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Sonic CD 2

#16 User is offline Mobiethian 

Posted 29 December 2009 - 05:16 PM

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I guess a way to distinguish one from the other is I could call my fangame "Sonic the Hedgehog CD 2". Not sure though, there should be some name difference.

#17 User is offline Sparks 

Posted 29 December 2009 - 05:25 PM

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You'll definitly need good level deisgns, and if you want I can help. I've seen a few Sonic CD 2 ideas, and have a lot of scrap ideas laying around. Would love to have them put to good use, if you want. smile.png
This post has been edited by Sparks: 29 December 2009 - 05:27 PM

#18 User is offline StephenUK 

Posted 29 December 2009 - 05:39 PM

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@Mobiethian: I actually had no idea you were working on a project under the same name. I've been kinda distant from the community for some time now and don't follow what a lot of people do anymore. I went with Sonic CD 2 as the aim was for a faithful and direct sequel, and having any other name wouldn't really represent that.

@Sparks: I agree, level designs will be the key, but they will have to be done in such a way that after warping, the players won't find themselves stuck in walls. Before I start thinking about zone designs in much detail however, I want to come up with an underlying story (like Sonic CD and Sonic 3K had, not like the shit produced in the 3D ones), and base the zone progression around that.

@B.Emerald: Mode-7 special stages would not be possible unless I did port it to CD at some point, and even then, I have absolutely no idea how Mode-7 works, so there's no chance of that happening. For special stage entry, I was going to stick with the S1/SCD big ring entry, simply because it offers more of a challenge. Being able to get all the emeralds within the first 2 zones in S2 and S3 kinda ruined the rest of the game by taking most of the challenge away. At least in S1, unless you were really good at the special stages, you had to see out over half of the game before you got all the emeralds, and there was little room for error due to the limited number of entries.

Finally, Sonic Advance Amy will not be making an appearance. The closest I'd probably do is put Amy in as a NPC and maybe update her to have her Sonic Adventure dress design, but thats about it.

#19 User is offline Sparks 

Posted 29 December 2009 - 05:43 PM

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QUOTE (StephenUK @ Dec 29 2009, 02:39 PM)
@Sparks: I agree, level designs will be the key, but they will have to be done in such a way that after warping, the players won't find themselves stuck in walls. Before I start thinking about zone designs in much detail however, I want to come up with an underlying story (like Sonic CD and Sonic 3K had, not like the shit produced in the 3D ones), and base the zone progression around that.
From what I see in SCDs design, each act in a different time zone is -basically- the same, but there's usually a small difference in layout, but not major to where you would get a situation like being stuck in a wall. (Metallic Madness Zone had a large level design difference in each time zone, but most places where you actually -could- build up speed to travel through weren't changed (which were often two springs at each end of a pit).

#20 User is offline Cinossu 

Posted 29 December 2009 - 05:45 PM

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Seeing as Sonic CD was basically a Sonic 1+, what about making it a Sonic 2+, essentially? lawl Sonic 2 Long Version with Timezones..

#21 User is offline Chimpo 

Posted 29 December 2009 - 05:50 PM

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ITT: Bad ideas that had nothing to do with the original game. Throwing every character in there is a stupid idea and Super Sonic should be more of an after thought rather than a main feature.

I would suggest following up on what Eggfan said. Actually make Time Travel play a major role in the game rather than a visual novelty. For example, in a jungle like stage there would be a path you couldn't cross in present time because of all the heavy vegetation. You would have to go back to the past and burn it down but you still can't go through because of all the fire, so you go back to the present and the road is clear and the fire is obviously out. A city stage would have a river in the past, a bridge that's currently being built but would require heavy platforming in the present, and complete and easier to get through but filled with more enemies in the future.

Honestly, the main focus on the game should be time travel itself. Expand apon the original idea of the game rather than just trying to make another game. Think about how time travel can be a major component to the game and not some stupid novelty like playing as Knuckles. Stupid shit like that isn't what made Sonic CD at all.

#22 User is offline Mr. Mash 

Posted 29 December 2009 - 05:55 PM

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oh yeah, and not having the twirly time travel sequence would be a plus too, if you can find a way to do it.

#23 User is offline The KKM 

Posted 29 December 2009 - 06:04 PM

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Listen to Chimpo, here. One thing I loved on Sonic CD is how it's a solo adventure. Having Tails, Knuckles, or Fang would ruin, I think.

#24 User is offline Mobiethian 

Posted 29 December 2009 - 06:09 PM

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Here is my fangame, well Hexagon Hill Zone. I have no problem with joining forces to make this the best ever. I hope you like this. I am well aware of the bugs so I need no report. Everything will be worked out over time. And I did use Sonic Worlds to make this.

http://www.youtube.com/watch?v=FNcVCyaaajw

#25 User is offline Dark Sonic 

Posted 29 December 2009 - 06:11 PM

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Add Sonic 3 act transitions. This doesn't sound important however it's far too much of a pain to have to always start each level back in the present and find a way to get in the past and destroy the machine to make a good future. And make some kind of reason to go in the future at all. The future always has some of the best environments in Sonic CD, but you rarely get to see them save the boss or you feel like getting two future signs, which seems kinda useless.

Also Metal Sonic, 2 player mode, a mode to play as Metal Sonic in one player, Tails, Knuckles, Sonic 2 spindash, and possibly Metal Sonic.

#26 User is offline Blue Emerald 

Posted 29 December 2009 - 06:12 PM

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QUOTE (Mr. Mash @ Dec 29 2009, 04:55 PM)
oh yeah, and not having the twirly time travel sequence would be a plus too, if you can find a way to do it.

I do remember him saying he might use a warp sequence. Keep in mind, you could skip it in the original if you so chose. Personally, I always kind of enjoyed it.

@Chimpo: I think those are cool time travel ideas. I feel the jungle zone puzzle needs some fixing up, though. For example, if the fire was already occurring in the past, then wouldn't the blocked path already be cleared? What if there was a fire shield that was only available in the past? You could use that shield to touch the blockade and burn it down.

In fact, there's a great idea! You could implement elemental shields in different time zones that could be used to solve environmental puzzles! You could actually use the shields to access different paths instead of simply adding an extension to your jump. In fact, let's go back to the city puzzle with the bridge. Let's say there's a mechanical drawbridge in the present that's shut down, so you can't reach the extra lives on the right side of the bridge. If you go to the future, you can find a lightning shield, and you can use it to power the drawbridge in the present and reach the extra lives, and another path!

That would be a great way to get some extra use out of the time zones. Speaking of which, do you plan to implement the Metal Sonic holograms and the Badnik generators?

#27 User is offline D.A. Garden 

Posted 29 December 2009 - 06:12 PM

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I'd love to see the return of the robot generators you have to destroy for a good future. I liked going into the past in Sonic CD and looking for them which certainely adds to the searching element first time around, I feel, and also gives an incentive to explore the levels in detail, which I enjoy.

I also second Chimpo's idea; areas where progress is impossible in the current time zone so you have to warp to the future or the past to change the present. Only problem I'd have with this is if it's overused to the point of forcing the player to warp a lot in a short space of time which in my opinion would become a little stale.

Metal Sonic and Amy returning would also make this feel like a true sequel. They don't have to be playable by any means but having them there as part of the story somehow would remain true to the original I feel. Even if you only see them once or twice, like Sonic CD.

Also, something that I haven't seen mentioned yet; bosses. Sonic CD's bosses were completely different from your usual fare and there are no typical "8 hit points" bosses, so I'd love to see some more wacky gimmick based ones in the same vein as Sonic CD.

#28 User is offline Sparks 

Posted 29 December 2009 - 06:17 PM

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QUOTE (Chimpo @ Dec 29 2009, 02:50 PM)
For example, in a jungle like stage there would be a path you couldn't cross in present time because of all the heavy vegetation. You would have to go back to the past and burn it down but you still can't go through because of all the fire, so you go back to the present and the road is clear and the fire is obviously out. A city stage would have a river in the past, a bridge that's currently being built but would require heavy platforming in the present, and complete and easier to get through but filled with more enemies in the future.
I had a similar idea once with a zone concept called "Timeless Castle," the difference was certain parts of the castle were collapsed or freshly built, and time travel was done via doors (wtf v.png )

QUOTE (D.A. Garden @ Dec 29 2009, 03:12 PM)
I'd love to see the return of the robot generators you have to destroy for a good future. I liked going into the past in Sonic CD and looking for them which certainely adds to the searching element first time around, I feel, and also gives an incentive to explore the levels in detail, which I enjoy.
I definitly support this. It made exploring the levels fun and a challenge. There's also the Metal Sonic holograms to remember. All were fun to hunt for, even though all they did was release animals. v.png

Did somebody already mention flowers from badniks?


Plot wise, I think the game should be some sort of return to Little Planet. Anyone else agree?

#29 User is offline Chimpo 

Posted 29 December 2009 - 06:18 PM

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QUOTE (Blue Emerald)
@Chimpo: I think those are cool time travel ideas. I feel the jungle zone puzzle needs some fixing up, though. For example, if the fire was already occurring in the past, then wouldn't the blocked path already be cleared? What if there was a fire shield that was only available in the past? You could use that shield to touch the blockade and burn it down.


It's an example, and you're overcomplicating it by adding useless features that detract from the time travel aspect. And as I stated, you couldn't go through the path because it's still on fire so you would have to find a way back to the present where fire is no longer a hazard.

Good job son, you've just made time traveling a novelty rather than a feature.

#30 User is offline RGamer2009 

Posted 29 December 2009 - 06:21 PM

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Heres one of my ideas from a previous topic that might help give you some Ideas:

QUOTE
Sonic CDeluxe!!

My perfect Sonic CD hack would have 3 different Sonics for each time period and each time period would only be seperated by a few years, and NOT a couple hundred/thousand.

The Past would be "Child" Sonic, a little speedy demon. He can fit where the other Sonics can't, and can't jump as high either (the sprite would be the one used to shrink Sonic in Metallic Base). Because it's the past, there would be fewer enemies as well.

The Present would be Standard Sonic from Sonic CD. All principles for his gameplay apply. He isn't as small as "Child" Sonic, or as strong as the next Sonic, but he is capable of running fast and spinning into his enemies. He would be the baseline for all levels.

The Future would be *gasp* METAL SONIC. You see..Robotnick has taken over the Future, and roboticized everyone, even Sonic! Metal would be faster, but can't jump as high. Instead, he can hover a short distance (like combining Knuckles glide with Tail's flying), smash through certain breakable walls, and can spin like Sonic. You wondering about how Robotnick will have a henchmen? He has one...

MECHA SONIC. The supposed better version of Metal Sonic made in Sonic & Knuckles would be used by Robotnick who would use a teleporter to take Mecha from the distant future. This is how Robotnick takes over the present so easliy, and makes it.. ROBOTROPOLIS.

So basically, Sonic has to gather the Time Stones, and use them to travel through time to defeat Mecha so Robotnick can't use him to take over the future!!

This is my dream Sonic CD game...too bad I don't have any hacking know how to make it...


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