Sonic and Sega Retro Message Board: Sonic 4 (As you imagined it) - Sonic and Sega Retro Message Board

Jump to content

Hey there, Guest!  (Log In · Register) Help
Loading News Feed...
 

Sonic 4 (As you imagined it) Now at 1x res ;)

#121 User is offline jasonchrist 

Posted 02 April 2012 - 12:49 PM

  • Give Us A Wank
  • Posts: 1893
  • Joined: 22-July 08
  • Gender:Male
  • Project:Sonic Classic Hybrid Project

View PostSonica, on 02 April 2012 - 12:35 PM, said:

So I'm considering (digital) painting the level and background graphics instead of doing it in vector. I think vector is fine for the sprites and I will continue as I was with them, but I doubt I will reach a level of 'beauty' and detail as high as I could with painting.

Maybe show off some of your painting. Try doing something with my Emerald Moon/Egg Island idea :)

#122 User is offline Sonica 

Posted 02 April 2012 - 12:58 PM

  • A walking personification of the negative.
  • Posts: 1108
  • Joined: 15-June 08
  • Gender:Male
  • Location:England.
  • Project:Super duper secret iOS game.
  • Wiki edits:111
Well, I have something I can show now, nothing related, but It's all the same method.


Posted Image

I could draw sonic like this, but the animation would suffer.

Get these kind of vibes (although, of much better quality):
http://fc00.devianta...oto-d46rgoe.jpg
This post has been edited by Sonica: 03 April 2012 - 01:27 PM

#123 User is offline Dark Sonic 

Posted 02 April 2012 - 02:03 PM

  • Dark Blonic
  • Posts: 6347
  • Joined: 21-April 06
  • Gender:Male
  • Project:People really need to get their facts straight
  • Wiki edits:10

View Postjasonchrist, on 02 April 2012 - 12:49 PM, said:

View PostSonica, on 02 April 2012 - 12:35 PM, said:

So I'm considering (digital) painting the level and background graphics instead of doing it in vector. I think vector is fine for the sprites and I will continue as I was with them, but I doubt I will reach a level of 'beauty' and detail as high as I could with painting.

Maybe show off some of your painting. Try doing something with my Emerald Moon/Egg Island idea :)

Isn't Planet Wisp Generations essentially Egg Island?

#124 User is offline Lanzer 

Posted 02 April 2012 - 02:27 PM

  • The saber calls for its master...
  • Posts: 4099
  • Joined: 27-February 09
  • Gender:Male
  • Location:California
  • Project:Doing Stuff.
  • Wiki edits:1

View PostSonica, on 25 March 2012 - 04:22 AM, said:

But, I'm considering everything people put here, so more ideas are welcome. :)


There were allot of good ideas that were being shot around for the Sonic Classic 1/2 threads that Hez shot down. Maybe you swing around those topics and ask Hez if its ok if you can lift some rejected ideas he or someone else made?

#125 User is offline jasonchrist 

Posted 02 April 2012 - 03:44 PM

  • Give Us A Wank
  • Posts: 1893
  • Joined: 22-July 08
  • Gender:Male
  • Project:Sonic Classic Hybrid Project

View PostDark Sonic, on 02 April 2012 - 02:03 PM, said:

View Postjasonchrist, on 02 April 2012 - 12:49 PM, said:

View PostSonica, on 02 April 2012 - 12:35 PM, said:

So I'm considering (digital) painting the level and background graphics instead of doing it in vector. I think vector is fine for the sprites and I will continue as I was with them, but I doubt I will reach a level of 'beauty' and detail as high as I could with painting.

Maybe show off some of your painting. Try doing something with my Emerald Moon/Egg Island idea :)

Isn't Planet Wisp Generations essentially Egg Island?

Not exactly, anyway I had the idea before them... since I was 9 years old *sulks, folds arms*.

It's more inspired by this...

Posted Image

and this...

Posted Image

and this...

Posted Image


It's a lot more immense and varied than Planet Wisp - which didn't go far enough. I imagine the player running through a tropical island with it very much feeling like a free and easy first zone, and then falling deep underground moving in and out of power stations, missile silos and bunkers and feeling very much in a final zone, then experiencing the sweet relief of being shot to the surface of the island for a brief respite before descending into the underground base again.
This post has been edited by jasonchrist: 02 April 2012 - 03:46 PM

#126 User is offline Sonica 

Posted 02 April 2012 - 03:52 PM

  • A walking personification of the negative.
  • Posts: 1108
  • Joined: 15-June 08
  • Gender:Male
  • Location:England.
  • Project:Super duper secret iOS game.
  • Wiki edits:111

View Postjasonchrist, on 02 April 2012 - 03:44 PM, said:

Posted Image


Now this I like. It'd also be cool if I could have background ideas, seeing as I'm going to put in countless hours painting them, I want them to be good. What makes a good background?

(yeah, I am looking at what you are talking about by the way, I'm not ignoring you :v: )

#127 User is offline jasonchrist 

Posted 02 April 2012 - 04:18 PM

  • Give Us A Wank
  • Posts: 1893
  • Joined: 22-July 08
  • Gender:Male
  • Project:Sonic Classic Hybrid Project
If you're looking for something mindblowing, it may be worth checking out Digital Blasphemy.

#128 User is offline BystanderLC 

Posted 02 April 2012 - 04:38 PM

  • Posts: 58
  • Joined: 05-July 11
I've always seen the Advance and Rush series as the sequels to the Genesis games. I liked the extra actions like Sonic doing a slide kick, an air dash kind of thing, and tapping the R trigger after jumping off a ramp for extra movement.

One of the things I liked from Sonic CD were the extra sprites added when he jumped from a spring, went time traveling... not sure where you can add more sprites, but I know Sonic Advance always had a ton.

A cumulative ring count and time. Just throwing this idea out there.

#129 User is offline Limey Otoko 

Posted 02 April 2012 - 07:59 PM

  • SUPERHERO WAR
  • Posts: 89
  • Joined: 30-October 10
  • Gender:Male
  • Location:England
  • Project:A comic book.
I imagine the next logical step after Doomsday Zone would be for Sonic, Tails and Knuckles to take the fight to Robotnik. No more being passive and reacting to his threat - instead actively going to stop him. In keeping with Egg Island being a place in Sonic 4, perhaps his sprawling base could be the final level? I imagine it being a huge fortress in the middle of a ruined tropical island? (and shaped like his head, no doubt..)

Something like this;
Posted Image

..and once you've beaten it (end of game maybe?) something like this;
Posted Image


Also as far as 'Fourth Playable Character' goes .. I'd suggest Nack. You can give him a tail-spring double jump and let him use his gun for a ranged attack. That'd make him different enough.

#130 User is offline Scripten 

Posted 02 April 2012 - 09:09 PM

  • Posts: 84
  • Joined: 27-March 09
I think one of the main draws of Sonic games is the simplicity of the controls. For Nack to use his guns, you would have to have a certain button for it, or make it replace the jump move or spindash, which would just be odd.

#131 User is offline jasonchrist 

Posted 02 April 2012 - 09:17 PM

  • Give Us A Wank
  • Posts: 1893
  • Joined: 22-July 08
  • Gender:Male
  • Project:Sonic Classic Hybrid Project

View PostLimey Otoko, on 02 April 2012 - 07:59 PM, said:

I imagine the next logical step after Doomsday Zone would be for Sonic, Tails and Knuckles to take the fight to Robotnik. No more being passive and reacting to his threat - instead actively going to stop him. In keeping with Egg Island being a place in Sonic 4, perhaps his sprawling base could be the final level? I imagine it being a huge fortress in the middle of a ruined tropical island? (and shaped like his head, no doubt..)

Something like this;
Posted Image

..and once you've beaten it (end of game maybe?) something like this;
Posted Image


Also as far as 'Fourth Playable Character' goes .. I'd suggest Nack. You can give him a tail-spring double jump and let him use his gun for a ranged attack. That'd make him different enough.

YES! Love the giant Robotnik head, that looks the bollocks! Not sure I like the idea of the island being a toxic wasteland though, not right off the bat anyway - but then again I do think it would be awesome if you start out on a golden, tropical beach, move through lush jungles and find that the landscape gradually deteriorates as you get closer to the hub of the base.

#132 User is offline ReBirFh 

Posted 03 April 2012 - 12:19 AM

  • Posts: 58
  • Joined: 24-September 10

View PostSonica, on 02 April 2012 - 12:58 PM, said:

Well, I have something I can show now, nothing related, but It's all the same method.


Posted Image

I could draw sonic like this, but the animation would suffer.

Get these kind of vibes (although, of much better quality):
http://fc00.devianta...oto-d46rgoe.jpg

If you can do something better as good as the picture above would be awesome, maybe Astal can be an inspiration for you:



Some random ideas...


*Situational Dynamic Moves

If Sonic is running at a certain speed he is capable of doing some moves that makes him capable of reaching hard to reach places or not losing speed.

- Running over water (Classic)
- Speed vault over low obstacles (New) (Stones, low height obstacles/ground/step) this would reward good players as they wouldn't lose speed.
- Wall jump (New?) only if running at a certain speed and wall are closer and paralel, never a required path in early levels.
- Sliding (New?) under closing doors/traps to reach new paths by going at a them at full speed, those paths would be exclusive to Sonic as none of the other characters woul be fast enough/not capable to auto-slide under.


*Situational behavior

New animations depending on the area/enviroment.

- Closer to lava he would sweat and swipe forehead.
- Cold places he would shiver and you could see breath vapor.
- Dark places he looks startled at the enviroment.
- Cough in desert areas.


*More functions for shields

- Magnetic-Shield: Short-Circuit electronic doors to access secret/alternative paths and paralyze certain enemies makinng them show their weak point (those enemies would be impervious to any other attack.
- Fire Shield : Melts ice to access secret areas.


*Stage transitions

-Could be a mix of Sonic 3&k and Golden Axe, getting out of the stage would be like S3&K followed by a Golden Axe like map with a small text blurb and showing the path and getting in the stage would be back to the S3&K style.


*Post game rewards

-Exclusive paths for the Supers.
-Chalenges in the stages

Sorry for my english.

#133 User is offline Limey Otoko 

Posted 03 April 2012 - 09:35 AM

  • SUPERHERO WAR
  • Posts: 89
  • Joined: 30-October 10
  • Gender:Male
  • Location:England
  • Project:A comic book.

View Postjasonchrist, on 02 April 2012 - 09:17 PM, said:

View PostLimey Otoko, on 02 April 2012 - 07:59 PM, said:

stuff

YES! Love the giant Robotnik head, that looks the bollocks! Not sure I like the idea of the island being a toxic wasteland though, not right off the bat anyway - but then again I do think it would be awesome if you start out on a golden, tropical beach, move through lush jungles and find that the landscape gradually deteriorates as you get closer to the hub of the base.


Well maybe Sonica could add a scene transition showing the outside of the island with everything going red and polluted before the final level. Maybe he's about to mass convert the planet from his island base or something and it's a race against time for Sonic to stop it, which would add the right level of tension that the classic games had. Also I loved that when I added the head, his moustache was made from the forest. :P

Just have to say that I'm an advocate for adding a Rayman Origins style wall jump to Sonic. It wouldn't have to dictate the level design so much as add alternate higher paths that Sonic could take quickly and only when there was a wall directly parallel to the jump. As for the other characters, if you add spikes or saw blades or something, Knuckles wouldn't be able to get past as he's too slow when climbing/gliding. You can also make the paths so high that Tails could fly up some of the way but be blocked off by his own tiredness. It'd be advantageous to play as Sonic on those paths then.

#134 User is offline Sonica 

Posted 03 April 2012 - 10:09 AM

  • A walking personification of the negative.
  • Posts: 1108
  • Joined: 15-June 08
  • Gender:Male
  • Location:England.
  • Project:Super duper secret iOS game.
  • Wiki edits:111
Problem is with an island like this, where would potential desert or casino themed levels fit in? Maybe they would, but if I end up with a rather large 'story' like this, I don't want to to effect the basic levels themselves. Pff, Sonic 1 was much simpler, that's why I love it ;D

Anyway, I happy to have a story with this game, but perhaps it would be toned down? Maybe even this island idea could be just 3-4 levels of the game. Once I finally decide on a plan, I'll be clearer, it's kind of everywhere now.

#135 User is offline Limey Otoko 

Posted 03 April 2012 - 10:16 AM

  • SUPERHERO WAR
  • Posts: 89
  • Joined: 30-October 10
  • Gender:Male
  • Location:England
  • Project:A comic book.

View PostSonica, on 03 April 2012 - 10:09 AM, said:

Problem is with an island like this, where would potential desert or casino themed levels fit in? Maybe they would, but if I end up with a rather large 'story' like this, I don't want to to effect the basic levels themselves. Pff, Sonic 1 was much simpler, that's why I love it ;D

Anyway, I happy to have a story with this game, but perhaps it would be toned down? Maybe even this island idea could be just 3-4 levels of the game. Once I finally decide on a plan, I'll be clearer, it's kind of everywhere now.


Inside the base, you could do scene transitions like Kid Chameleon -- Robotnik would be making holographic environments for Sonic to battle through. He'd have complete control of the world around Sonic then which could be pretty creepy AND allows you to use ANY trope. The thing about Sonic 1 being so simple and great is true, but Sonic 4 should continue the stories and themes that happened in 3. It's supposed to be ramping up, isn't it? - That's one of my major gripes with the real one (other than it playing, looking and sounding like shit)... there's just no sense of continuity whatsoever

  • 45 Pages +
  • ◄ First
  • 7
  • 8
  • 9
  • 10
  • 11
  • Last ►
    Locked
    Locked Forum

1 User(s) are reading this topic
0 members, 1 guests, 0 anonymous users