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SONIC BEYOND

Discussion in 'General Sonic Discussion' started by Thewoog, May 18, 2009.

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  1. DM Ashura

    DM Ashura

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    Sonic Gemini
    You know, you guys might want to contact the original creator of this whole thing and get his permission before you go off making it a game.

    [email protected]
     
  2. Tweaker

    Tweaker

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    I'm fairly sure somebody did; such mention of contact with the guy who conceptualized the game was made earlier in this topic.
     
  3. Tarheeltim

    Tarheeltim

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    [​IMG]

    Edit: also batman beyond
     
  4. Endri

    Endri

    Officer I don't have my drivers license with me. C Tech Member
    Actually like the idea of this concept. I like it so much that I, myself, could even give it a try to make it an actual playable game. Of course, starting from the point that if I'd have asked the authors permission beforehand and discussed matters of the concept together.

    The only things that keeps me from doing this is that I first need to finish my own fangame first and that I don't enjoy 2D programming as much as I enjoy 3D coding, therefore I'm more confident making 3D games than 2D ones. This might make me desmotivated during the process of development of the project.
     
  5. Thewoog

    Thewoog

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    The creator of the pics said it is ok, but if anyone else wants to start, you should also ask.
     
  6. XCubed

    XCubed

    Will Someday Own a Rent-A-Center Oldbie
    Wow.....this would make quite the cartoon series! XD


    Don't tell me I was the only one who thought "GENOCIDE CITY!!!!!" when seeing Danger Garden. But the Egg-Disco is the most hilarious thing I've ever seen!

    At least they left the Super Robotnik/Eggman thing a mystery. It's really nice to see some fresh ideas!
     
  7. RedStripedShoes

    RedStripedShoes

    And I'm gone again. Member
    I thought I'd throw out a simple starting storyline and some paths.

    Sonic's Path
    Tropical island (Robotnik attacks with a horde of Badniks. Tails picks him up in the Tornado.)
    Metropolis (Sonic gets dropped off by Tails. He shuts down Metropolis, sees the Tornado destroyed, watches Robotnik fly off with Tails, and gets blown away by an explosion.)
    Desert (Sonic rejoins Knuckles after plummeting into the sand. Sonic races through the desert to...)
    Pinball park (Sonic and Knuckles find Tails. They escape an angry Robotnik.)

    Tails' Path
    Jungle ruins (Metal Sonic ambushes Tails. He escapes in the Tornado to pick up Sonic and Knuckles.)
    Metropolis (Tails dodges Robotnik's fleet to get to Metropolis, drops off Sonic, and lands. Tails is captured by Metal Sonic.)
    Flying fortress (Tails breaks out of confinement and tears up the ship. He breaks through the hull and flies to the nearest city as fast as he can.)
    Pinball park (Tails reunites with Sonic and Knuckles. They escape an angry Robotnik.)

    Knuckles' Path
    Angel Island (The Death Egg Mk III has blasted the island and Master Emerald. Knuckles finds one of the shards, then escapes with Sonic and Tails on the Tornado.)
    Volcanic mine (Knuckles jumps off the Tornado halfway to its destination. He makes his way through the mine.)
    Desert (Knuckles exits the mine and watches Sonic crash into the sand. Knuckles makes his way through the desert to...)
    Pinball park (Sonic and Knuckles find Tails. They escape an angry Robotnik.)
     
  8. Lostgame

    Lostgame

    producer/turnablist. homebrew dev. cosplayer. Oldbie
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    To me Sonic Advance 1 was Sonic 4. It was actually platforming. Sadv2 is where they fucked up with the 'hold-right-until-you-win' mechanic. I actually played through that game once to about the fourth level using only the jump, down and right buttons, that's how pathetic it was >.> Good music, though. Music plant is bitchin'.
     
  9. Tweaker

    Tweaker

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    I could probably use jump, down, and right to beat a majority of Sonic 2. People like bashing Sonic Advance 2 for having linear paths as the primary direction for level design in the game, but the fact of the matter is that those 3 buttons are pretty much what makes up a Sonic game at its core. It's that kind of simplicity that made the game so entertaining in the first place.

    Not only that, but Sonic Advance 2 also has several branching paths throughout several of the levels. Its emphasis was on speed, but its level design wasn't incompetent, and it wasn't dull—that much is for sure.

    I'd leave the game planning to the actual game designer, champ—his organization, along with his clear, coherant plan for the game is the entire reason it appears so feasible to create in the first place; attempting to modify it in your own way will likely deviate from what the game should be like.
     
  10. RedStripedShoes

    RedStripedShoes

    And I'm gone again. Member
    Come on, man, game design is in my blood. I can't quit, man! I can't handle the withdrawl! You gotta hook me up, man! DON'T HOLD OUT ON ME!
     
  11. Wasphammer

    Wasphammer

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    I loved Mad Matrix. Thought it could have been done better, yes, but I loved the ambiance. Didn't like the Shadow Androids who could block the homing attack. Rather than a haunted castle, why not reuse SZ2? Downtown city seems like a two act showoff a la AIZ. Underwater Dome smacks of Ocean Base, but I could see some really awesome WDW (SM64) type gimmicks, or maybe some sort of treadmill that raised the water level. Act 2 could be a copy-paste of the Underwater City from Jak and Daxter and its escape the Dark Eco challenege. Tall Tall Tower, maybe some sort of Badnik that could attack from the Background.

    Needed a breather. Botanical Gardens (KC?) seems like a good idea, mayhaps with some of the ARZ and MHZ and some AIZ (namely the ramp) gimmicks splattered about. The Giant Airship, well, let's just hope it isn't a scrolling level. Mayhaps WFZ and FBZ finally becoming the giant Eggman Reese's Cup of World Domination? Bioweapon Factory, NO. RE1 was a bitch even on easy. Rebel Forest, I won't even gratify this with a Psyduck, just exclude Conveyor Belts and busted up collision. The guranteed themes, we all know and love these, so I am just going to comment on DEZ and Pyretic Plains: Seems like a good idea, just include a few fire shields for the love of whatever supreme deity holds true to you. Death Egg: Don't fuck with anything, just use S3K's Death Egg.

    Now then, Atlantis above water: Smacks of HCZ and SSZ. Super Industrial Mine: Combine CPZ with MCZ, mayhaps with the Metro Zone gears. Medieval ruins: See Haunted House for Act 1. Act 2 could be set outside the castle or whatever and have Sonic fighting against ghosts of his past victories. Give Sonic the S2 spindash, Super Peelout, and Insta-shield. Tails gets Flight and Hacking. Knuckles gets the usual complement of Glide and Climb.
     
  12. roxahris

    roxahris

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    Your thoughts on these matters seem to be based on how SEGA does things.
    a) Have you ever tried making creative level designs? They don't need specific setups.
    b) Why not have an Amusemement Park and a Casino? The games seems to have heaps of levels as it is.
    c) See a. Underwater Domes don't need to be boring.
    d) Hahahahahahaha. The Death Egg, last I checked, is usually set in space... but there's no outer-space level.
    e) How so?
    f) "SEGA did it wrong, so it must be impossible to get right!" Yeah, sure, kiddo.
    g) A Wild West level would be fucking awesome and you know that.

    I haven't seen the video yet, though...
     
  13. Phos

    Phos

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    http://sonicjam.wikidot.com/nsssp:index

    Have a read through that.
     
  14. Endri

    Endri

    Officer I don't have my drivers license with me. C Tech Member
    Hmm... this sure was an entertaining reading. And I'll keep this article in mind, since right now I'm making the final touches for the demo of my fangame.

    I don't understand why people don't like Sonic Advance 2. I think that, at that time, it was presented as a freshy feel for the gameplay, since I was a little tired of Sonic game's classic gameplay. As a matter of fact, however, Sonic Advance 2 DID give the franchise a new direction. But it was inevitable, it had to happen at some point. It just happened to be with Sonic Advance 2. But I think it was an acceptable change. And, thanks to that, I can easily separate the Sonic games ages before AND after 2002.
     
  15. Thewoog

    Thewoog

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    The original game designer seems to be more interested in drawing, but was excited to hear the possibility of this game being made. If you want to ask questions, go ahead. I like the levels the way they are, but it would be nice to add some levels where all 3 or 2 characters play through (not at the same time).
     
  16. The Pulse

    The Pulse

    GLUTHAWK, KING OF THE HAWKS Member
    Better yet, have a mode where you can choose any level you beat and play that level as any of the 3 characters.
     
  17. Thewoog

    Thewoog

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    Sorry I wasn't here in a while, I was waiting for approval, and I got it.

    That would be an OK mode, but a mode like that would be good for an end of the game reward. Also, some levels can't be played by all characters. Look at Danger Garden. The whole level is tails flying. Also, fun park. You need to be able to outrun a roller coaster when you are racing Amy. Only Sonic can do that.
     
  18. RedStripedShoes

    RedStripedShoes

    And I'm gone again. Member
    Two words: Alternate paths.
     
  19. make superflous bullshit to explain why they can instead.
     
  20. RedStripedShoes

    RedStripedShoes

    And I'm gone again. Member
    No no no no no no NO. Don't do that.
     
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