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In Topic: General Project Screenshot/Video Thread
18 July 2015 - 07:59 PM
Strife, on 18 July 2015 - 10:42 AM, said:I would love to see Sonic revert to those kinds of physics whenever he loses his rings or dies. Then getting hit at high speeds wouldn't be nearly as annoying since you wouldn't come to a standstill.
That's actually filed away in the "cool shit we should try" folder for wherever the World Runner project goes. There's actually a lot of thought put into it, including how how rings spill and a quick recovery tech, but it's only an idea at the moment. Before we start experimenting too heavily we want to reverse engineer some of the movement of the Sonic Adventures and use them as guidelines. -
In Topic: General Project Screenshot/Video Thread
17 July 2015 - 11:17 PM
Dark Sonic, on 05 July 2015 - 03:00 PM, said:I propose this be done for every 3D Sonic game ever made. Take the original and shoehorn it into Unity in an attempt to take out all the bugs and bullshit present thanks to Sonic Team's crack team of coders.
Eh. I think many of 3D games are weak from a design perspective. With significant changes I think, say, something like Lost World would shine. Just look at the new hacking vids making the rounds. Just changing the stages to look like it has some semblance of traditional level design makes the game look a hell of a lot better than it appears. While I appreciate the sheer dedication of reverse engineering Sonic 2006 accurately and leaving out the technical mess, I'm not so sure a bug free 2006 would save any of the design decisions that define the game. You still have atrocious character physics, a repertoire of completely useless moves, generic platformer level design where the only fitting Sonic parts are scripted, and junk like the useless energy meter. It seems they're keeping the physics intact and accurate as possible so it doesn't look like they're improving it beyond making it actually work this time around. I would say the same with Sonic Boom:RoL and it's hilarious charade of technical problems. Fixing them still wouldn't give the game enough leverage to stand on its own.
I don't really know if I have room to talk since I'm with the HDK fellows attempting to do something very similar only with the Sonic Adventures. Maybe their 2006 is our Adventure era and we just can't see eye to eye. We feel the Adventures had something working, but completely missed its potential due to the tech and sporadic design focus. But I think where the difference lies is that we think we know the weaknesses Adventure era, of what needs addressed, changed, or worked around. What we have envisioned is to build a brand new experience based on what we think worked, dropping what didn't, and season it with our own ideas and additions. We aren't sprucing up the originals, we want to make new things based on the best parts of how they played.
Speaking of HDK here is an update: Today I learned that simulating physics + character movement component = not how to physics.
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In Topic: Sonic in Unreal Engine 4
16 July 2015 - 12:52 PM
People are impressed by simple things since game development is mostly a foreign thing. I bet you could drop in Link or Banjo and get the same sort of result. This particular video was linked by a few articles though.
Ell678, on 16 July 2015 - 12:45 PM, said:I don't think it's the guys who are making HDK. If it was, I'm sure they would have posted it on their own channel.
HDK may be work in progress, but it looks nothing like this.
EDIT: I guess I should clarify the vid in the OP isn't the HDK's vid. Ricardo posted that one for fun his own channel. I don't think we currently have an official channel for HDK since it isn't fit for show. Ricardo was kinda mad that he did his first and the other guy got all the views though.
EDIT: EDIT: Christ I can't spell or spit out my words today. -
In Topic: Sonic in Unreal Engine 4
16 July 2015 - 11:45 AM
Someone in the HDK group did this for fun. It's really as simple as grabbing the map and dropping your character into it though. With the basic third person character component already set up for you in Blueprints you just need to toss in a model and link up their animations and you're gold. Really not that impressive.
At least Sonic's brawl model looks pretty good from the typical Sonic game perspective though but I can't make out why he looks so fucking pissed. -
In Topic: "Sonic Exodus" Development Thread
23 June 2015 - 10:23 PM
Very much improved and iterated on I see. I'm really digging though badniks and their animations. Lot's of personality there. The Sonic model is looking fantastic.
You'll need some camera pull outs on some of those wall sections to make some of those cliff sections more negotiable. Unfortunately even though there are some solid level design focus for physics and platforming the lack of an obvious direction to go in is a little disorienting, though I understand that's exactly what you want to achieve with a more open 'not a level' focus. The movement as it stands only reinforces my opinion on trying to go full 1 to 1 on Genesis physics in the 3D realm looks and feels a tad awkward. There is a need for more dynamic and exaggerated tweaks to get across the thrill of speed and weight of Sonic's movements. The top running speed looks a little slow as well. The lighting could be more toned down in due time, but I'm not going to rag on the stock assets since that's understandable for a fan project. Whatever is going on with the super fast flowing water bugs me though.
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