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I started working on Sonic: The Fated Hour in 1999 at the age of 16. In the intervening years, it has seen a lengthy and drawn-out development cycle as I've repeatedly delayed the project either to recode it from scratch (to improve the game's code base or due to data corruption/loss) or to focus on other projects. I am now back to work on this project full-time, having either canceled, postponed or finished all other projects. I want to finish it, once and for all, before I end up working on it for ten years solid.

Report RSS Sonic: TFH October Update

It's Halloween, and I've got no tricks - only treats.

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Another month, another update, eh? If you recall, last month I said things had slowed down on the project since the SAGE 2008 demo in August, and that was true. Things remained slow as I collected content for my yearly Halloween media celebration, The Graveyard Shift. I didn't really think I'd have anything for this update I spent so long scouring the internet for music and video for Halloween goodies. That is, of course, until I noticed a couple of comments on the game's profile, declaring that they would like a new version of the SAGE demo with the improvements I had made to the game engine since then (as demonstrated in the September update). I figured that would be the focal point of my October update.

But, of course, with me, things are never that easy.

As I have a tendency to do, I went a little overboard. I decided that, instead of simply putting out the updated demo as-is, I'd go ahead and change some aspects of the demo I was not happy with. This began to snowball out of control a little bit as I began adding more and more stuff to the demo level. A full change log is available on the file's download page, but to summarize: You'll find new graphics, tweaked level design, a new enemy, and, most importantly, Mission NPCs.

Vector is a Mission NPC


If you remember pre-SAGE demo, I demonstrated a bit of mission code where the game would give you a task, and, upon completion, it would add a certain number of rings to your ring bank. Well, something I had wanted to do for the SAGE demo originally and did not have time to implement was giving the level some NPCs that would give you specific missions. Upon deciding to update the demo, I figured I would go ahead and add most of the stuff I left out of the original SAGE demo due to time constraints - thus, Vector the Crocodile and Espio the Chameleon can be found loitering around Dry Savannah, each with their own, unique Mission to give you. One of which is actually fairly involved - it alters the look of the level and how you play it. Also planned for the SAGE demo was a goof-ball extra that I flip-flopped on including and eventually bit the bullet and put it in for your enjoyment - problem is, you have to find it, first. I'm not telling how!

Cutscene...?


Unfortunately, due to all the changes contained within, all Time Trial and High Score data will be forcibly reset. If you try and re-use a Results.dat from an older version of the demo, it will be declared invalid and automatically erased by the game. If you're still on the fence (why would you be?) here's a short promo video demonstrating some of the new things in Version E.


So yeah. That makes up TFH's October update. Go download the new demo and have some fun, and Happy Halloween!

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HaloStrike
HaloStrike - - 942 comments

BEST SONIC GAME EVAR!

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GunShip05
GunShip05 - - 321 comments

I agree, its more fun then the Sonic games I use to play on my Sega Mega Drive/Genesis back in the yearly 90s.

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technoblue
technoblue - - 70 comments

I would so love to play this! What key do I press to proceed from one screen to the next when Amy is talking? I've mashed my keyboard but to no avail :(

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BlazeHedgehog Author
BlazeHedgehog - - 304 comments

Left CTRL, Left SHIFT, Z and X should be the four keys you use.

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technoblue
technoblue - - 70 comments

Thanks for that! I played your demo, and it is a really nice improvement over your previous demo. The added graphics are wonderful. The feel of sonic is also quite good. Keep up the good work!

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the00gazza
the00gazza - - 9 comments

great!! I've been checking this page all this week waiting for the October update and it's arrived :D :D.

Wow, good to use and test out the improved homing system shown in your last video. Can't imagine playing this game without it now.

Finally got use to the wall kicking in the last one, now have to get used to the simplified one. ha.

Missions where surprisingly fun. Didn't think i'd enjoy them that much but they add HEAPS of reply value to the level. I liked the rising water one better then the finding Halloween heads. Probs cause i'm just a bad explorer.

More detail to the level was a good touch to this update as well. Is it just me or does some of Sonics animations look s slightly more improved from the last one??

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BlazeHedgehog Author
BlazeHedgehog - - 304 comments

Wow, you've got a good eye. Yeah, a couple of his animations saw slight improvements.

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metatronstar
metatronstar - - 122 comments

Super Sonics eyes should be more angry/cocky when he is in that mode, just like sonic 3 & knuckles, though its totally your guys choice, though being super should give him the determination look in the eyes.

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Gumman
Gumman - - 2 comments

I found that if you beat Espio's mission and talk to him again, it says mission clear again.

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