Posted 09 November 2008 - 02:51 PM
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Zone 03 : "Rainforest Ruins Zone"
Names
Concepts
Background
Tileset
Objects
Posted 10 November 2008 - 07:37 PM
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Thought I would add this here as its the best place I could think of to move it.
For anyone new to the project, the idea was to make the bosses more involved with the actual level rather then just an extra at the end, along the lines of the Angel Island sub-boss buring down the jungle or the Marble Hill boss causing landslides.
This post has been edited by Matwek: 10 November 2008 - 07:38 PM
Posted 11 November 2008 - 01:55 AM
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So Sonic's getting a Sonic Unleashed style wall jump?
Posted 11 November 2008 - 04:44 AM
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A Knuckles Chaotix style wall jump
Posted 11 November 2008 - 04:46 AM
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Does that not make Sonic's abilities sort of closer to Knuckles' in a way? I mean, the scaling walls thing is Knuckles' way of accessing routes which Sonic can't get to, and Tails can't reach.
Posted 11 November 2008 - 05:00 AM
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Jayextee, on Nov 11 2008, 10:46 AM, said:
Does that not make Sonic's abilities sort of closer to Knuckles' in a way? I mean, the scaling walls thing is Knuckles' way of accessing routes which Sonic can't get to, and Tails can't reach.
Well, it would make Sonic less powerless, and he will need two walls close enough, to access high parts.
But I think we already decided that it would be an ability from the ice shield, to "stick" on wall.
Posted 11 November 2008 - 08:40 AM
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I don't think there should be parts where the walls are close enough for him to jump up, just keep it as quick one use move or something to avoid attacks.
Besides it doesn't even have to be used at all its just concept art, you could make it so the fist is low enough to just jump on top of or have a platform to jump on and jump off before it gets crushed.
Posted 11 November 2008 - 09:22 AM
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It would be interesting if Sonic has in-game abilities similar to all the jumping around in Sonic CD's FMV opening.
Posted 11 November 2008 - 09:57 AM
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Posted 12 November 2008 - 06:11 PM
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Another concept for this zone:
(Tell me if I posted this in the wrong thread...)
Posted 12 November 2008 - 06:21 PM
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Those drawings are amazing. I pretty much love them forever.
Posted 12 November 2008 - 06:40 PM
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I really love the idea of a breaking vine. How about one like the ones in AIZ, only a lot bigger. It can work as a "path-splitter" - if you don't make the jump the first time across, the vine breaks and sends you backwards a little and you have to play through the bottom (underwater?) portion of the stage instead. But the underwater area can't be too deep - we have to save the hardcore Labyrinth-styled stuff for the underground ruin/sewer stage.
For the first concept, maybe there can be some ares where there's spikes infront of the player and he has to jump down before he slides into them.
This post has been edited by PC2: 12 November 2008 - 06:46 PM
Posted 12 November 2008 - 06:48 PM
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I tried a hand at the jumping snake badnik. I think I gotta improve on it a lot though.
This post has been edited by Secret Bonus: 12 November 2008 - 06:48 PM
Posted 12 November 2008 - 06:57 PM
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PC2, on Nov 13 2008, 12:40 AM, said:
It can work as a "path-splitter".
I was also thinking it could be used as a path-splitter while drawing this
Posted 12 November 2008 - 07:35 PM
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QUOTE (Yvan @ Nov 12 2008, 11:11 PM) [post="244602"]

[/quote]
Were you thinking along the lines of the swinging platforms of Ice Cap Zone? As in if you don't have enough speed you don't swing far enough, although unlike those platforms you don't get a second chance to run at it again as the vine breaks.
If you have a set time as to how long sonic can hold on before it breaks then theres loads of possibilities as to how it could effect you depending on how much momentum you hit it with.
Also would be nice to have some new swinging animations rather then the basic ones that have been used in the old games, having him turn to face the way hes swinging rather then just back and forth.
This post has been edited by Matwek: 12 November 2008 - 07:42 PM
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