![]() |
![]() You've seen it in just about every cinema scene. Sonic, speed demon that he is, ripping it up through some landscape. Unfortunately, when you get to the actual zones in a Sonic game, often you have to stay at a slow pace to deal with the badniks, obstacles, and platforming. You didn't seem to get the same sense of crossing such a massive amount of terrain in a short time. The special stages were better at it, but limited your terrain to a half-pipe or sphere. Sonic R tried, but just ended up sluggish. Welcome to Sonic 3D. (Please note, all screenshots are from the original version of the demo and may not represent the refurbished version.) ![]() ![]() "So, that's it then?" you might say. "Your game would consist of running down fields, having things randomly put in your way?" On the contrary. I programmed the original demo to randomly drop the mines to give the demo a bit of replay value (so you can't just learn the pattern to get the best time). I've since come up with a system that will allow a lot of freedom with the engine, to allow multiple types of levels. Want a list of just a few?
![]() The last one would be the hardest to implement, but it's definately possible... So the sun sets on the original version, but I will be working on a new version of the original demo. Basically, I'll just be cleaning up the code slightly, fixing some mistakes and problems I've had time to think over, and do a graphic overhaul (I decided to up the resolution and use Sonic Xtreme sprites for the demo instead, and the full color ones, not those degraded versions already in the alignment files that you'll find in some of the sprite sets...). If all goes well, the demo shouldn't take too long. The full game, though... -Kulock Last Updated: 5/16/01 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() |