Almost 10 hours out by this zone. You should have gone the SEGA Classic or Big News Classic route. Regardless, yay for being a lie.
yeah I make horrible decisions while drinking... Off that note. I am having huge trouble coming up with fresh gimmicks for Luster Lakes, any ideas? I have a Green Hill ball in there right now that destroys things, but its really a bitch to program. I'm thinking its why it was removed from Sonic 1. I may change it to a block that blocks water or something on some parts.
Why not the things that make you jump from Water Palace Zone (Sonic Rush), the water pressure acts as a spring =P.
Something like a hamster ball. Run around, don't have to breathe underwater and mow down enemies. Sonic's jump breaks the ball though.
- Pull a Super Mario Land; submarine shooter section. :v: - Switches that can change water currents, and send you down different paths, or create a maze with them. Only ones I can think of.
Which only the weight of Sonic's aquatic hamster ball can switch? Would add a new dynamic to the gameplay not seen in other Sonic games, that's for sure.
Fountains which boost you up, like the lava thing in MZ, except with water :v: Some kind of (wind)surf or boat Some kind of powerup which can help you underwater like this, or the good old Goggles monitor Bubbles of polluted air, which reduce your oxygen supply. They can be distinguished from regular bubbles by their darker colour. edit: merged my two posts
Or how about, add dirty water, that has clean bubbles which help you survive. Then after the boss is destroyed then the water could be restored?
That gets darker and thicker, so its harder to walk through until you hit a switch which causes clean water to be piped through.
Pollution? What about making the air polluted (draining rings) and the water clean, meaning that for once, the player will be actually looking to get into the water? + - Or a protective hamster ball.
I was going to try the water thing they did in donkey kong 2, hit a switch to clean the water and it keeps getting dirtier. This might add for a challenge.
This could work like in Sandopolis act 2 actually except this time you have to hit switches regurlarly to clean water which is getting dirtier and makes you lose progressively rings after a certain amount of pollution.
Conflicting concurrent water currents that can be switched and carry Sonic to new paths via sliding up and down underwater poles (like in HCZ). In an easier comparison, that part in Cave Story right before you drain Curly.
How you like that? This level is actually more of a platform "look for switches to switch currents" type of level. There are now tubs that are colored to which current they are. Its pretty bitchin actually.
Man, you get stuff done pretty quickly. Again, can't wait for the game to get finished! Keep up the good work.