don't click here

SonicWR (World Runner)

Discussion in 'Fangaming Discussion' started by Azookara, Feb 5, 2013.

  1. Azookara

    Azookara

    yup Member
    [​IMG]

    Sonic WR's a 3D Sonic fangame being made in Unreal Engine 4. And yes, it's somehow still alive. Somehow.

    BUT! That means good things probably. Keep an eye here in the next few months. An old SAGE once told me patience is a virtue...

    In the meantime, anyone who knows 3D level design, head to the most recent posts.

    (Old, outdated post (Feb 2013)):
    So yes. We're back. Freerunner's been long gone for a while; and with that has come the revamped project Sonic World Runner.

    If none of you know, Sonic World Runner is a 3D Sonic fan game using the Unreal Development Kit's engine ‘SonicGDK'. Its gameplay takes cues from the classics, Sonic Adventure and Generations simultaneously, with emphasis on rolling-based gameplay. Planned level design based around a slightly more Sonic-y and streamlined SRB2/SA1 and a progressive story-based setup, the game's concepts are basically done.

    In the meantime, take some concept art and further info of the game, straight from the team. Enjoy!

     
  2. shawnsmitherson

    shawnsmitherson

    RocketDogShawn Member
    I'm really digging the music for Bumper Boulevard! And watching Carlton dance to it in your signature is amusing.

    If I was more efficient with my 3D modeling, I'd jump on board and help out for sure, but unfortunately I'm still in classes for all of that. I'll definitely keep an eye out for this project though.

    If you're ever looking for more artists or composers, I'd be down to submit some work for you to look over, but I'm sure you guys have it handled judging from your concept work and existing music.

    Anyways, it looks really promising!
     
  3. Dude

    Dude

    Tech Member
    3,138
    0
    16
    Southbridge, MA
    Random VR/AR trash
    My only advice is to not be afraid of sourcing models from other areas. You don't have to make everything yourself. We're just now learning this lesson with SA:G which is why we're going to be able to finish at all, let alone quickly. Models are being taken from Generations and Unleashed, as well as new models added and the models we do take we sometimes modify pretty heavily. With a large project like mine and only a few people actually working on the mod, this practice brings the workload down to a manageable level. Just remember to be open about your sources and give credit where credit is due.
     
  4. TheKazeblade

    TheKazeblade

    "Our Life is More than a Side-Effect" Member
    I'm really digging that concept art for Sonic! A nice fusion of CD's artstyle and Modern. Props there.

    Can't say I particularly dig the music. It sounds like it belongs in the movie Grease. I can say at least it is well-orchestrated. To each their own :)
     
  5. Mercury

    Mercury

    His Name Is Sonic Tech Member
    1,740
    21
    18
    Location Location
    AeStHete
    Wow. This is basically perfect.

    I also like the story. It seems very classic Sonic while also being quite original.
     
  6. DinnerSonic

    DinnerSonic

    Never Posting Since 2004! Member
    So, you've got a coder, you've got the concepts and at least partial level layouts drawn up it seems, you've got music, but no fresh gameplay video to go with it. What if you attracted modelers to your cause by making a level or two out of barebones slopes and shapes? It would at the very least mean someone with much much less modeling experience could put in the level design, maybe snag some temporary models and textures from Generations or Colors or such so you can loosely set the mood. Generations Sonic running through a stage made of Casino Night DLC's textures killing unanimated Colors Caterkiller edits might help a bit better than Blue Sphere running through White Slope Zone killing Purple Spheres. Then you can show off how fun your gameplay is and how cool and far along a project the modeler would be contributing to.
     
  7. dsrb

    dsrb

    Member
    3,149
    0
    16
    That is literally a cool story, bro. I also like the selection of tropes that you have chosen for the Zones. Good luck!
     
  8. Azookara

    Azookara

    yup Member
    Thanks for the praise, guys. Glad to know your support. Professor Zolo (one of our main artists) drew that so I'll give him good word on what you guys think of the design. :)


    Definitely taking that advice. Sourcing models from other titles was an idea from the get-go, however I guess we also plan on (like you said) heavily modifying them to be more centric towards the art style we're going for; since some of the designs we have for enemies, characters, etc are pretty unique to themselves.


    Good idea. Given the resources we'll probably have something conjured up in a matter of time.

    Grease? LOL I wouldn't say it sounds like Grease, but okay. Thanks anyways! =P
     
  9. Andrew75

    Andrew75

    Technical Artist Member
    2,030
    107
    43
    Project AXSX(Sonic Xtreme) + Misc Projects
    You need art guys , I need programmers, lol
    Shame the world does not supply enough to go around for our fan games.
     
  10. Ell678

    Ell678

    Am I Annoying You? Member
    2,378
    25
    28
    Barrow, England
    Sonic Incursion
    I love the idea of the apocalypse in the story - and the implications in the levels are fantastic. It reminds me of the Sonic The Comic story where Mobius was literally dying. I can't wait to see more of your ideas.
     
  11. Azookara

    Azookara

    yup Member
    Well I mean its not really like too extreme or dark of a story, because it itself is reminiscent of Colors now that I look at it (except with more progression and things going on).

    Also letting everyone know that the game's content isn't really to be tribute to classic-style Sonic as much as Sonic altogether. Lots of cues taken from them, sure, but also Adventure, Unleashed, and the OVA.
     
  12. Mr Lange

    Mr Lange

    A wise guy eh. I know how to DEAL with wise guys. Member
    1,286
    11
    18
    The Land of Waldos
    Sonic Utopia, Sonic Overture
    Not only is the music better than most of the official music that's come out lately, its far more Sonic-fitting. This project looks great and I'm really looking forward to it. I can do some modeling and textures if you're interested.
     
  13. Azookara

    Azookara

    yup Member
    [​IMG] [​IMG]

    Heres some WIP badnik models from our new modeler, Mando, just as a sign that we aren't gonna keep being dead with updates like we have been known to do in the past. :v:/>/> Also showing how things are gonna look in the translation to 3D.

    Still looking for texture artists if anyone is interested to take up on that offer. The style we're going for is a sort of painted style, similar to Legend of Zelda: Skyward Sword. This kind of style is emphasized in several of the concept artworks shown. If you want more information on this, let me know and I'll give you the full scoop without spoiler-ing up everything about this game to the public. EDIT: any people just reading this, disregard reading btw
     
  14. DaHog

    DaHog

    20
    0
    1
    Sonic fan-made cartoon and Possible 3D Sonic fangame
    If you need a Tails voice, just call.
     
  15. Azookara

    Azookara

    yup Member
    (repost from SFGHQ / United forums)

    So yeah, World?Runner. That SonicGDK-based Sonic fangame that gets a mention once every couple of months / year or something. About time!
     
    We've made a significant amount of progress in getting our work organized and polished up, and we currently have basically the minimum of what's needed on a team to make a game happen: two programmers, two modelers, and three artists. And while finding an extra programmer or modeler for the team would be swell (REALLY swell), our biggest focus right now is finding a level designer.
     
    I and one or two other members of the team have been giving our own hands at level design, but without someone who has their head screwed on just right for the job, we're kind of running mad without that one final screw needed to make this machine run.
     
    I have made a lot of pictures of stage setpieces, myself...
     
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
    [​IMG]
     
    ..But my strong suit is more towards the 'art design' part of the project. I'm not exactly having the easiest time making level layouts, is what I mean! 
     
    So what our team is needing more than anything is a level designer that can draw layouts on par with (or in a fashion that takes a page out of) Sonic Adventure, or possibly Sonic Robo Blast 2. If you're not experienced in that, yet are experienced with making good-quality 2D Sonic level design and want to experiment with drawing 3D space, we'd possibly be interested in that too. And even if you don't want to do anything too hands-on, we could alternatively use an advisor that can help give ideas for the way the level layouts should be handled and point us in the right direction.
     
    This may all be a shot in the dark asking for any sort of support like this, but we seriously need it. We're getting really close to finally getting parts of this game out the door (and it's only taken multiple team reorganizations and project reboots)! So yeah, if anyone's willing then hit me up, we'll figure out where to go from there.
     
  16. Tiller

    Tiller

    Member
    836
    0
    16
    HDK & World Runner
    From the looks of things you seem to have you head on straight with some ideas for implementing level design based on it. Level design is entirely dependant on how you guys build Sonic's movement and abilities on top of the design focus (speed/flow/exploration/etc). GDK will likely need a lot of tweaks to get it to where your concept images envision the game but hope you nail it. I'd love to help because I got ideas but I can't make sexy art. The most I could do is coax ideas out as an advisor but I hope you guys find someone who can do the whole nine yards and has relevant experience to back it up.

    It's also good to know this project ain't dead.
     
  17. Andrew75

    Andrew75

    Technical Artist Member
    2,030
    107
    43
    Project AXSX(Sonic Xtreme) + Misc Projects
    Make the fun layouts first than go for eye candy later!
     
  18. Azookara

    Azookara

    yup Member
    Yeah, the plan isn't for the level designer to make crazy setpieces. That's the artists' job, though any particular setpiece ideas the level designer has can be pitched to me and the other artists/designers and we can make our own spins on it and go from there.

    And I'm not really looking for anyone who can draw incredibly well. I'm just looking for someone who has an eye for making a level that is fun, and can draw it out. You know, the ones with a lot of slopes and inclines, but with an equal amount of flatter, more platforming-oriented sections. Open spaces that don't feel 'too open' or vacant, but yet definitely not something set up like an obstacle course, such as Unleashed or Generations or anything. Something a bit more.. Adventure-ish.

    I can make pieces for it, but I can't really make the whole picture for it too well, and that's where I'm asking for the help.
     
  19. Question: You want a Level Designer, not a Modeler. Exactly what needs to be able to be contributed from somebody with the position? I mean, I might give it a try when I'm in a better position to do so (My computer is broken and I need to replace it. Should be replaced within a month of now.) However, I only have experience in SketchUp's free version, and I can only really do models that look like they'd belong in an N64 game. If anything I came up with was to be useful in any way, it would need a second person to kind of add the visual appearance, working versions of setpieces rather than a static placeholder (for instance, making a bridge that collapses where a placeholder would be), and scale it appropriately.

    Anyways, what kind of level tropes are you planning out? I mean, if I had an idea what to try putting together to see if I was any good at it, what kind of level would I be designing? Are we talking super realistic, like Unleashed, where everything has more of a rhyme and reason to it, or more like a 3D Classic game where there could be a floating platform or landmass without needing to be realistic in how it's being held up in the air? Is everything going to be 3D, or would 2D sections (where logical, such as a bridge or cliff-side ledges) be a reasonable addition? If I had the player cut through a settlement, what level of technology would be expected? Something like a Black Knight style village in the woods, or a more modern City Escape/Empire City-era environment?

    What kind of detail can I expect when it comes to setpieces? I mean, let's say I think up something like flying enemies swooping in and destroying a bridge that Sonic's crossing. Would my design be limited to something like the whale chase in Emerald Coast, could I expect to give the player a Quick-Time Event to climb up the falling wreckage Unleashed-Style, or something completely different like the player jumping off the bridge at the right moment to Homing Attack the enemies as they swoop by. The bridge is still destroyed, but the player is able to strategically time their Homing Attacks so that the flying enemies "carry" him towards a new route that he can jump to. Would something that elaborate be possible?

    Anyways, if you don't mind being rather patient for getting it, and can expand upon an N64-style model as a starting point, I could give it a try. No promises on if it goes through and I can finish it, though. I've got college classes right now, a broken computer, and a couple projects of my own that I'm working on. Still, I've never done a 3D level design before and I'd like to give it a shot to see if I'd be any good with it.
     
  20. Tiller

    Tiller

    Member
    836
    0
    16
    HDK & World Runner
    ^ They have a few level tropes and names in the old OP but who knows what has changed.

    Anyway my mistake. You're looking for someone to stitch together set pieces, gimmicks, and add other ideas to make sure the stages are unique, fun and cohesive. I think I might be able to handle that if you can deal with MS paint tier concepts. Kharen is right though. From what I've learned of Sonic level design, it's only limited by what you can manipulate out of Sonic's basics. The core of Sonic's gameplay and movement have to be completely solid before you start churning out stages. Otherwise you end up trying to shove a ball shaped Sonic through a square hole.