Ristar Posted March 2, 2014 Report Share Posted March 2, 2014 There was no boss at the end of the other 2 zones. this is a demo, after all! Link to comment Share on other sites More sharing options...
DimensionWarped Posted March 2, 2014 Report Share Posted March 2, 2014 There was no boss at the end of the other 2 zones. I'm working on a boss for the end of FFZ act 1 actually. A bit slowly unfortunately. Link to comment Share on other sites More sharing options...
OverbounD Posted March 2, 2014 Author Report Share Posted March 2, 2014 There was no boss at the end of the other 2 zones. So you are saying we cannot have some levels with bosses and some levels without? Why not? Link to comment Share on other sites More sharing options...
Spykid Posted March 2, 2014 Report Share Posted March 2, 2014 Also, it is a demo lol, nothing is really finished in a demo Link to comment Share on other sites More sharing options...
SonicFan2010 Posted March 4, 2014 Report Share Posted March 4, 2014 Link to comment Share on other sites More sharing options...
OverbounD Posted March 5, 2014 Author Report Share Posted March 5, 2014 Sonic 1 had a boss at the end of 3 acts. Sonic 2 had a boss at the end of every 2 acts, Sonic 3 had bosses on every level. With each Sonic game the progression or flow of bosses and levels has evolved and I intend to continue that trend by putting bosses in surprising places. The only reason you see it as an issue is because it's not what you are used to. But for me that's a positive thing not a negative. 3 Link to comment Share on other sites More sharing options...
DimensionWarped Posted March 6, 2014 Report Share Posted March 6, 2014 if I have my way we'll have bosses in every level eventually. Link to comment Share on other sites More sharing options...
OverbounD Posted March 6, 2014 Author Report Share Posted March 6, 2014 There will be lots of bosses certainly, but I want the pattern of appearance to be unpredictable. Thus why there is a boss at the start of level one, and surprise one at the end of the demo. Maybe some bosses will just be large badniks that take multiple hits to destroy. Others might be specific to the future or past. Link to comment Share on other sites More sharing options...
MetalSonic30 Posted March 6, 2014 Report Share Posted March 6, 2014 Sonic 1 had a boss at the end of 3 acts. Sonic 2 had a boss at the end of every 2 acts, Sonic 3 had bosses on every level. With each Sonic game the progression or flow of bosses and levels has evolved and I intend to continue that trend by putting bosses in surprising places. The only reason you see it as an issue is because it's not what you are used to. But for me that's a positive thing not a negative. Respect. Link to comment Share on other sites More sharing options...
InfinityAlex Posted March 17, 2014 Report Share Posted March 17, 2014 Developers are free to disregard feedback to preserve their artistic vision if they so choose. There seems to be this attitude creeping around that if developers disregard some suggestions their games are considered failures, and frankly it's unproductive. OK, so I don't want to start digging stuff up from other places, but this is relevant so I'm gonna do it. Yes, it is unproductive to suggest that devs are a failure for not listening to some fan input, but there are some things that need to be made clear, so let's begin. First of all, I absolutely love this game. It's graphically beautiful and has wonderful music. The enemy design and level design is for the most part rock solid. However, in the areas where it becomes frustrating, it shows. Of course there is nothing wrong with a good hard game, but there are some areas in the game which aren't hard but cheap. For example (I think it's in AAZ 1 Past), there is an orbinaut near a Time Post which cuts you off from reaching it as you have to go up a slope to get to it. However, the orbinaut's bricks still hurt you when curled. Because of the slope, Sonic is knocked backwards and lands at the bottom of the slope. I'd suggest placing the badnik better or choosing a new one. I have bought up bottomless pits in the past so I'll leave the subject be, but I suggest you really listen to what Highwire says in his review of this game. From watching his reviews as wells as reading Sparks' guide and watching Sonic Dissected, I've learned so much and I feel that I can say I've grown as a dev because of these things. Overbound, I do not doubt your skill or you vision (it is a wonderfully unique vision and a brilliant approach to a fan game in a community where the official games just get easier all the time), but I feel you should listen to those supporting the game just a bit more and be more open to input. Thanks for the wonderful content we've been able to play so far and I believe it will only get better. I look forward to the day when I can play the full game. Link to comment Share on other sites More sharing options...
OverbounD Posted March 17, 2014 Author Report Share Posted March 17, 2014 Highwire didn't even play the current version of the game! If you recall it was like 8 am my time I had been up all night working on SAGE and Time Twisted. And you and a bunch of other people were constantly messaging me constantly to open SAGE. That is why the game is a bit rough around the edges and I am well aware of all the things you take issue with. 5 Link to comment Share on other sites More sharing options...
Hyper Emerson Posted March 23, 2014 Report Share Posted March 23, 2014 There will be lots of bosses certainly, but I want the pattern of appearance to be unpredictable. Thus why there is a boss at the start of level one, and surprise one at the end of the demo. Maybe some bosses will just be large badniks that take multiple hits to destroy. Others might be specific to the future or past. Now that's very intriguing. Link to comment Share on other sites More sharing options...
InfinityAlex Posted March 23, 2014 Report Share Posted March 23, 2014 Er, wouldn't it be much more methodical and orthodox to have bosses in set patterns? Link to comment Share on other sites More sharing options...
OverbounD Posted March 23, 2014 Author Report Share Posted March 23, 2014 I'm glad you think so Hyper Emerson. Link to comment Share on other sites More sharing options...
OverbounD Posted March 23, 2014 Author Report Share Posted March 23, 2014 I have been programming the opening cutscene for the game. Here's a screenshot: Most of the art was done by DerZocker in this shot. As a team we have outlined what we want to accomplish for SAGExpo 2014 Act 2. If all goes according to plan the demo for SAGExpo includes: 2 new acts Drifting Dynamo and Tidal Tubes, a total of 5 acts for the demo Special Stages Joystick button mapping An opening cutscene If you are interested in following the game's progress consider following me on twitter. I post things on twitter that don't make it on my site or in forums. 8 Link to comment Share on other sites More sharing options...
OverbounD Posted April 5, 2014 Author Report Share Posted April 5, 2014 The intro cutscene is more or less finished. So I have been working on a special stage engine. Once the special stage engine and save system are complete they'll be nothing to do but build bosses and levels until the game is complete. ^___^ 8 Link to comment Share on other sites More sharing options...
InfinityAlex Posted April 5, 2014 Report Share Posted April 5, 2014 Ooh, fancy! Please don't make us collect Blue Spheres, though; we've been spammed with those since '09. Link to comment Share on other sites More sharing options...
OverbounD Posted April 5, 2014 Author Report Share Posted April 5, 2014 How about take down Metal Sonic? 1 Link to comment Share on other sites More sharing options...
InfinityAlex Posted April 6, 2014 Report Share Posted April 6, 2014 That sounds interesting. Say, just how many beatings can this guy take? We had 2 alone in the demo. Link to comment Share on other sites More sharing options...
Kessler12 Posted April 6, 2014 Report Share Posted April 6, 2014 As long as it isn't ufos I'm cool with it! Link to comment Share on other sites More sharing options...
OverbounD Posted April 7, 2014 Author Report Share Posted April 7, 2014 As I have planned now you will race metal sonic around a race track similar to F-Zero or the original Mario Kart. You will have to avoid obstacles and avoid falling off the track while trying to catch Metal Sonic to hit him. Hitting Metal Sonic 3 times knocks a stone/emerald from him for you to pick up and complete the special stage. As you race around the track your time will be limited either by laps or a count down clock. That's subject to change, since the engine is WIP I'll have to make tweaks as I see what works. What isn't subject to change is how many special stages there will be and how you access them. The special stages are the key purpose to time travel. You can only collect Chaos Emeralds in the future and Time Stones in the past. So you have to travel through time to obtain all Special Stages and thus the good ending. There will be 14 Special Stages, 7 for the past and like wise for the future. That means I'll be introducing a 7th Time Stone into the game much like Sonic 2 added a 7th Chaos Emerald. 2 Link to comment Share on other sites More sharing options...
InfinityAlex Posted April 7, 2014 Report Share Posted April 7, 2014 Aren't there 7 anyway? Link to comment Share on other sites More sharing options...
SonicFan2010 Posted April 7, 2014 Report Share Posted April 7, 2014 Chaos Emeralds and Time Stones? That is too much power for anyone to hold. Link to comment Share on other sites More sharing options...
OverbounD Posted April 7, 2014 Author Report Share Posted April 7, 2014 Yeah, I always forget and think there are 6 like Sonic 1. 1 Link to comment Share on other sites More sharing options...
Abominal Taz Posted April 7, 2014 Report Share Posted April 7, 2014 Chaos Emeralds and Time Stones? That is too much power for anyone to hold. You know, I always wonder how Sonic can carry them all. That's a lot of damn rocks to lug around lol. Link to comment Share on other sites More sharing options...
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