EDIT: Flashpoint Freeway is no longer Flashpoint Freeway. It has now become a new zone. This zone will be the first zone, which will have a forest/factory theme. I know! I'll call it the Forest Factory Zone! Yay! Anyway, some tropes will be kept in and I plan on keeping the Spark badnik, though it is now being renamed to Crackle.
Screenshots:

Forest Factory Act 1 (Start of level)

Forest Factory Act 1 (A little further on)
Bear in mind that, as the project is still in early stages, the level sprites are mostly temporary placeholders for the game's final sprites. I assure you, the finished product will look a lot better than it does now.
Sonic Origins is a project that was first conceived in February. Since then it has gone through some changes, the most significant being to switch the focus from Robotnik/Eggman to Amy Rose. This is due to a sturdier, more Sonic-esque storyline. Previously I had planned to have Robotnik become a villain due to loss of control and a slow descent to evilness, but it seemed too dark. After several other ideas, I finally decided to move onto to the next character. LakeFeperd had already cleared up Tails, and Sonic CD was the next game to be released, so it had to be Amy! Forest Factory is the first zone in the game. It was inspired (in its Flashpoint Freeway form) by Palmtree Panic (Sonic CD), Radical Highway (Sonic Adventure 2) and Cloudy Crowd Act 3 (Sonic Before the Sequel)

Flashpoint Freeway's Concept Art
Notes
1)The enemies for this zone are Flaming Crabmeat (Nothing special), Spark (A small flame who acts like a Hot Head from the Mega Man series. Leaves a short flame pillar in its wake), Pata Pata, and the generic Buzz Bombers. (Flaming Crabmeat has been scrapped)
2)Pillars will crack if jumped on enough! (Scrapped)
3)These steam pillars act much like they do in Sonic 4, giving Sonic a brief vertical boost. (Likely to be implemented)
4)Yay! Palmtree Panic inspired runways! Not sure how I'm going to code these yet... (Almost certainly going to be implemented)
5) The fire columns work much like they do in Sonic BTS' Titanic Tower, disappearing after 3 seconds. (Scrapped)
PROGRAMMING QUESTION (Already dealt with. Throw your opinion in if you want to, though): What sort of coding would one have to input into MMF2 to create a custom power-up, say, a Rocket Knight inspired jetpack suit for Sonic, enabling him to take flight for a certain time period in a style similar to Sparkster's rocket dash? I'm interested in seeing if such a power-up would be feasible in Sonic Worlds 0.5, as it requires no extensions. As well as this, how would one go about making bosses? For example, I'm planning my first boss of the Amy episode of Origins to be similar to Launch Base's frog badnik, the one that has wrecking balls for hands. It will be an easy boss to defeat but I have no idea how one would program it. The said enemy doesn't exist in Sonic Worlds as of yet so I'm unable to analyse its attack pattern and coding. Some help, anyone?
If anyone would like to help with programming or music, I'd be happy for you to jump on board. I will get most of this done myself, though.
Screenshots:

Forest Factory Act 1 (Start of level)

Forest Factory Act 1 (A little further on)
Bear in mind that, as the project is still in early stages, the level sprites are mostly temporary placeholders for the game's final sprites. I assure you, the finished product will look a lot better than it does now.
Sonic Origins is a project that was first conceived in February. Since then it has gone through some changes, the most significant being to switch the focus from Robotnik/Eggman to Amy Rose. This is due to a sturdier, more Sonic-esque storyline. Previously I had planned to have Robotnik become a villain due to loss of control and a slow descent to evilness, but it seemed too dark. After several other ideas, I finally decided to move onto to the next character. LakeFeperd had already cleared up Tails, and Sonic CD was the next game to be released, so it had to be Amy! Forest Factory is the first zone in the game. It was inspired (in its Flashpoint Freeway form) by Palmtree Panic (Sonic CD), Radical Highway (Sonic Adventure 2) and Cloudy Crowd Act 3 (Sonic Before the Sequel)

Flashpoint Freeway's Concept Art
Notes
1)The enemies for this zone are Flaming Crabmeat (Nothing special), Spark (A small flame who acts like a Hot Head from the Mega Man series. Leaves a short flame pillar in its wake), Pata Pata, and the generic Buzz Bombers. (Flaming Crabmeat has been scrapped)
2)Pillars will crack if jumped on enough! (Scrapped)
3)These steam pillars act much like they do in Sonic 4, giving Sonic a brief vertical boost. (Likely to be implemented)
4)Yay! Palmtree Panic inspired runways! Not sure how I'm going to code these yet... (Almost certainly going to be implemented)
5) The fire columns work much like they do in Sonic BTS' Titanic Tower, disappearing after 3 seconds. (Scrapped)
PROGRAMMING QUESTION (Already dealt with. Throw your opinion in if you want to, though): What sort of coding would one have to input into MMF2 to create a custom power-up, say, a Rocket Knight inspired jetpack suit for Sonic, enabling him to take flight for a certain time period in a style similar to Sparkster's rocket dash? I'm interested in seeing if such a power-up would be feasible in Sonic Worlds 0.5, as it requires no extensions. As well as this, how would one go about making bosses? For example, I'm planning my first boss of the Amy episode of Origins to be similar to Launch Base's frog badnik, the one that has wrecking balls for hands. It will be an easy boss to defeat but I have no idea how one would program it. The said enemy doesn't exist in Sonic Worlds as of yet so I'm unable to analyse its attack pattern and coding. Some help, anyone?
If anyone would like to help with programming or music, I'd be happy for you to jump on board. I will get most of this done myself, though.
This post has been edited by InfinityAlex: 16 May 2013 - 03:18 PM


00