P3DR0, on 04 April 2013 - 12:10 PM, said:
Well looks pretty decent. The level looks well-built, and seems to have some great focus on exploration. I just wish you guys didn't used as much the Terrain tool as you did. I mean, nothing against it, of course, but Sonic needs to walk on smoother floors, imo.
Also, splines would do you guys a great favor (specially at 2:02 part, which was just painfull to watch). Also some different textures, some particles, foliage, better lighting, better camereas, post-processing, color correction wouldn't do you any harm.
Overall, this looks like a fine and fun piece, but at the same time, looks exactly as almost all SGDK's videos ever released... A whole bunch of UDK assets put together to form a stage, on which 99% of the stage is made of terrain. And I don't blame you guys, when I started messing with UDK I did the exactly same thing.
Also, I'm tired of seeing this Spiral Islands' ocean material everywhere. I mean, it's a great material, no doubt, but when you see it everywhere it gets to a point where it's annoying.
We're trying to avoid any splines that aren't absolutely necessary. If the player wants to get to the top of that island, they can easily just run up there.
Anyway... this project is still in its infancy. There's always wiggle room for tweaking the terrain and changing the textures. Keep in mind that no, most of the island will NOT look like that grassy area. The point of that place is simply to be a playground where the player practices rolling around to get the hang of the physics an' whatnot, before going on their merry way to more focused platforming challenges. There's a time and place for everything, and we really are trying to throw a little of everything in there.
TheKazeblade, on 04 April 2013 - 12:18 PM, said:
Looking good for an early demo. But as with most GDK projects that I see, I'd really wish the camera was given a more rigid system to accommodate the areas in the stage, and I really hope that someone is able to incorporate the drift rather than rotating the camera to turn; it makes the game look clunky. Less floaty low-speed movement would benefit it as well. But that may be a limitation of the engine rather than something that could be fixed, so yeah. Looking forward to seeing more!
I honestly can't stand drifting. I'd rather Sonic just have good controls and be able to turn on a time, with ease. In the daytime stages and even the modern stages, Sonic feels like a car on ice skates. That just isn't the kind of feel I want for this game. I want the player to be able to relax and explore at their leisure without fighting the controls. As for the camera... I'd rather be able to control where it points manually and be able to go whichever way I want then just let the game tell me where I'm allowed to go. That said, there's always room for tweaking things to make them less... clunky.
This post has been edited by NickonAquaMagna: 04 April 2013 - 12:54 PM