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In development in some form or another since late 1999, Sonic: The Fated Hour (TFH for short) attempts to blend the adventure and exploration elements of games like Metroid and Castlevania while still retaining everything that made the 2D Sonic the Hedgehog games so enjoyable.

What's taken so long getting the game out? Read the full story:

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Blog RSS Feed Report abuse Latest News: Sonic: TFH September Update

7 comments by BlazeHedgehog on Sep 28th, 2009

Welcome back to the stage of history. Or something. You may have noticed that there was no August update for Sonic: The Fated Hour, and that's a combination of several different factors. For starters, I've come to the slow realization that maybe I've revealed a little bit too much regarding TFH's game mechanics. This is something I touched on in July when I mentioned I wanted to keep some things secret from you guys. I probably should have kept a lot more secret than I have. That's not to say I'm short on surprises or anything like that, but there could have been a lot more. At the same time, you know nothing about the levels the game will feature, only how the basic mechanics function... so yeah.

The second reason I did not update in August is simply because, as I mentioned in July, it was the Sonic Amateur Games Expo. When you spend a week playing and writing about 22 Sonic fangames, you kind of don't want to think about them anymore.

But now I'm back - again - if only for a brief period. I think once this update is out of the way, I will have to take a bit of radio silence as I finish up what's left to code and start working on the real, actual, TFH game. I've spent nearly two years working on this iteration of the engine and I think I'm finally at the point where I can start making an actual game again. I can't believe it actually took me that long. Working on the real game means that the next TFH demo will be here. I'd like to say by Christmas, but I've missed a handful of deadlines for this demo already so we'll see what happens.

Regardless! I have video of what I've been working on.


Most of the video speaks for itself, as usual, but the biggest addition is the icon for Amy's Fortune Telling thing has been replaced with a new "BANK" icon. TFH has two ways of storing rings: Rings you are currently holding and a "ring bank". Initially, it would be that when you exited a level and went on to the next, your current rings would be transferred to your ring bank. But, with being able to buy and sell items at the shop, I figured it would make more sense if you could directly deposit your current rings straight in to your ring bank. I'll also probably get around to letting you withdraw some, too, just in case you're wandering around with 0 rings and you're near enough to a shop to warrant the trip.

So that's it, I guess. I had big plans for the September update, but rather than do that, I think this is all I'll put up right now. Maybe next month I'll have something that isn't related to coding or designing the game? Maybe not. Stay tuned.

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Sonic: TFH SAGE 2008 Demo (Ver. E2)

Sonic: TFH SAGE 2008 Demo (Ver. E2)

Aug 17, 2008 Demo 6 comments

Check out this demo level created exclusively for the Sonic Amateur Games Expo 2008!

Sonic: The Fated Hour Christmas 2007 Demo

Sonic: The Fated Hour Christmas 2007 Demo

May 27, 2008 Demo 3 comments

Using a WIP version of the Sonic TFH tech, I created this level in only five days. Though it released on December 28th, 2007, it was intended for Christmas...

Post comment Comments  (20 - 30 of 96)
megaman140
megaman140 Apr 26 2009, 5:38am says:

I*M A BIG FAN OF THIS GAME!!!

+2 votes     reply to comment
segasonicfan4life
segasonicfan4life Apr 27 2009, 11:07am replied:

So am I...

+1 vote     reply to comment
BlackSonic
BlackSonic Apr 17 2009, 11:52am says:

this is teh best 3rd fan game coz 1. BlitzSonic 2.SRB2

+1 vote     reply to comment
segasonicfan4life
segasonicfan4life Apr 5 2009, 9:17pm says:

hey BlazeHedgehog are you entering this years sage..All submissions must be brought in by JULY 18th...

+1 vote     reply to comment
BlazeHedgehog
BlazeHedgehog Apr 7 2009, 6:05am replied:

It's April. I have plenty of time.

+1 vote     reply to comment
segasonicfan4life
segasonicfan4life Apr 3 2009, 12:04pm says:

I like how you set up the missions. I loved the one you had to race to get on top of the level where the water cant get you.

+1 vote     reply to comment
Hidraga
Hidraga Mar 28 2009, 3:58pm says:

looks cool

+1 vote     reply to comment
[HP]
[HP] Mar 25 2009, 1:57pm says:

Tracked! ;) Awesome project you got here.

+2 votes     reply to comment
JimJamX
JimJamX Mar 2 2009, 2:21am says:

No no! You can't get rid of the Equip system! It was one of the things that set it apart from the other Sonic fan games!

I really enjoyed running through the Dry Savanah with the various load outs. Each experience felt so different and interesting.

You could still implement a simple equipment system like the older versions had with Chaos Emeralds. Or even just use a simple Sonic Adventure style equipment system: Get this item, now you can use wall jump. Get this item, your acceleration is increased. Get this item, and now you have a stronger spindash. Get this item to have to have Sonic Rush boosting. Etc...

Just use a Global Value for each item. 0 represents "Not Collected", 1 represents "Collected - Unequipped" and 2 represents "Collected - Equipped."

And for an Equipment menu, just check if the value is greater than 0 for each item. If it is, display the item in the list, and allow the player to toggle the value from 1 and 2 to equip/unequip.

I'm an MMF2 user too, so I can help if you want. I've made a simplified menu system before, and I can send you the code.

+1 vote     reply to comment
BlazeHedgehog
BlazeHedgehog Mar 3 2009, 9:47pm replied:

It was more than just not wanting to code it, though. It was also a game balance sort of thing. Don't worry, I'm trying to keep some of the equip functions through other means.

Trust me, it'll be fine.

+1 vote     reply to comment
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Sonic: The Fated Hour
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