I'm not getting that feeling at all; maybe I'm just not sensitive to this. Not saying they didn't try to make a Mario-ish game, though. They certainly did.
Pfft. No way is even a line of code in Lost World taken from SM3DW. I'm 99% positive we're looking at a heavily modified version of the Generations engine here.
It's 100% worth trying! It isn't a long level if you speed through it but I got OBSESSED with getting 100% on it first time (all eggs etc) so it ended up taking awhile as I kept messing up lol. I do enjoy the level though and let my little boy try it and he was like 'ah cool this is good' lol
I finally got a chance to try the game out, now that I'm home where I can access the internet on my Wii U, and found out there's a demo. Got to play Windy Hill Act 1 and....I'm not liking it. The controls are awkward, especially when trying to move diagonally. And it makes me not want to move sideways at all, which makes the tubular level design pointless. I also didn't get nearly enough information from the hint system, so I still have no idea how to do the homing attack. Hitting the jump button twice didn't do it, and I gave up after that.
There are two buttons for jumping, each with a different effect if you press them twice - one of them jumps again, the other does the Homing Attack.
Jump > A: Double jump, becomes the homing attack if targets appear. It will automatically hit every target in one go, and can be charged against multi-hit enemies (like the snails) by literally waiting and watching the target build up. Jump > B: Double jump. Always Jump > X/Y: Bounce attack, kick if targets appear. Cannot be charged, hits one target. Lost World has the most complex control scheme of any Sonic game, and does an awful job of explaining it.
Wouldn't it be more of the Colors engine then the Generations engine? I feel no aspect from the Generations engine at all in this game, feels more like they took Colors and heavily modified that. Guess we wouldn't really know until we break the game and look at its meaty insides :v:
... So you're saying they took their watered down engine, re-implemented everything from the more powerful engine and called it a day, as opposed to just compiling it for PowerPC platforms (e.g Xbox 360, Wii U)? We are talking Wii U here, right?
Everything that they wanted to do for Lost World was already in Colors, with tweaking mind you. and it was already and established Nintendo Engine, Why bring over a Generations Engine which has no experence with Nintendo consoles, heavily modify that, and re-implement Colors aspects when you just had the Colors engine ready to go for tweaking?!
It would be more time consuming and require more effort to update an older, less capable engine, than it would have been for them to just make a few physics tweaks and add some wisps to their newer, more capable engine, which already has support for the architecture. They already had the ball rolling with Generations in Planet Wisp anyway. And the fact that it's an engine on a Nintendo console doesn't matter much; it's more about the architecture (as far as I'm aware--correct me if I'm wrong), which they already have down pat. Maybe the hardware has a few quirks, but even then, it's very doubtful that they would be carried over from the Wii.
Well we could debacle the pros and cons of why it is or isn't the Gens. engine but truth be told we both really don't know what engine it is, not until the game gets broken into. Like hell we all thought that the Colors engine was the UnWiished engine until it was broken into and found out it was the Storybook engine. Fooled us all, So I'm not about to underestimate what they can do with old engines that look like they only have 1 use.
UnWiished was Dimps' anway, Storybook engine was Sonic Team's, it makes sense haha. But I believe they've tried to replicate the Unleashed PS3/360 engine the best they could and just altered Wii engine they had as they have the source code for both.
Can we please put this common mistake to rest? Unleashed Wii was Sonic Team. Masaaki Yamagiwa was the only Dimps staff to work on the game, and he took the role of lead daytime level designer. The rest of the game was handled by Sonic Team. Your proof is right on the wiki.
There's something wrong there. On their hompage http://www.dimps.co.jp/pro/list-release.html they list Unleashed Wii as theirs, they don't even mention 'Sonic Team supervision'.~ Are these credits accurate?
Now I feel like the idiot. The credits are might not be accurate! Whoever wrote them might have just assumed that Yamagiwa was the sole Dimps staff on the game (presumably because ONM's article said that Dimps were helping with the daytime design) and pencilled that in. But just one quick search of Toshiyuki Nagahara, the director, reveals that he also worked as director on S4E1 (and Paper Mario TTYD). I'm not going to dig any further right now, but I'm wondering how much of the game was Sonic Team and how much was Dimps. And how one of Paper Mario TTYD's assistant directors went on to create such awful games. EDIT: Whoops, there I go being hasty again. Nagahara is Sonic Team staff. But still, checking the names of certain people in the Unleashed Wii credits on MobyGames does reveal that Dimps were only involved in the day stages.