Discussion in 'Fangaming Discussion' started by Lapper, Mar 18, 2012.
How about Amy as a hard-mode? That would be cool.
You drew this? I think it's incredible how well you nailed the old look. I have to nitpick - I prefer when his left leg is straight down, not also angled back, but eh don't take it to heart, I just had to say it. The shading is also great and I don't care too much about the tone of blue really. Both options had their place in history. But yes, that's a fantastic sprite. It makes a good demonstration of something I've always believed: the Generations classic Sonic looks pretty rubbish compared to what classic Sonic actually looked like.
What exactly did classic sonic look like? S3&K?
If there's one thing they absolutely nailed in Generations for me it was Classic Sonic's look. In 3K he looks almost as much of a bellend as modern ever did. Needless to say though, Sonica's sprite is equally as awesome as the Generations one.
Well I think of the JP Sonic 1 cover. This Generations remake is a weird little cute chubby thing with fat eyebrows. Sonica's sprite is leagues more in tune with the original classic art; partly because it doesn't have to be a 3D model I suppose.
Absolutely! The Jap/Eu Sonic 1 design is the fucking definitive Sean Connery of Sonics!
I always thought the Jap Sonic 3 design was the best IMO.
A few ideas:
—Tiller's ideas of ways rings could be made more valuable made me think: Instead of adding ring cost to moves, certain ones can get better, or improve (I.e. Insta-Shield's range gets larger if you have over 50 or 100 rings).
—Also, perhaps you could have isometric Special Stages,( as the new "psuedo-3D" thing) or even X-treme-styled ones.
Maybe a X-treme type one could work like this:
There are 2 or more "layers" to each "sphere/shell". Sonic would run around the X-treme like area and collect rings littered around and on platforms with a time limit. Once he has enough rings, the first layer flies away and you continue in the next layer with more time added. Once every "layer" is passed, everything flies away and Sonic will move in to the Chaos Emerald at the core of the sphere.
So folks, I'm beginning to put together a plan. It's very bare at the moment, but once I get into specifics it will treble in size.
Link to RTF
Sonic 4: As you imagined it.
-- Amy (Classic)
(I feel Amy deserves this place as she was already in Sonic CD, just unplayable.)
- Special Moves:
(Thinking about extra moves here)
- Level Tropes:
(A very watery and jungle themed, but slightly typical green level
More greeny than angel island,more jungle than green hill)
(Think of marble zone, but less pristine and more 'run down'. Crisis city, but not a city...)
(Wood zone, I loved the idea,I'll use it)
(Kind of obvious)
(Aquatic ruin situation) -- Factory+Mechanical+Chemical
(both outside and inside,making the most of hydraulics and mechanics to move you around)
(I'm letting you know, I would like the story to work around the levels, not the other
way round, that gives me much more freedom for what I'm best at. I deliberately missed
the last levels because of course they are part of the story climax.
But I'm no story writer, I'd be really happy for you lot to gimmie some help here!)
The Fire+Ice idea I believe came from Sonic Classic 1.
So it did, I'll certainty change that.
About the extra moves... Maybe Amy could have a Double Jump and Crawling (Can get in tinier spaces, think on that Shrink/Grow element on Rayman Origins) which can expand the level design a quite a bit, making Amy more of an exploration character, which can be compensated making her the slowest of the three, not in a Adventure/2006 way, just a little bit slower, like she is in Sonic CD compared to Sonic.
For Knuckles you could do a stomp move, like he ignores all the horizontal speed and goes fullspeed downwards. The impact may have a radius that inflicts damage to enemies nearby.
About Tails, an extra move... Hm... Can't think on something, really. How about endurance? Like, when Tails gets tired and starts falling down, if the player press the jump button one more time Tails will use what's left of his strengh and go up a little bit more, like Amy's double jump. The bad thing though about using it is that not Tails won't fall gently like he normally does when gets tired of flying, but instead he will fall straight down, like falling from a normal jump. I dunno.
That's a lot of character animations to draw
there are some potentially interesting things that can be done with the casino-esque zone. Sonic 1/2 borrows from pinball, but only pinball tables of a certain age. Pinball tables a bit like... well... Supersonic.
I think you could get away with an "upgrade", I.e. bring in some "newer" pinball features such as spinners, metal ramps, magnets, dot matrix displays, areas which can only be reached via flippers, maybe even multiball where you release a load of Rollers into the field. It's an interesting area because unlike the early 90s, Sega were actually producing digital pinball games towards the end of the century
Sonic Advance did a bit of this but I think it's possible to go further.
I would like to see Spinball-esque bosses ( not like the ones in Sonic 2 and CD).
These are great ideas. I think that knuckles one sounds a bit too modern but I still like it.
Well, I'm focusing on Sonic for now, I can add those characters into the game but Ill draw them quite late.
I'm looking forward to playing around with some casino madness :v:
I would prefer to keep the the formula :P
So I just did a run-through of Sonic 1 and was thinking. Sonic 2 introduced the spin-dash, but didn't make you use it. Sonic 3 made you use the spin-dash, but it also introduced the insta-shield, but didn't make you use that. Why not, somehow, introduce a mandatory way to use the insta-shield to progress through the game at some point?
In fairness, mandatoryness (I know it's not a real word) is a big problem in modern 2d games... especially in Sonic 4 as Dimps imagined it. The less we have of it the better, mandatory spin dash wasn't necessarily a good thing in 3K (or bad for that matter).
Looking back on it, I cant really think of a way that the wall jump cant be mandatory. I was thinking of sections in levels where each character would need their own climbing/flying abilities to proceed, but I'm starting to think that isn't such a good idea.
Sonic 3 also forced the usage of the UP arrow/direction.
I actually agree more with this. A lot of stuff I was saying was something like a Adventure-ish game should attempt, but this seems non-intrusive and serves to only buff existing moves. And it was called the instant shield...durr. So maybe Tails can attack while flying with over x amount of rings somehow, Knuckles can do a faster glide. Small stuff, but not major asspull things I was throwing out. As for an extra Knuckles move, he used to dig in the adventures. Having a digging mechanic in certain areas might open up a world of multipath options. Maybe it can operate like the Colors Drill.
On the subject of level tropes, I would suggest to make them more unique than Casino Night # 22342342343242 and Green Hill # 1123123123123.
Idea for the Wood/Green zone is to make it like an open flower meadow that shifts into high tree tops or lakeside backdrops. Sort of like Frog Forest in Heroes mixed with sections open like an emerald hill with flowers with a moutainy backdrop that transitions into running on the high and curvy branches of the treeline when entering the forest. You would have a lot of freedom with the way you make the tree branches to run on.
For the Casino Zone, actually have elements of the actual buildings come into play. The Neon signs letters you can run on as the stage. Have it a giant pinball table in the sky that people come to bet on and Sonic ends up jumping in the machine and being the ball. Like a Bingo Highway with some grounded function. Perhaps draw inspiration of the look for the recent All stars Racing Casino tropes. In all honesty I would just avoid the Casino trope since I feel it has been overplayed, but what other kind of act will you get bouncy pinball stuff from?
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