Tweaker, on May 6 2009, 08:48 PM, said:
- Target platform/engine being used
The easy answer would be "depends on what we plan to do"
But this means we must decide what we plan to do.
This project started as an attempt to create "Sonic 4". At first, it was a great idea, however 2 things bugged me with this:
1) I don't think is right to think to do a "Sonic 4", because we are not SEGA, and we are not Sonic Team (and don't forget many other "Sonic 4" already exist)
2) As a name, Sonic 4 could also limit our freedom with the project (depends on how far we could try to go)
However, if we intend "Sonic 4" as something like Mega Man 9, but with a different name, then the Genesis should be our main platform.
But, if our intention is to create a plausible sequel to S3K, the situation becomes complex. It is unlikely SEGA would have made Sonic 4 on the Genesis, and considering the 32X bombed too, Saturn seems the only solution. In this way we could still make a 2D game, but with the Saturn limitations.
Of course, there is the last choise: nor one, nor the other, but something completely different. Basically, the PC, using an existing engine (like E02)
Each one of these choises fits a tipe of game, but no one is perfect.
Genesis (or one of its add-ons): the Mega Man 9 way (a new game, but with the exact engine as the original)
Pros - Its the original platform
Cons - Not easy to do something more
Saturn: A true sequel (2D game, but with the Saturn limits)
Pros - High quality music and graphics
Cons - How many here knows how to program for the Saturn? (and don't forget: if SEGA actually made a Sonic 4 for the Saturn, chance is it would had been in 3D to counter Mario 64, but this is too far from our idea)
External Engine: A game like the classics, but also something more (A game with the classic style, but without the Genesis limitations and a wider array of options)
Pros - High versatility
Cons - Will not work on the real hardware. Many decisions, many choises
I think this is the most important point to clarify before anything starts.
What is our objective? What do we want to create? How far we could try to go?
Only after this we will know what platform better suits our needs.
Tweaker, on May 6 2009, 08:48 PM, said:
Again, there is an easy answer and a complex one.
Easy: The limits of our platform
Complex: Depends on our platform and on what we plan to do during and after
The problem doesn't exist with the Genesis (and doesn't exist with the Saturn, since, if we must have Genesis limits, then it is better to do it on the Genesis from the start).
So let's make an E02 example.
Let's say we follow the Genesis limits. When the game will be complete. someone could port the whole game, or the important parts on the Genesis. This won't require much work, since the game already follows those limits.
If the game doesn't follow those limits, then porting it to something else won't be easy without altering the graphics and the music.
This example is extreme, but it explain the point.
The best solution is to follow the Genesis rules. Further on the development, we may dacide to change them.
Tweaker, on May 6 2009, 08:48 PM, said:
Controllin a limited number of contributors is easier than controlling a whole forum.
However, if contributions become limited to just a restricted amount of members, then this won't be a community project anymore.
I guess there is a need of a core team which handles the decisions and sets the proper style for the game. But every member should have the chance to contribute.
Tweaker, on May 6 2009, 08:48 PM, said:
One leader won't make it alone.
But too much will cause even more problem.
Let's analize how a game is made of:
There is a general idea on what to do and a set of rules that the contributors must follow. One member should be the main leader. and its main role should be to organize the project, the targets and the contributions. Every final decision will come from him/her. The leader must resolve internal arguments as well as stimulate others to help. Its the most important role, and it should not be underastimated (and don't forget: if the project has problems, many will claim the responsability on him/her. This role is full of responsabilities)
Then, there is the graphics. The style of the sprites is unique in a Sonic game. There is the need of someone who can give directions on how to follow this style. He/She will also probably be the one behind the Characters sprite sheets, or at least the one who will make most of the things for it.
There could also be a second one specialized in level art.
Then, there is the music. Not every song can be a Sonic song. The songs in the Sonic games are unique, so I think that a leader of the music area is needed. His/Her role must be, beside the one of main composer, to valuate which songs really follows the set style of the Sonic songs and which not.
Then there is the programming. I guess the main programmer will take this role.
Last, there is the concepts. Be careful. We are making a new game, and so there is the need of a concept leader. A new game is made of concepts. Badniks, stages, bosses. All these things must be decided before others can start putting them in the game. The concept leader must valuate every idea posted, and chose the ones which fits more with the style of the classic games.
In the end, we may need:
General project leader/Producer
Sprite artists leader & Level Artist leader
Composers leaders
Programming leader
Concepts and ideas leader
The last role could also be made by the main leader.
I can't give any nomination, because I can't deny the fact I'm also interested in the project leadership.
I'm new, but I too have a clear idea on the project direction.
I'm also a spriter, so I could help in that part too. Or there is always the concepts leadership.
Tweaker, on May 6 2009, 08:48 PM, said:
Everything I needed to say, I said it before.
If there is something I can do to help the project in any way, I'll be gladly to help, and even to accept any leadership role. I too have a clear idea on how I see this project, and I'll love to see all of us working together to make it real.
One last thing I would like to repeat: Don't rush. Not at this point. This is a crucial moment for this project, and rushing now could bring the whole project to its doom. If time is neede to bring all things to a set point, then let's use it, or we will regret.

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