Sonic Adventure Generations Demo 1
Sep 28, 2012 Demo 7 commentsIt's finally here! This one-level demo for Sonic Adventure Generations contains the re-imagined Emerald Coast level, with separate acts for Modern and...
This project is a gameplay refinement and extensive level pack for Sonic Generations to make it fit within the Sonic Adventure theme. There will eventually be 7 levels, both modern and classic. The first level is done, and the second level is in production now! Progress is slow but steady.
So far, our core dev team is:
JCorvinus - Lead, Level Design & Everything Else
Steven Grayson - Concept Art & Level Design
Mando - Extra modeling
BlitzPlum - Animations
Tobii Karlsson - Textures
MetalSonicMK72 - Sound & Music Import
Neko Sol - Original Music
P3DR0 - Textures
Other credits and references will be found in the mod's readme.
0 comments by JCorvinus on Mar 12th, 2013
So as many of you know, last year we released the first demo to the public. It admittedly wasn't finished, but it was pretty close. People ask all the time if the mod is canceled - it is NOT! We're working slowly since the main developer has other things going on at the moment but we are working on it. As you can see the new level is coming along nicely and hopefully it should be ready for the annual hacking contest.
The next release will fix some bugs as well - the boost drain has been modified a little bit (We were originally going to make different boost drains for each level, depending on the length of the stage). It was going to save us alot of work but when we actually went to playtest it, players had a hard time making the switch, and just when they got used to it they had to adapt again. The feature has since been pulled. Emerald Coast got absolutely demolished by speedrunners, even though we tried to prevent this there were still huge holes in the level that could be exploited by anyone using the infinite boost skill. This has been patched so in the next release you'll have to find new things to exploit. The level is also less barren, with more items placed in the level. The collision walls that were meant to keep players inside the level have been lowered enough so that they can be jumped over - it turned out that these same walls were causing stuck players from being able to return to the level, and this is a major no-no in game design. You can now get back in the level simply by jumping, and yet not fling yourself outside of the level carelessly.
We hope you enjoy the gameplay tuning, as well as the new level when it comes out, probably sometime in July or August (no promises though!).
It's finally here! This one-level demo for Sonic Adventure Generations contains the re-imagined Emerald Coast level, with separate acts for Modern and...
Suggestion: Since you're trying to make Sonic look closer to his SA1 design, you might want to tweak his quills a bit. In SA1, they all "pointed" downwards, whereas in Unleashed and later, they look more wild, pointing downwards (the lower ones), upwards (the top one), or being straight (middle ones).
Great level, just tried it out...I don't know if there are a lot of multiple paths, but the first few times I played I never felt it repeat itself...That said there are a few things that seemed strange:
1.Unlike Adventure, Sonic doesn't turn freely, which means that at high speeds he sometimes either flies off into the water, because he couldn't take the turn or bumps into an invisible wall. Now Invisible walls are great! They are all around in the main Generations game, but the problem I have is that I'm afraid to speed up, so I don't fly off somewhere, because I don't know there's and invisible wall there OR I think there is one and watch in awe as Sonic rockets off the edge. I hope you can somehow signal to players where there is and where there is not an invisible wall or just make them visible(e.g. "Chaos in Space" billboards or fences or something else that the player can see from afar and know he's safe to keep speeding).
2.There are some sections where it's great to use water for shortcuts or just running and sometimes if you fall in shallow water it's mandatory...however with the boost made to be so insignificant it sometimes causes you to lose momentum or just die. A solution to this is either making boost bigger so you can use it for more than a few steps(which I suppose you don't want to do) OR make Sonic able to run on water at top speed WITHOUT boost. That way you can still run on water and still keep boost low...AND a FINAL OPTION(no it's not Steven Segal) is to have skills e.g. you leve boost like in the main game and for those who want less boost(like the one now) you put a skill in the shop named(Adventure Boost/Limited Boost)... that way if people want to boost let them have their way, if not...let them have theirs too.
3.Some enemy/trap placement. My only problem is that I(and I suppose probably everyone) would like to see them coming, and a sollution to the problem is removing traps just after corners, turns or anywhere that the camera doesn't allow you to see OR that pop up when you're in 2D mode and kill your speed because you can't react fast enough.
4.Some Camera issues e.g. when I go through the boost pad before the freefall sometimes the camera gets stuck in the ground, but such problems are few and far apart.
5.It might be just me not seeing it, but is the whale really smashing the boardwalk or does it go through it with a little debris flying out and the boardwalk stays there(I realise this could just be a placeholder and unfinished, so I don't really count this as a remark, but more of a question)
I'm sorry for the long comment, but I really like your project and I hope this feedback is useful. If what I said offends you in any way I appologize, since that was not my intention. I'm only writing this in hope of helping you improve what is already a very impressive job! Wish you luck with further development!
I gotta say, what you guys got going on in that demo is really impressive so far. Keep up the good work.
1 level demo is nice better a real mod.greetings