the current documentation. The documentation IS incomplete, but all unlisted enhancements to the current release are made relatively obvious by playing the current demo and reading the current scripts. As stated above, E02 and "Mettrix Engine" are two separate items that work together. E02 is developed for general-purpose and not anything too terribly specific, least of all this project. The current version and any future versions are available for use, but I will not make any special modifications for the sole benefit of a single project. I don't accept feature requests, and I don't discuss release timetables. Any mention of such generally only makes me angry - that's just how it works. Also, E02 is only available natively for PC (Windows DirectX 7 and DOS). I do not have the equipment to create "ports" for any other system, and I am not willing to have them done for me. If the group finds it important enough to fund my acquisition of such equipment, SOME systems may be viable, however, I would find myself under obligation ONLY to ATTEMPT any such port, in my own (reasonable) timetable, and would NOT find myself obligated to change my policies on feature requests, timetables, or source codes. Choices of target platform are subject to limitations of running such a complicated system
- Custom engine - This is the possibility of finding anyone willing to create a new engine from the ground up, custom-tailored specifically for this project, and, presumeably, completely portable. The person is not inherently under any obligation to open sourcecode to peer review and alteration, but taking that subject into account is a possibility
- Other - There may be other options. Suggest and discuss
These matters impact in a very direct way how project content submissions should be handled, so discuss thoroughly, and take the results into account when making or moderating any further submissions. Also, this is not to imply that I am currently capable of taking any significant role in leading this project, in case it seemed so


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