Damizean, on Jan 29 2008, 10:17 AM, said:
(but please, refrain for making the "best than Sawnik Team" comments for now, though, we're nowhere near completion yet.)
Neither was Sonic 2006. =P
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The goal of the tech demo is to show / do a field test our project engine. We're going for the standard classic formula, old-school gameplay style adapted to the extra third dimension. This means we're going to try to emphatise of control, exploration and gimmicks interaction, moreover than just linear path levels and insane speed (we all know classic Sonic only had a few high speed moments, it focused on gameplay and exploration through the multiple paths to mazeish-styled levels).
Hmm... I'd say that 2D Sonic games (at least till Sonic Advance 1, and also including Sonic Rush) were focused in levels with many branching paths each few steps, which made the additional (unwritten) challenge of trying to find the fastest route, out of the many combinations.
Also, I remember reading somewhere (perhaps some internal STI docs from Sonic Cult?) that SEGA tried to minimize any elements that would break the flow of things (something that would have got rid of Big's levels and any dialog-heavy cutscenes).
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Control is experimental in both mouse look and gamepad. An implementation for reading input schemes through an external file has been currently added, so you guys can create your very own schemes.
Somebody make Wiimote+nunchuk controls, plz.
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I'm mainly developing the backend framework, trying to get a more solid way to manage Sonic's motion, finishing Sonic object actions and
Speaking of Sonic's object... I think the model is almost spot-on, except for a few details:
-Top spike is a bit too long.
-No buckles in Sonic's shoes.
-He doesn't move his head when walking as in the old games (minor gripe, but still a little inaccuracy if you're mimicking the old Sonic).
-The running animation... looks nothing like Sonic's, I really think it should be redone. Also, some red blurring in Sonic's shoes could make it look more like the "old" thing (they originally intended to do that for Sonic Adventure, by the way).
-It looks a bit too shiny overall. Not sure if that's more related to the graphics engine.
Perhaps some side-by-side comparisons with the old sprites and official artwork could help achieve the ultimate Sonic 3D model.
This post has been edited by ICEknight: 29 January 2008 - 12:29 PM