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"Sonic Exodus" Development Thread

#61 User is offline winterhell 

Posted 21 May 2013 - 02:18 AM

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My favourite camera is that of Wind Waker.

#62 User is offline Dashtube 

Posted 21 May 2013 - 03:08 AM

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View PostNickonAquaMagna, on 20 May 2013 - 09:59 PM, said:



BEHOLD..... underwater gameplay.


You might notice that I haven't built lighting yet. I tried to at preview quality but it keeps constantly crashing after a few minutes of distributing the process.

#63 User is offline Ell678 

Posted 21 May 2013 - 04:10 AM

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I had an annoying problem similar on mine. Try raising your virtual memory (preferably to the highest possible) and it might work.

#64 User is offline NickonAquaMagna 

Posted 23 May 2013 - 07:59 AM

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And now, we have a group on Steam. http://steamcommunit...cexodus/members

#65 User is offline NickonAquaMagna 

Posted 06 June 2013 - 05:30 PM

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Time for a new video!

This one is about something that's right up my alley.



#66 User is offline TheInvisibleSun 

Posted 07 June 2013 - 09:17 PM

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I like your perspective on this; I for one would love to see platforming, and other stage elements of Sonic levels that changed dynamically like the terra-forming that happened in Marble Garden Act 2 (most notably the section that only allowed you to break through the wall if you were quick enough to roll through it before the ground falls and brings you down to the lower level).

#67 User is offline NickonAquaMagna 

Posted 28 June 2013 - 07:07 PM

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Gonna have a new video up in a few days. This one is about exploration, so it'll be the most important entry so far.

#68 User is offline NickonAquaMagna 

Posted 30 June 2013 - 10:41 AM

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https://www.youtube....h?v=CaGmpjeHFdU

This is probably the most important video yet.

I've thrown the word "exploration" around a lot in the past, but never really thought that much about what it means. This should convey what it's about in this game.

There's even more to it that we'll delve into in the next video, which will be about landmarks, but I didn't want to make this video too long.
This post has been edited by NickonAquaMagna: 30 June 2013 - 07:41 PM

#69 User is offline JansenM 

Posted 02 July 2013 - 04:10 PM

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Here's a teaser or something I dunno.
Posted Image

#70 User is offline TheInvisibleSun 

Posted 02 July 2013 - 05:06 PM

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View PostNickonAquaMagna, on 30 June 2013 - 10:41 AM, said:

https://www.youtube....h?v=CaGmpjeHFdU

This is probably the most important video yet.

I've thrown the word "exploration" around a lot in the past, but never really thought that much about what it means. This should convey what it's about in this game.

There's even more to it that we'll delve into in the next video, which will be about landmarks, but I didn't want to make this video too long.


I've finally been able to watch the video. I like the aspect of breaking the 'fear' or aversion to deviating off of the 'main road'. From what I see, I can tell that exploration doesn't always mean abandoning progress toward the given goal, but rather another means of reaching it. Kind of like how deviating and entering into the larger house rewarded the player and granted access to a different path, and was more than a simple diversion or distraction from the ongoing path. This helps maintain the necessary general directionality of a Sonic level (that keeps one from running around aimlessly forever) without constricting or prohibiting the player from looking around at what he/she finds visually interesting. There were times in Colors (most notably Aquarium Park) when I would see a possible interesting route or path of some kind, only to feel at a loss when it was blocked by an invisible wall.

EDIT:

View PostJansenM, on 02 July 2013 - 04:10 PM, said:

Here's a teaser or something I dunno.
Posted Image


Wrong thread?
This post has been edited by TheInvisibleSun: 02 July 2013 - 05:08 PM

#71 User is offline Dashtube 

Posted 02 July 2013 - 09:22 PM

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Quote

Wrong thread? 

Nope. Not at all.

#72 User is offline NickonAquaMagna 

Posted 30 July 2013 - 07:09 PM

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Gonna upload a video about the importance of landmarks in a coupla' days. Just letting you guys know.

#73 User is offline TimmiT 

Posted 30 July 2013 - 08:24 PM

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Oooooh dear. Not trying to sound like a dick here... but you talking about what makes your game so good before you release it makes you look like a twat. It's the problem with every making of video released before a game or movie is actually released. If you hype it up too much like that and your game turns out to be shit, there will be a backlash and people will use those videos against you. Before you release your game, just release screenshots, a description, videos and demos. Don't explain why elements of your game are so good or important, because again, if the game turns out to be shit those could be the things holding you back. Be objective about your game instead of subjective and don't force it too much onto people.

I'm not going to watch multiple videos with you explaining things or read walls of text about why your game is so good. A good game doesn't need any of that, especially not a Sonic game. If people don't like it, try to look at what's wrong and make it better instead of explaining shit. I'm not going to believe it until I see it. Also don't update your thread saying that you'll upload some video soon, update your thread when you have actually uploaded it.

As for the actual game, the main criticism I have about it so far is that while you're trying to make the levels big, open and explorable, there seems to be a serious lack of things that are actually fun to do. Just running around a big landscape will probably get boring after less than a minute and I am getting the sense that the obstacles that are there are there just because there need to be obstacles. There really doesn't seem to be much more to it than that.

And last but not least, please change your godawful avatar.

#74 User is offline NickonAquaMagna 

Posted 30 July 2013 - 11:33 PM

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View PostTimmiT, on 30 July 2013 - 08:24 PM, said:

Oooooh dear. Not trying to sound like a dick here... but you talking about what makes your game so good before you release it makes you look like a twat. It's the problem with every making of video released before a game or movie is actually released. If you hype it up too much like that and your game turns out to be shit, there will be a backlash and people will use those videos against you. Before you release your game, just release screenshots, a description, videos and demos. Don't explain why elements of your game are so good or important, because again, if the game turns out to be shit those could be the things holding you back. Be objective about your game instead of subjective and don't force it too much onto people.

I'm not going to watch multiple videos with you explaining things or read walls of text about why your game is so good. A good game doesn't need any of that, especially not a Sonic game. If people don't like it, try to look at what's wrong and make it better instead of explaining shit. I'm not going to believe it until I see it. Also don't update your thread saying that you'll upload some video soon, update your thread when you have actually uploaded it.

As for the actual game, the main criticism I have about it so far is that while you're trying to make the levels big, open and explorable, there seems to be a serious lack of things that are actually fun to do. Just running around a big landscape will probably get boring after less than a minute and I am getting the sense that the obstacles that are there are there just because there need to be obstacles. There really doesn't seem to be much more to it than that.

And last but not least, please change your godawful avatar.



Well, sorry to say this, but... you do come off as a dick a bit. I'm not trying to be confrontational, but come on, man... I get what you're saying, really, but I just want to make it clear to people what this game is ABOUT, what we're trying to do with it, what the whole point of the game just BEING is. If you watched some of the videos that really aren't long at all (how is a few minutes long?), well, you might have some idea of what we're going for and understand. I'm not trying to yammer on to the world about how great this game is or whatever. I'm just testing the waters to see if people like our ideas. And so far, surprisingly, some do. What's wrong with what?

Keep in mind... this game is still a baby. There are things we already plan to change later in its development, and rest assured that this game isn't going to be released for a llllllonnnng time. There are people who ask if they'll get to play it soon, and I tell them the answer is no, because we don't want this game to end up being shit. We're going to keep working on it and making it the best we can until there's a day where we finally feel it's ready and as good as it can be, so that there may be a chance that it somehow WON'T be shit. This isn't going to be a repeat of the rushed Sonic 06.

#75 User is offline JansenM 

Posted 31 July 2013 - 05:15 AM

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Also, might I add that we are working on this with everything Nick has proposed and explained in mind to completely reflect (and expand on) his ideas. Without these videos it'd be difficult for us to know what he envisions and get a solid direction for the project to go in. One might argue that the videos could be in the form of text in a private group or the videos only shown to us, but where's the fun in that? It's better to receive feedback (and hopefully act upon it) before anything is cast in stone so that we can tune whatever is heavily criticised- as long as the criticism is justified, of course. I believe another reason these videos are being made is because this level of exploration is rather foreign to the fanbase (though this could also tie in with feedback).

Be it (currently in production) badniks, the layout of the map, model quality, textures or any of the other things involved in game and/or level design, everything is subject to change in one way or another. Enemies and other things of interest are going to be placed in their most appropriate areas, and I know for sure texture mapping issues will be resolved sooner or later.
This post has been edited by JansenM: 31 July 2013 - 05:16 AM

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