Sonic 4 (As you imagined it) Now at 1x res ;)
Posted 18 March 2012 - 01:43 PM
Engine looks alright, what with the slope detection and the jumping-from-a-slope shenanigans. If you get this finished, major props. I just hope you make the stages look seperate enough from their rehash counterparts to make them enjoyable :P
As an artist mind telling me what methods you used to get your art to look like that, even in PM? They look hawt :V
Posted 18 March 2012 - 01:46 PM
EDIT: To reveal the characters now would ruin the surprise. Make of that what you will.
As for homing attack, most likely not. But, if there is enough demand, prehaps.
Posted 18 March 2012 - 01:52 PM
Posted 18 March 2012 - 01:54 PM
As for the music, it depends whether I end up making some myself. If it's me, it'd probably be very genesis-like (hopefully more like Generations remixes than Sonic 4), but I'll wait and see how the zones turn out and think about what style would suit better.
Posted 18 March 2012 - 02:06 PM
But maybe throw a bit of a modern house touch in there too.
Posted 18 March 2012 - 02:07 PM
Well firstly, I'd actually like to see the homing attack. It's all good and well for people to dismiss it because of how Sonic 4 handled it, but if you're trying to make your Sonic 4 a game which feels like it progresses in the same way the originals all did, then you'd have to include it. Sonic CD introduced the Super Peel Out, Sonic 2 introduced the standard spindash, Sonic 3 introduced the insta-shield, and Sonic 4 should include something else, and that something else should be the homing attack.
I'd like to see it implemented in a way which would suit the original style of the Mega Drive games- Megamix had a decent one which didn't look too out of place. If you've also played Sonic Advance 2, you'll know that a homing attack was implemented there very well- it never hindered gameplay, but made killing some enemies really awesome. It was an unexpected dash which just ploughed through the badnik, and if you did it well you could maintain some speed. Sometimes you could use it to stop yourself flying off the edge if the bad guy was close, and that's essentially what an additional move should be about- choice. There's never a time when you HAD to use the insta-shield, it was just there for you if you thought you needed it.
What would I really like to see? The style of the originals continued and expanded on in that 'classic' Sonic way, which from your image I can see you're doing. I'd like to see Sonic and Tails back as playable characters, and perhaps including a 'new' character. For example, having Amy as a final playable character would expand upon what Sonic 3 offered, without having to add another pointless character which wouldn't fit the original universe. Classic Amy hasn't been playable, and pre-Adventure we never really saw too much of her.
I'd also really like to see some real music. Either do it Mega Drive style entirely or do something akin to Sonic CD's.
Lastly, I'd consult some people (maybe even make a poll or topic) on what tropes there could posibly be that haven't already been covered. Each classic Sonic game introduced brand new tropes every time. I could name a few now that we didn't see: a western desert zone, a sea water zone (maybe a coral reef or something, or even an underwater Robotnik base, like the Wing Fortress under the sea) etc. Think of stuff that's original. Who the hell saw Oil Ocean Zone coming? Things that are synonymous with the message that Dr Robotnik is polluting a green and lush land would be great. Maybe a power plant exploded and decimated the landscape? Accidental Atrocity Zone? There could be chemical spillage, fire, sharp metal and spikes at odd angles, and half battered enemies malfunctioning at you. What about a zone where Robotnik teleports you to a special stage-like zone in some freak experiment, and you have to escape it as an actual level? You'd have shit like the background warping and morphing in to fish, and patterns, and flashing colourful lights with big neon signs etc.
Anyway, yeah, that's my input. Really like your concept art by the way.
Posted 18 March 2012 - 02:26 PM
Also, I'll let you know I'll be including all the well known tropes, and inventing quite a few as well, in fact, I already have. I'm certain you won't be disappointed.
Posted 18 March 2012 - 02:35 PM
Because we all know Sonic shouldn't break stuff just by running in to it. That was Knuckle's job.
Posted 18 March 2012 - 02:37 PM
To add on, when it comes to everything, especially the concept of each stage and what you will name each, do not overthink it. Don't make up shitty names like White Park Zone or Sylvania Castle Zone.. keep it simple while at the same time creative. Don't make a name for a stage, let the stage make a name for itself, if you get what I'm trying to say. Have a proper transition from one stage to another as we all saw in S3K. Give it a storyline that makes it feel like a true sequel to S3K, while at the same time, delivers a sense of originality.
Posted 18 March 2012 - 02:40 PM
So many ninjas. I haven't thought much about the names. Although I find it hard to think of names that feel right, but really, when I think about it, they don't have to. I mean, Clock Work zone. If I had thought of it, I wouldn't like it, but in Sonic 1 I would think it is fine. But perhaps it was rubbish because it wasn't used. Mind you, Scrap Brain it pretty bad.
Posted 18 March 2012 - 03:48 PM
Your current stuff and scrapped Michael Jackson tunes capture that period rather well. I think the key is to avoid the temptation of listening to most Sonic games and take Sonic Jam as a close approximation of what a "proper" Sonic the Hedgehog game from 1996/1997-ish would look like.
Most importantly you shouldn't listen to the actual Sonic 4 at all because not a single idea it put forward was good.