- Member: Members
- Active Posts:
- 915 (0.71 per day)
- Most Active In:
- Fangaming Discussion (349 posts)
- 12-December 09
- Profile Views:
- Last Active:
- Today, 07:57 AM
- Member Title:
- Technical Artist
- Age Unknown
- Birthday Unknown
- 3D modeling, hacking, making games, Photography, traveling, my wife, my Cat, working.
- Project AXSX(Sonic Xtreme) + Misc Projects
- National Flag:
Posts I've Made
16 June 2013 - 07:33 AMAnother great release , and so soon to boot! Must be nice to have all the game engine programing out of the way to be able to concentrate on all these kick ass levels.
Keep up the good work ! also will there be another game in the series or will there be a new series ?
11 June 2013 - 04:04 PMWas SLW one of the games playable at BestBuy during Nintendo's E3 BestBuy promotion?
11 June 2013 - 06:15 AM
QuoteHas it been confirmed that Sonic will automatically go to the set speed? I may need to rewatch the videos, but I thought Sonic jogged a bit before going at full speed. My only complaint is that he should gain speed as he goes along, even if it's a slow gain.
It's more like Mario now, isnt it? Mario only runs with the holding of a run button, otherwise he does more of a walk.
It's the same here, but Sonic is just a little faster.
If that's true than they killed off the huge gameplay feature that initially separated Mario from sonic in the first place.......momentum based gameplay... ouch
10 June 2013 - 11:20 PMSonic GDK accomplished 3d physics. This was accomplished mostly by ONE PERSON. With some refinement by a competent team (ie not Sega currently as it stands) it could be just about perfected for a complete game.
A lot of what you said circles back to my point about how they must constantly compensate for their inability to create a complete Sonic engine. They keep using filler for the gaps and the gameplay falls apart. They just keep scrambling the existing pieces about and call it new. Sometimes it is for the worse.
Using a button to dictate two modes of Sonic's speed? That's backwards. That isn't natural motion, it's mechanical, and even farther down into the pit of on-rails gameplay.
The problem is though, that whilst Sonic GDK accomplished things the official games haven't in 3D, the execution sucks. Sonic looks weird the way he controls, the levels are bulky and massive to accommodate the fact that you slip around all the time, and collecting rings and doing fun things looks like a massive chore. Rolling down the hills I saw in the GDK video looked fun for a minute, but you soon realise you're doing nothing else and it's adding nothing to the game in a meaningful way. It doesn't matter if SEGA don't do it 'MegaDrive-accurate', because you're never going to have Spring Yard Zone style curvy walls in 3D third person that works well, because you're not getting a good enough view of where you want to roll. Even if that were the case, you'll be rolling either too slow to care or too fast to do anything.
I don't think having a run button is mechanical at all. I could argue this for eternity, but I still need to play the game to give you a true reflection of how it feels. It doesn't take much to imagine though that it's fine to play.
There's never going to be a true 3D Sonic game which emulates the 2D games, because the way the 2D games work is so different to how it would work on a 3D plane, that it will never feel totally right. So what if we don't get sections where we can just roll down hills aimlessly in 3D, or if we need a run button- let's just wait to feel what it's like first.
There's a reason Sonic Generations allowed rolling physics, and it's because the classic sections were essentially 2D and completely separate from the 3D sections.
This is why I suggested that GDK be refined by a good team. I'm not suggesting a perfect 3d counterpart can exist, but the physics can work and a great game be made out of it that isn't an on-rails hand holding quick time event flashy effect parade. It could actually have depth, speed, platforming challenge, and a world that's physically intuitive. That with the great environment designs they're doing and some of the good aesthetics they've got going on now, it would actually be a really good Sonic game of our time.
Even if the two-state speed isn't as mechanical as it seems, it is still a step back. Another gimmick for compensation because they can't achieve more natural results.
A good demonstration of sonic GDK.....(Although physics were revamped a bit to be more classic like here)
Take sonic off the 2.5D rail splines shown above and you can play with the same physics in 3d.. you can get some great gameplay in 3D but it all depends on how you design the levels.
When choosing the level, I picked GHZ because it has the most complex collision for the ground of any of the 2D Sonic levels. I figured if we could come close to the original physics while replicating GHZ in 3D, than any other 2d to 3D level scenario would be a cake walk.
Also I never had any problems with controlling Sonic's speed by tapping D-pad to move slow, no idea why sonic team wants to have 2 speeds for SLW. ( I guess they wanted to add gameplay strategy to the game for people who like to mash run?) That's me being sarcastic BTW :P
Sonic X-treme here also uses the same physics shown in the GHZ vid above, check out the rolling near the beginning. all 100% classic physics, also note that there are no 2.5D restraints. its purely 3D.
Hope sonic team can get it right this time... I have high hopes for Sonic lost world.
06 June 2013 - 09:51 PMOk guys ,, Im not going anywhere, Sorry for the trouble,,, God I hate drama.....
Hope that I didn't piss anyone off here.