WooHoo
http://www.racketboy.com/retro/2006/05/ ... bliss.html
Now I wish Sega would get off their tails and make a 2D Sonic for a console.
Sonic Rush is nice, but I want hig-res 2D action on the Cube!
We FINALLY get a 2D platformer on a modern CONSOLE
- whupthewickedwurm
- 24-bit
- Posts: 110
- Joined: Wed Jan 25, 2006 1:31 am
- Location: Santa Fe, NM
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I hate Mario but thats still really cool. 
That would be SO cool if Sega did actually make a 2-d console Sonic game... and they got Masato Nakamura to do the music again... it would be BEAUTIFUL.
I should e-mail Sega sometime and tell them to do that!
I'm sure they'll listen to me since I'm such a well-known and influencial person. 
That would be SO cool if Sega did actually make a 2-d console Sonic game... and they got Masato Nakamura to do the music again... it would be BEAUTIFUL.
I should e-mail Sega sometime and tell them to do that!
- lordofduct
- Next-Gen
- Posts: 2907
- Joined: Sat Apr 01, 2006 12:57 pm
- Location: West Palm Beach
I like what you say about how we need a 2D sonic game...
I agree totally. I actually tried convincing my friend to work on one with me as an artist but he didn't want to do that art style so we went another way... (this project also went on hiatus since my parents passed away 2 months ago).
My dream was of using 3D models but restricted to a 2D side scrolling quest (like Contra Shattered Soldier), Giant huge multi screen boss battles... and one extra feature. My idea came from the opening Sonic CD video where sonic did a lot of stopping on rocks and holding himself up with his hands and then flipping off about the place. I wanted to add this 'grab' feature to the game where you could stop and hold on rocks, walls, and enemies (this feature is being put in the new art style of the game we are/were working on). The enemies also had weight values set to them so if you grabbed a heavy enemy he'd drag you around, light enemies you could drag around and mid weight enemies could go either way... so maybe you could stear them or something (i.e. grab a mid weight flying enemy and fly him over a large pit). Also, low and mid weight enemies could be thrown at other enemies or the walls to break away secret passages.
I wanted to spend a lot of time on level design and enemy placement so that the gamer could either A easily go through the level but with low score and longer times.... or master the level and find routes of smooth gameplay of jumping around from enemy and 'hold point' collecting up points and finding new shortcuts by bouncing from enemy to enemy.
I thought this would make for really cool boss battles of giant robotnik machines that had vulnerable spots you'd have to figure different ways to kill by throwing enemies, the standard spin attack, and a multitude of agile tricks based around 3 simple controls... grab, throw, jump/roll
I agree totally. I actually tried convincing my friend to work on one with me as an artist but he didn't want to do that art style so we went another way... (this project also went on hiatus since my parents passed away 2 months ago).
My dream was of using 3D models but restricted to a 2D side scrolling quest (like Contra Shattered Soldier), Giant huge multi screen boss battles... and one extra feature. My idea came from the opening Sonic CD video where sonic did a lot of stopping on rocks and holding himself up with his hands and then flipping off about the place. I wanted to add this 'grab' feature to the game where you could stop and hold on rocks, walls, and enemies (this feature is being put in the new art style of the game we are/were working on). The enemies also had weight values set to them so if you grabbed a heavy enemy he'd drag you around, light enemies you could drag around and mid weight enemies could go either way... so maybe you could stear them or something (i.e. grab a mid weight flying enemy and fly him over a large pit). Also, low and mid weight enemies could be thrown at other enemies or the walls to break away secret passages.
I wanted to spend a lot of time on level design and enemy placement so that the gamer could either A easily go through the level but with low score and longer times.... or master the level and find routes of smooth gameplay of jumping around from enemy and 'hold point' collecting up points and finding new shortcuts by bouncing from enemy to enemy.
I thought this would make for really cool boss battles of giant robotnik machines that had vulnerable spots you'd have to figure different ways to kill by throwing enemies, the standard spin attack, and a multitude of agile tricks based around 3 simple controls... grab, throw, jump/roll
- whupthewickedwurm
- 24-bit
- Posts: 110
- Joined: Wed Jan 25, 2006 1:31 am
- Location: Santa Fe, NM
- Contact:
Wow, sounds like you've put a lot of thought into it!lordofduct wrote:I like what you say about how we need a 2D sonic game...
I agree totally. I actually tried convincing my friend to work on one with me as an artist but he didn't want to do that art style so we went another way... (this project also went on hiatus since my parents passed away 2 months ago).
My dream was of using 3D models but restricted to a 2D side scrolling quest (like Contra Shattered Soldier), Giant huge multi screen boss battles... and one extra feature. My idea came from the opening Sonic CD video where sonic did a lot of stopping on rocks and holding himself up with his hands and then flipping off about the place. I wanted to add this 'grab' feature to the game where you could stop and hold on rocks, walls, and enemies (this feature is being put in the new art style of the game we are/were working on). The enemies also had weight values set to them so if you grabbed a heavy enemy he'd drag you around, light enemies you could drag around and mid weight enemies could go either way... so maybe you could stear them or something (i.e. grab a mid weight flying enemy and fly him over a large pit). Also, low and mid weight enemies could be thrown at other enemies or the walls to break away secret passages.
I wanted to spend a lot of time on level design and enemy placement so that the gamer could either A easily go through the level but with low score and longer times.... or master the level and find routes of smooth gameplay of jumping around from enemy and 'hold point' collecting up points and finding new shortcuts by bouncing from enemy to enemy.
I thought this would make for really cool boss battles of giant robotnik machines that had vulnerable spots you'd have to figure different ways to kill by throwing enemies, the standard spin attack, and a multitude of agile tricks based around 3 simple controls... grab, throw, jump/roll
If it ever happens, I would love to see the finished product... or even a demo.
Sorry 'bout your parents by the way, that sucks.