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Concept Art & Mockups - Aquatic Ruin Mockups Needed!!

Discussion in 'Sonic 2 HD (Archive)' started by Vangar, Mar 13, 2008.

  1. ICEknight

    ICEknight

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    Here's an example of the last idea I proposed. The generic beam generators could come from the ground in any level, without looking out of place:
    [​IMG]
    Or alternatively, they could just keep stuck to the screen, as mere borders:
    [​IMG]
     
  2. synchronizer

    synchronizer

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    I like the first one, because there is no ceiling for the top ends of the barriers to attach to. I think it's pretty nice.
     
  3. Flare

    Flare

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    Though I think we are trying to complicate something, I mean I don't think anyone would care about invisible barriers, its not like they aren't in the game anyway.
    [​IMG]

    If not, I like the idea of Eggman's electric barrier things appearing out the ground when you enter the boss arena.
     
  4. Sciz

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    Out of all of these ideas I like extra totems the most, but I'd rather go with invisible walls than use the barriers. They look out of place in ARZ (a zone which is largely untouched by Robotnik), and using them early on lessens the dramatic effect of them appearing on Wing Fortress.
     
  5. ICEknight

    ICEknight

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    The boss area is supposed to have been touched by him, I think?

    We could use a Spoilers on/off option to make them invisible if that's such a big deal =P
     
  6. Sciz

    Sciz

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    He's manipulated the environment a bit, but I've never thought that anything was actually added to the zone but badniks and the bolted-on arrow traps.
     
  7. synchronizer

    synchronizer

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    Something like this maybe?
    [​IMG]

    The one above my post looks pretty good, but I don't think that the bosses have official names do they? Therefore, perhaps that should be removed. It blocks part of the boss room too, which in other levels might cause a small problem.
     
  8. test-object

    test-object

    By Torm, no! This is terrible! I... I had no idea Member
  9. Canned Karma

    Canned Karma

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    We need to remember to take into account how when the boss area is triggered, the totems rise up from the ground as pieces that Sonic can stand on. If the additional totem idea is used, this could be a problem if the player stands on the far right one that extends all the way to the top of the screen. For the barrier concept this would work differently, and if they triggered immediately once Sonic is in the area it would be a major deviation from the original boss fight.

    Point being, we can't just look at this from the art perspective; take into account how you would react to playing through that segment when coming up with ideas as well. Going purely from this approach, the borders have the benefit of being the most true to the original... the biggest downside in my mind to them is the sense of instant claustrophobia you get being suddenly boxed in like that. Although... one could argue that this is something to heighten the tension of a boss area.
     
  10. Vincent

    Vincent

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  11. muteKi

    muteKi

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    I don't think that feels claustrophobic...in fact I think the wider viewing area feels too open! CNZ's boss was definitely designed to feel a bit claustrophobic though. That wouldn't work at a wide-screen viewing setup, really.

    And for once I have to a disagree with Ice here. I don't think that the beam barriers really fit with some of these boss styles and patterns (especially ones like EHZ where the boss would presumably go through them).

    I think the black borders and boss name are the best, but the name protrudes a bit more into the game area than I might like. It's not a huge issue as nothing of serious importance occurs that far down on the game screen on most fights, again, CNZ excepted.
     
  12. test-object

    test-object

    By Torm, no! This is terrible! I... I had no idea Member
    Well, easy, the totems won't come up until you're in between them. It's what they did in the original Sonic 2.
     
  13. Canned Karma

    Canned Karma

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    Yes, and in the original the totems were at the extreme ends of the screen zone. With a wider screen, they're going to be inset like was shown in the concept images - meaning the player could trap Sonic on the far side of one of them. That's what I was getting at with matching the art to the needs of gameplay mechanics.
     
  14. Endgame

    Endgame

    Formerly The Growler Member
    Although people are going to complain about my idea as it won't be 'canon' and it's changing things from the original, but here's my idea:

    how about make stand outside the columns on his own, where he'll move the craft my remote-control (once it's defeated, Eggman runs away)? - that way it won't make the space outside the columns to look odd :P


    ....or someone can do this for a different fan-made project ^^;
     
  15. Chimpo

    Chimpo

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    [​IMG]
     
  16. ICEknight

    ICEknight

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    ...I think having other totems appear instantly could ruin the flow of the boss' introduction. =\
     
  17. Chimpo

    Chimpo

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    I swear to god, if I have to animate this for you people...
     
  18. Sciz

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    It doesn't have to be instant, just fast enough that the player can't possibly jump on top.
     
  19. ICEknight

    ICEknight

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    But it wouldn't make sense for some pillars to appear fast, and then the others to raise more slowly, don't you think?