![]() For one, I think the camera is a very difficult to put up with. There are some things that need seeing to though. Watching the landscape twist by as Sonic ran through that corkscrew and launched from the ramp into the air with no hand-holding was an absolute joy. Turns out this this game will run on my toaster of a laptop if I use the absolute bare minimum settings and if I can put up with an unstable framerate. Just going to C&P my comments over from the SAGE thread, since they're better suited here. Reworking existing and making new fundamental assets ![]() Murasaki Fox - Engine and Physics Programming Mr Lange (myself) - Art, Modeling, Animation, Sound and Music, Game Design In this thread, I'll be talking about some of the concepts I have for this game more in depth, complimented by various media, as well as posting updates on the game's progression. I hope to achieve what myself and many others have wanted from a 3D Sonic game for a long time with Sonic Utopia. When Mario was translated to 3D, he was given an extensive set of moves that gave the player many creative options to tackle a 3D environment, and Sonic has never really been given this same treatment. More than this, Sonic should have more abilities than just verbatim translations of his 2D moves. I believe that Sonic should have movement and abilities that compliment the generation and preservation of momentum that reward skillful play. The vision I've had for Sonic's gameplay was made possible by a skilled programmer, Murasaki, who I've been working with for a while now to flesh out an ideal engine for 3D Sonic physics and mechanics. The new sound effects are FM based and other forms of synthesis practiced in the 80s and 90s. Yes, even the sounds from the Genesis games were recreated to make them more flexible (ie there are multiple variations of the ring scatter and bust sounds). The engine and its program, the art, models and animation, the music, and the sound effects are all freshly created. The only things that aren't, are placeholders (goal images, a few sound effects and jingles) and the OVA sound effects. Nearly everything you see, hear, and play in this demo was made from scratch. But my aim was not to merely mimic and regurgitate what existed, but to really reflect and expand on everything in a way that makes sense, to intelligently extrapolate. I wanted to not only achieve a long dreamed of formula for 3D Sonic gameplay, but to go the extra mile and bring with it the kind of style and feel that Sonic had in his best 90s incarnations. What Sonic also had in the classics was outstanding themes and aesthetics that I have not seen truly captured since the 90s (except for say, Sonic Mania), especially not in any 3D games. ![]() They only need the right perspective and application.īut even when 3D Sonic gameplay is attempted, I always feel like the rest gets overlooked. However, the ingredients for an ideal formula have been there all along in the classics. It is a concept that has been incredibly elusive and challenging to solve due to its monumental design implications and variables. For the longest time I have felt a true 3D Sonic experience is possible.
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