Discussion in 'Project: Sonic Retro (Archive)' started by Tweaker, May 6, 2009.
Concept: Sonic. Running through shit. Badass art and music.
Story: Sonic be chillin'; Robotnik be trippin'. Straighten dat nigga out.
Robotnik's making trouble in Sonic's neighborhood.
butbut how do we intergate Fang and Eggrobo and Metal Sonic and Metal Tails and the mystery of the Spike Shield and Shitshit the Shithog into that?
Badniks Concept, Boss Design, Level Ideas... These may need to be arranged in a segment of their own thus needing some leader.
Okay. I don't mean a story like "novel" (otherwise I would have said "deep storyline" or "backstory"), I mean a story like "first he goes into the emerald hill, then the chemical plant, etc."
test-object is also right.
S3&K also began implementing the first bits of Sonics in game story telling with those little cut scenes. A spiritual successor would have these, but no over saturated with it.
Goes in General Discussion when the first level is made... Don't thing about that yet. That sorta thing will evolve in itself anyway.
Story can also help influence level design, though. Having a basis is always nice, you can worry about fleshing it out later. It gives you direct. You can come up with 10 different zone ideas, but they may not all fit. Again, its all about knowing your limitations.
This is definetly the way to go.
Each sub-leader is likely to just take advice from community members who he/she thinks is going in the right direction. These additional people should make their presence felt not through some arbitrary title but through the resepect gained from their work.
I won't be able to contribuite much in the way of pixel art, as im working on something else. But im more then welcome to hang around and help you filter out the good ideas from the shit ones. I like to think I can tell the difference.
EDIT: ooh and one more thing, Im totally in favour of a limited forum structure so we can focus on one thing at a time... But, I think it would help if one or two overall general topics were left open. This way you can hopfully direct most of the mindless back and foward arguments away from the main topics, reducing clutter but still allowing people to voice there ideas/concerns
Let me stress, people—this is not an "idea" thread; this is a thread in which we can set up some solid foundation on which to brainstorm ideas and make some progress. This thread needs to be on track.
Well if we don't establish some leadership, we ain't gettin' nowhere.
Consider my name thrown into the hat. I think I have a decent grasp on a direction and am completely willing to work with others.
Make a small consistent team. This pretentious community involvement stuff is why this project isn't getting anywhere. Sure, feedback from here is necessary, but when there can be page long rants about whether or not there should be a pause menu or if you don't like the color of a starpost, it's not really getting anything done.
Get an official team together that you can trust, make them audition for spots on the team if necessary, get this community crap out of this (privatize the development for the most part), and to the people in charge, figure out how you are going to go about managing your different departments internally. Thats what its going to take to get this hunk off the ground.
If you don't believe me, when was the last time you saw something released in completeness that was taunted around the community? You don't, most of the active contributions to the community come from those who don't spend time selling their game out like a cheap hooker. (E02, Retro-Sonic, Damizean's engine work)
Basically, I'm saying screw public opinion and make your damn game.
What if the damn game IS public opinion? That's a community project. HOWEVER,
This is what I'm talking about. The community is not prioritizing properly. Fuck the starpost colors, let's just design the basic art for a reasonable starpost and worry about colors when the level colors are finalized, etc. Unnecesary stuff last!
Whoever is chosen to be the leader needs to know how to do two things to lead this type of community:
A user has posted an image of a badnik. A few people are complaining that the size of the eyeballs on the badnik are too big. The leader should realize that this will not end and will add "eyeball size" to an internal list of things to fix. When the badniks are all finalized, the eyeballs can be requestioned.
A user has edited another user's work to supposedly improve on it, but the original user is not happy, leading to a flame war of edits to supposedly remedy the situation. The leader chooses the best one, or leaves the choice to a vote (we have polls on the forum, after all).
A user has a single problematic color in his sprite, leading the palette people to complain. The leader tells everyone to wait for the sprite's position in the game to be determined, and then tells the palette people to fix the palette of the sprite or level so that both work together. The palette people will argue amongst themselves, but may wind up taking a vote.
No doubt these have happened in the previous two incarnations of this project. If the actions listed above aren't taken, I don't know what would keep the specific problem from recurring.
PS - I'm not promoting myself above; I already tossed my hat into the ring in my first reply to this thread.
Personally, I think we should use E02 (Or is it EO2?), but use the Saturn as the target system. That's what I feel like a spiritual successor to Sonic 3 would be on.
And I'd also like to design some levels or badniks and such.
So what you're saying is that this shouldn't be in Community Projects to begin with.
A small consultant team I like but members should still be allowed to contrbute
I'm thinking my idea for a talent coordinator would be a useless go between in this environment.
But I still stand by the importance of actually assigning people tasks, otherwise the artists won't know what to do, the designers don't know what kind of things they should be putting in levels, all the problems that we've been seeing in this project.
I also think we need to make up some kind of requirement for suggesting ideas for stages and enemies, we need to come up with some kind of structure for this.
So, how are we going to decide who's actually going to be the leader? We've been going around in circles for like 3 pages now.
A poll won't work. The members don't know enough about the contestants or their leadership skills. Tweaker, as a longtime administator, should be able to know who can be trusted with the heavy tasks of sorting the good ones out and maintaining peace:
1. Pixel Art
2. Concept Drawings + Level Design
The last forum layout was actually flawless:
-Level 0 - Artwork
-Level 0 - Badniks
If people here are really willing to get this project forward, I'd love to have a leadership in art direction. I don't like to brag or to say what I can or can't do, so I'll just say that I know about sprite styles, about drawing and painting and about creating surreal backgrounds. Feel free to doubt or judge.
and I promise I won't get pricky ):
Separate names with a comma.