Zone 01 : "The Mandatory Green Level"
#436
Posted 18 February 2009 - 10:37 PM
Cloud 2, the one middle left is awesome, in fact they all are I love the sharp style you have given them.
#437
Posted 19 February 2009 - 01:40 AM
AerosolSP, on Feb 18 2009, 07:01 PM, said:
A few pages back, Chimpo mentioned that he'd like some level progression within levels, like Unleashed. While I don't think the grand changes in scenery are possible in this game (sonic moves alot slower than he does in unleashed), I do agree with the overall idea.
How about, for this level, it starts off on a beach, progresses through a forest, and ends on another beach? We could even have a boss out on the water, though that's a bit of a stretch.
How about, for this level, it starts off on a beach, progresses through a forest, and ends on another beach? We could even have a boss out on the water, though that's a bit of a stretch.
The problem with doing such transitions the way they did them in Unleashed is that there's basically a single act per stage that takes you through all those places whereas if it were paced like Sonic 3 these different areas might effectively be multiple acts.
Having progression within zones is a good idea. Trying to make radical transitions within each act while also trying differentiate each one with a distinct area and style won't work too well.
#438
Posted 19 February 2009 - 09:33 AM
That's what I said, isn't it? Or are you saying that my suggested progression is still too radical?
#440
Posted 19 February 2009 - 07:23 PM
How about...
beach
then forest
then harbour/fishing village. Then a boat (or a Tornado seaplane) could take Sonic to the next level.
beach
then forest
then harbour/fishing village. Then a boat (or a Tornado seaplane) could take Sonic to the next level.
#441
Posted 19 February 2009 - 07:26 PM
Why don't you guys do what Sonic the Hedgehog (8-Bit) does and have a map of the display, showing an actual connection between levels. Just throwing an idea out. Oh, and about the beach thing, you could end it on the beach, and have a shoort cutscene of Sonic jumping/Tails flying/Knuckles climbing up a cliff and into the next level.
#442
Posted 19 February 2009 - 07:35 PM
Zone 1: Beach->Forest->Jungle->Waterfall->Mountain Path
Zone 2: High Mountain->Cave->Volcano->Exit into Desert
Zone 3: Desert->City->Factory->Tower->Sky
etc etc etc
This is just a hypothetical scenario based on about 30 seconds of actual though, but that kind of level progression would be pretty sweet.
Zone 2: High Mountain->Cave->Volcano->Exit into Desert
Zone 3: Desert->City->Factory->Tower->Sky
etc etc etc
This is just a hypothetical scenario based on about 30 seconds of actual though, but that kind of level progression would be pretty sweet.
#443
Posted 19 February 2009 - 08:07 PM
It's stupid Chimpo? Why exactly? If anything it makes the most sense for an island level, unless this isn't supposed to be an island and I missed something while I skimmed through the topic.
On the same note, ending on a fishing village would be a better idea anyway. I just don't want the level progression to go too far, because the change in scenery needs art too, and we don't have that many resources. So something like Adabat is pretty much out of the question.
On the same note, ending on a fishing village would be a better idea anyway. I just don't want the level progression to go too far, because the change in scenery needs art too, and we don't have that many resources. So something like Adabat is pretty much out of the question.
#444
Posted 19 February 2009 - 08:42 PM
QUOTE (AerosolSP @ Feb 20 2009, 01:07 AM) [post="281356"]

Act 2 -


Que epic waterfall summit boss followed by jumping onto an armada of floating war blimps. Different to FBZ because they're smaller and you move from one to another till you reach the front, that and I imagine them flying fairly close to the ground so we see scenery flashing past in the background/foreground.


Act 2 -


Que epic waterfall summit boss followed by jumping onto an armada of floating war blimps. Different to FBZ because they're smaller and you move from one to another till you reach the front, that and I imagine them flying fairly close to the ground so we see scenery flashing past in the background/foreground.
This post has been edited by Matwek: 19 February 2009 - 08:48 PM
#445
Posted 20 February 2009 - 06:11 AM
QUOTE (AerosolSP @ Feb 20 2009, 01:07 AM) [post="281356"]

Act 2 -

[/quote]
And this


Act 2 -

[/quote]And this
#446
Posted 20 February 2009 - 07:40 AM
QUOTE (Matwek @ Feb 20 2009, 01:42 AM) [post="281364"]

Act 2 -


Que epic waterfall summit boss followed by jumping onto an armada of floating war blimps. Different to FBZ because they're smaller and you move from one to another till you reach the front, that and I imagine them flying fairly close to the ground so we see scenery flashing past in the background/foreground.[/quote]
I like.


Act 2 -


Que epic waterfall summit boss followed by jumping onto an armada of floating war blimps. Different to FBZ because they're smaller and you move from one to another till you reach the front, that and I imagine them flying fairly close to the ground so we see scenery flashing past in the background/foreground.[/quote]
I like.
#448
Posted 20 February 2009 - 09:23 AM
I still don't see how it's stupid, to be honest. Furthermore, your idea is a pretty big change in scenery, leaving little room to reuse components from the first act in the second. But whatever, apparently I don't know what I'm talking about.
#449
Posted 20 February 2009 - 10:09 AM
AerosolSP, on Feb 20 2009, 02:23 PM, said:
I still don't see how it's stupid, to be honest. Furthermore, your idea is a pretty big change in scenery, leaving little room to reuse components from the first act in the second. But whatever, apparently I don't know what I'm talking about.
Its all about changing the levels layout as opposed to the actual scenery.
Act 1 - Basicly just a switch from sand to rock, an increase in the amount of plants and trees then changing from an EHZ style flat planed level to a more disjointed AIZ style that involves a tad more jumping.
Act 2 - Same dense veg cover except this time the level progresses more verticaly which then switches back to the flat EHZ style at the top, except this time at a much higer altitude.
Although extra art will have to be added to polish up the changes from one theme to another but its more to do with changing how the player tackles the level. I mean you must admit EHZ and HTZ play differently and the majority of the stuff there is recycled art just with a recolour.
Edit: Im not going out of my way to put down your ideas im just pointing out that reusing art doesn't mean things have to stay the same, they can be used again in any number of different ways.
This post has been edited by Matwek: 20 February 2009 - 10:12 AM

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