Dark Phantron, on Jan 8 2009, 04:43 PM, said:
My first priority is the graphics engine & input (should easily be completed in the first day). It would be very difficult to program Sonic without being able to see him or control him! :P The only thing I don't know is what format you're going to be using for the textures. If you're gonna use BMP, JPEG, TGA, PNG, or DDS files I won't need to spend any extra work making a custom content processor for loading the textures into the program.
Out of those, I'm personally inclined toward .PNG for the translucency support (also lossless, unlike JPEG which is
unsuitable for pixel art) -- what would the hit on CPU usage be like with, say, eight screen 'layers' of fullscreen 320x224 PNGs flying around? Just wanting to know where to shoot here.
Dark Phantron, on Jan 8 2009, 04:43 PM, said:
My second priority would be Sonic's engine. Thanks to the public Sonic 2 disassembly, it shouldn't take long for me to track down Sonic's speed variables to be sure they're completely (or atleast very close) accurate. Then there's the camera system, and that'd be piece of cake. The rest (as long as Sega didn't do anything weird in their code somewhere) should just be simple collision checking and physics-y stuff (for things like running up/down hills), which again shouldn't take long.
Since we're working at the same resolution as the Megadrive/Genesis, a pixel-perfect recreation of the physics is a bare minimum to expect, really. I think Sega were quite hackish with the code in some respects, but there's no reason there should be any real barriers in the physics department.
Dark Phantron, on Jan 8 2009, 04:43 PM, said:
My third priority would be making the level engine. I think I heard somewhere that Sonic's courses were made out of 128x128 tiles that are made from 16x16(or something, don't remember exactly) tiles, so all I'd need to program is a system that will bake the 16x16 tiles into 128x128 tiles. This should be really easy. For me the difficult part would be making a bug-free user friendly editor to construct the level and tiles with.
Right. In the original games, all graphics are stored as 16-colour 8x8 tiles (choosable from 4 palette lines), which are then mapped onto 16x16 blocks (using any of the palette lines, therefore a 64-colour block is more than possible). In turn, the 16x16s are mapped to the 128x128 "chunk". Also, the collision/heightmap is mapped to the 16x16s.
Dark Phantron, on Jan 8 2009, 04:43 PM, said:
My fourth priority would be inserting Badniks, graphic effects (like the 'poof' created from destroying a Badnik'), and programming Sonic's death and ring systems. This should also be fairly easy.
Before this happens, we're probably all going to have to discuss what nature of graphical effects are to be included; personally I'd love an engine capable of things like light flares, particle effects and translucencies (Additive and subtractive, you know - all the different types). However, there are those here who feel that such things can't actually be used in moderation, so shouldn't be included. Either way, we'll reach a democratic vote on this.
Dark Phantron, on Jan 8 2009, 04:43 PM, said:
My fifth priority would be music & sound. When I get to this point I'll need to know what formats you will be using for Music and SFX. XNA has easy implementation of .WAV, but if you're going to use something like .OGG file types then I'll have some work to do here. Either way, it should be easy.
It'll likely be a compressed format we use, and .OGG lends itself to looping audio.
Dark Phantron, on Jan 8 2009, 04:43 PM, said:
My sixth priority would be setting up certain key elements like bosses, special stages, fully set up Zone structure (where completing Act 1 leads to Act 2, Act 2 leads to Level 2, etc.), making Tails and Knuckles playable (very easy, could also very easily set up Amy and Nack so that all I'd need to do to make them playable is essentially Amy/Nack.IsPlayable = true.)
Yes. Don't know about additional character being playable though.
Dark Phantron, on Jan 8 2009, 04:43 PM, said:
My final priority, with Sonic, the level editor, Badniks, music & sound systems complete, would be content filling. This would involve everyone else in the project, obviously. With a little luck everyone's work would come together and the project would start looking like a true sequel to S3&K. At this point the only worry would be a cease and desist from Sega, although since it'd be freeware with completely custom art, music, and engine this probably wouldn't be a concern. I whole-heartedly believe that modern Sega couldn't make an okay sequel to S3&K even if their lives depended on it, so if we had to shut the project down it would really suck.
C&Ds are
always a worry. However, fangames have been completed which
do not use 100% custom materials without such troubles, so we'll see, huh?
Dark Phantron, on Jan 8 2009, 04:43 PM, said:
If I have extra time by this point I'll throw in multiplayer (with LAN and Internet ability included, hey why not?) and anything else that might come to the team's minds.
I'd
love multiplayer, some will whine at it even being mentioned. A discussion will be had at some point.
Dark Phantron, on Jan 8 2009, 04:43 PM, said:
I know that it might seem like I'm promising the world here for the programming end of things, but you have to realize that our modern programming tools makes things extremely to do things that might have been difficult 15 years ago. Plus I'm just that good.

I hope I don't come across as rude when I say; you'll have to put your money where your mouth is, so to speak, before we can put much stock in you, although you sound
very promising indeed.
Is there any chance of you working on something with replaceable placeholder graphics? This way, we can have a sort of working 'core' and see how progress is going in a very real way.