This looks even more awesome than it did before. If you need people to help model some level ..I dunno what you'd call it. Chunks? Tiles? I'd be interested in helping out. I usually model in Autodesk Maya but it shouldn't be a problem as I can still save in .obj which you could open in 3DSMax.
Sonic the Hedgehog (the Sonic OVA Fan Game) Check the last page for a cool Amy redesign
#32
Posted 05 March 2011 - 03:12 PM
I don't want to be another to harp on the name, but one thing you should consider about it is that it's going to make it a pain in the ass for people to Google/find/talk about your game. It's the same reason why calling something "Sonic Boom" at this point would be a bad idea. Maybe add a subtitle or something so it can be easily distinguished?
I also want to praise the model. It looks a little weird close up, but I love the way it looks in-game, especially Sonic's spines.
I also want to praise the model. It looks a little weird close up, but I love the way it looks in-game, especially Sonic's spines.
#33
Posted 05 March 2011 - 03:25 PM
The rings aren't cell shaded, surely you'd want all pickups and interactive objects to be the same style as Sonic, so they stand out and you know the connection. A lot of games do this.
Minor nitpick, but there you go.
Minor nitpick, but there you go.
#34
Posted 05 March 2011 - 05:04 PM
QUOTE
I don't want to be another to harp on the name, but one thing you should consider about it is that it's going to make it a pain in the ass for people to Google/find/talk about your game. It's the same reason why calling something "Sonic Boom" at this point would be a bad idea. Maybe add a subtitle or something so it can be easily distinguished?
About that, I give you guys the liberty to call it whatever you want to... Like, dunno, Sonic the Hedgehog 2011, Sonic OVA Fan-game, Sonic New-Gen(wtf), etc... The name is Sonic the Hedgehog. :SQUOTE
The rings aren't cell shaded, surely you'd want all pickups and interactive objects to be the same style as Sonic, so they stand out and you know the connection. A lot of games do this.
No I don't want it. Since we've started to work with 3D shitz, we've decided to make all the "pickups" or interactives, without cell-shading... So, why would I do that? To fit better on the level, just for that. In some way it looks way more simple and awesome, believe me. Sonic and the Enemies are the only thing cell-shaded.The rings that you've saw on the screens were placeholders, now we're working on our own rings.

Still need some color correction...
#35
Posted 05 March 2011 - 08:49 PM
Oh wow, that's a seriously awesome ring model. This is gonna sound like the most nitpicky thing ever, but so many ring models (esp. those
in official Sonic games, see Heroes for example) just have wierd looking rings - generally they seem too thick or 'chunky', and too matte, like they're plastic or something rather than gold. Yours looks perfect so far.
in official Sonic games, see Heroes for example) just have wierd looking rings - generally they seem too thick or 'chunky', and too matte, like they're plastic or something rather than gold. Yours looks perfect so far.
This post has been edited by TheLoz: 05 March 2011 - 08:50 PM
#36
Posted 05 March 2011 - 11:34 PM
QUOTE
I don't want to be another to harp on the name, but one thing you should consider about it is that it's going to make it a pain in the ass for people to Google/find/talk about your game. It's the same reason why calling something "Sonic Boom" at this point would be a bad idea. Maybe add a subtitle or something so it can be easily distinguished?
About that, I give you guys the liberty to call it whatever you want to... Like, dunno, Sonic the Hedgehog 2011, Sonic OVA Fan-game, Sonic New-Gen(wtf), etc... The name is Sonic the Hedgehog. :SQUOTE
The rings aren't cell shaded, surely you'd want all pickups and interactive objects to be the same style as Sonic, so they stand out and you know the connection. A lot of games do this.
No I don't want it. Since we've started to work with 3D shitz, we've decided to make all the "pickups" or interactives, without cell-shading... So, why would I do that? To fit better on the level, just for that. In some way it looks way more simple and awesome, believe me. Sonic and the Enemies are the only thing cell-shaded.The rings that you've saw on the screens were placeholders, now we're working on our own rings.

Still need some color correction...
That is a sexy ass ring. I can't wait to see the color corrected version. I know what you mean about the objects not being cel-shaded as well (cause I've seen them lol), it definitely gives things a more unique feel rather than the graphics being a one trick pony. It allows objects like item boxes, posts, springs etc. to sort of pop out at you, giving you a sense of "hey I can surely interact with that". It's a simple way of highlighting parts of the level that aren't simply tiles or blocks. It looks quite nice.
#37
Posted 07 March 2011 - 02:46 PM

Nothing new infact, that's something that we've been working on... It's called Eggman Dummy... C:
#38
Posted 08 March 2011 - 12:21 AM
That's the most badass dildo I've ever seen, man.
In all seriousness, this is looking pretty sweet so far. Keep it up!
In all seriousness, this is looking pretty sweet so far. Keep it up!
#39
Posted 08 March 2011 - 01:16 AM
I love it- it seems like something you'd actually see in an official Sonic game. After all, Robotnik does like to plaster his image all over everything.
#40
Posted 09 March 2011 - 08:04 AM
Looks excellent and the title theme music is fantastic. Another fan game I'll have to keep my eye on. Merc makes a good point about googling the game with this name.
While the artwork is impressive, I see the game implements boosting and homing attacks. Do your own thing with your own game of course, but I do challenge you to actually make something interesting out of these moves, especially the homing attack. Easy homing kills and homing chains are only going to look uninspired and frankly it has already been boring for 10 years.
If you picture the gameplay without the homing attack and find that this imagined gameplay is no longer very compelling or exciting, you then have a problem (in my opinion) if the homing attack is just going to be more of the same.
Same goes for boosting but it's not as bad imo. The question remains though, can the game be made fun without relying on the moves that tell the player "You're having fun" ?
While the artwork is impressive, I see the game implements boosting and homing attacks. Do your own thing with your own game of course, but I do challenge you to actually make something interesting out of these moves, especially the homing attack. Easy homing kills and homing chains are only going to look uninspired and frankly it has already been boring for 10 years.
If you picture the gameplay without the homing attack and find that this imagined gameplay is no longer very compelling or exciting, you then have a problem (in my opinion) if the homing attack is just going to be more of the same.
Same goes for boosting but it's not as bad imo. The question remains though, can the game be made fun without relying on the moves that tell the player "You're having fun" ?
This post has been edited by Deef: 09 March 2011 - 08:17 AM
#41
Posted 09 March 2011 - 11:05 AM
Everything about this project looks and sounds awesome. The music, and the graphics are truly something which have captivated me. I can't wait to see what the stage art will look like, and I definitely hope this fangame will eventually be finished (as many end up unfinished).
Good luck on this, btw! You guys are doing a great job thus far.
Good luck on this, btw! You guys are doing a great job thus far.
#42
Posted 09 March 2011 - 03:46 PM
QUOTE
I do challenge you to actually make something interesting out of these moves

Hahah, now... Honestly about it, I'm actually working on something to make them look more interesting and maybe I'll show it next week (if the animations of it were done), for one thing is sure: It won't be easy to fill your boost and not all the enemies will be stupid to not defend a homming attack.
The homming attack itself is more for the environment than the enemies, actually but, you'll see.
Haha, I'm really glad to see that you guys are enjoying it.
#43
Posted 09 March 2011 - 04:26 PM
Lol glad you took it well. Honestly I don't care how it looks but how it plays. But if boosting is rationed out as you suggest and you're doing something different with the homing attack... well that's a good thing.
#44
Posted 10 March 2011 - 04:40 AM
The homming attack isn't different, it still does the same thing. The difference is that not all the enemies are stupid... So, you'll need something more instead of just a homming attack. Think on that annoying enemy from the classics that one wich have a bumper/spring as a shield.
-----------------------------------------------
Anyways, I'm here to ask for you guys help. I was here, sitting on my confortable throne deciding some decaptations, charging taxes and thinking on the main plot of our Sonic the Hedgehog and then I saw a terrible problem on it:
The story requires you to collect some Chaos Emeralds to follow... But, here is the thing, one of the problems of the recently Sonic's games is that they obligates the player to do something... I don't wanna go in that way. So, I just can think on one solution for that problem:
Difficulty Selector.
Instead of defining how many hits a boss needs to be destroyed (like Sonic Rush's difficulty selector), this one will give two options; The first one:
Easy: The player doesn't have to enter in the special stages, the story flows like he had succed on the emerald chase.
...or...
Normal: The player have to succed on the Special Stages to go futher.
I'm not saying that it's an Unleashed thing like: "Hey, you gotta collect this zone Emerald to reach to the next zone." but there will be a part where the player will be blocked to go without X emeralds.
So what do you guys think? Any ideas are welcome.
-----------------------------------------------
Anyways, I'm here to ask for you guys help. I was here, sitting on my confortable throne deciding some decaptations, charging taxes and thinking on the main plot of our Sonic the Hedgehog and then I saw a terrible problem on it:
The story requires you to collect some Chaos Emeralds to follow... But, here is the thing, one of the problems of the recently Sonic's games is that they obligates the player to do something... I don't wanna go in that way. So, I just can think on one solution for that problem:
Difficulty Selector.
Instead of defining how many hits a boss needs to be destroyed (like Sonic Rush's difficulty selector), this one will give two options; The first one:
Easy: The player doesn't have to enter in the special stages, the story flows like he had succed on the emerald chase.
...or...
Normal: The player have to succed on the Special Stages to go futher.
I'm not saying that it's an Unleashed thing like: "Hey, you gotta collect this zone Emerald to reach to the next zone." but there will be a part where the player will be blocked to go without X emeralds.
So what do you guys think? Any ideas are welcome.
This post has been edited by P3DR0: 10 March 2011 - 04:41 AM
#45
Posted 10 March 2011 - 06:07 AM
considering how much is done so far it's a little bit too early to think about such things imo.


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