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BossLeviticus

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  • Location
    America
  • Interests
    Writing, Drawing, Gaming, Art
  • Fan Gaming Specialty
    Level Design, Concept Design
  • Current Project
    "Sonic Legion" Concept Gallery

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  1. Right, no more jpegs from this point. I personally thought it looked cool to have advanced intertwined with classic and thought it gave it more of a 'raw' feel. However, I agree, using just genesis sprites would look a lot better and less confusing. so on-wards I plan on keeping the sprites more consistent and switching to genesis sprites on-wards, no big deal. Thanks for the feedback. Gameplay is classic.
  2. Updates for Melt Fortress: 'Combots' 'Combots' would be enemies deployed by Dr. Eggman to Hunt for the chaos emeralds and destroy anything in their paths. They are organized into multiple series or groups that varies in attack strategies. The concept of the enemies were to be colorful and 'toy-like'. 1 --> 'Swatbot' Would be one of the most prevelent in the Game. These 'combots' shoot small slow moving projectiles and in certain cases, flamethrowers. Some would be additionally equipped with a bumper-sheild. 2 --> 'Closer' Would be the second most prevelent in the game. Attack style similar to the original uni-uni badnik from sonic 1. These combat opens and closes it's orbiting projectiles. While closed, they're nearly invinsible. While open, they would be nearly harmless aswell as completely vulnerable. 3 --> 'Hoverdroid' Would be another prevelent 'combot' in the game. These 'combots' attack by bouncing along the floors while three spiked projectiles follows closely behind. 4 --> 'Bubblegum' Would be featured occassionally in most stages. These 'combots' would harmlessly flutter about in mid air. With their projectile tail intact they would be virtually invincibe. Any attack to the head would result in a single member of the tail to combust into a balloon-like structure in the shape of Dr. Eggman, which would then bounce slowly along the ground until destroyed. Any members of the tail that is touched would immediately result in the same action. These 'combots' would only be destroyed when their tail is no longer intact. 5 --> 'Foster' Another 'combot' that would constantly make an appearance throughout the game. These 'combots' would hover higher above ground, ideally over wide open spaces, dispensing bombs in the shape and form of eggs. When on the ground, these bombs would then immediately 'tick' exponentially, until it explodes. With correct timing, the explosions from the bombs could be used to propell into the air. 6 --> 'Motorshell' Another 'combot' that would make a frequent appearance in the game. These 'combots' roam about on the ground. When ready to attack, they would instantly stop, charge up speed (similar to a spindash) and release, charging into its enemies. 7 --> 'Preybot' (may be updated) These 'combots' wouldnt be featured as frequently as others, however would make multiple appearances in stages. These 'combots' would function similar to sonic 2's 'slicer' badnik. The spinning objects spins into the air and acts as a homing device, homing into its enemies at a consistent speed, and in some cases, making seemingly endless turnarounds. 8 --> 'Kamikaze' Another 'combot' that would make occassional appearances. These 'combots' are teleported into various locations, and usually in groups. They sail back and forth in mid air while 'ticking' exponentially, signaling a countdown to an imminent explosion. When it explodes, two projectiles would then be tossed in both directions. The objective would be to destroy them before they exploded. 9 --> 'Launcher' Another 'combot' that would make a frequent appearance. They would be seen crawling along the floors, ceilings, and walls, propelling their spike-ball projectile towards the immediate direction of it's enemy. When the projectile is paused in mid air, they would be vulnerable. When on the floor, they cannot be destroyed from the sides. The 'Launcher' series would attack very quickly and the precision would always accurate. 10 --> 'Bouncer' (may be updated) Another 'combot' that makes a few appearances in the game. They would be found along the ground, waiting to for it's speeding opponent to unsuspectingly run into them as they hop out of their holes, using the manuver as a suprise attack. When inside, they would be invincible and harmless. When out of their hole and into the air, they are vulnerable to attacks. 11 --> 'Aerobot' (may be updated) Yet another 'Combot' that would make a few appearances in the game. They would be spotted either high above ground or low to the ground, hovering slowly back and forth with projectiles spinning around it's cone structure. Most of These 'combots' would attack in a fashion similar to badniks like uni-uni from sonic 1. in some cases, the orbiting projectiles would be sent out one, by one towards its enemy. When down to it's last projectile, 'Aerobot' would attack in a style similar to spikebonker from Sonic & knuckles. In other cases, it's spinning projectiles would 'blossoms' out, spiraling wider out. 12 --> 'Hydrobot' This 'combot' would make quite a few quick appearances in the game but are however, featured the most in the developmental stage, 'Temple Oasis'. They would be known to teleport in any location, just long enough to spit out a spiky projectile which would then explode into 8 darts propelling into every direction. Afterwards, 'Hydrobot' would then teleport out of sight. When underwater, they would swim back and forth at a consistent speed, endlessly spitting out these same projectiles. 13 --> 'Missileshark' This 'combot' would only be featured in the developmental stage, 'Genocide Egg' soaring in hundreds. While otherwise completely vulnerable, their entire bodies are designed to be used as attack missiles. 14 --> 'Crocktank' Yet another frequently featured 'Combot'. These 'combots' would be seen moving along the ground, shooting out a group of tiny projectiles that would then act as landmines, exploding seconds upon contact. Crocktank cannot be attacked from the front when the mouth is oppened. 15 --> 'Wartoituse' Yet another enemy that would make many appearances. They would be seen in most cases, hovering high in the air charging up a large energy-orb projectile, before shooting it across the screen. The tank like structure on its back would be its only weak spot. Unlike other 'combots' this one would requires multiple hits to destroy.
  3. Previews: I'm doing a concept gallery on Deviant art & Youtube that will feature a collection of screenshot-like images that will display the design and concept of fan-games. Sonic Legion is the current project I'm working on. Here, I wanted to share exclusive previews and development of what's being worked on and what has been done so far. Stages in development: 1. Vacant Jungle 2. Melt Fortress 3. Neon Stadium 4. Dusty Canyon 5. Central Square 6. Tidal Oasis 7. Genocide Egg 8. Emerald Engine Updates for Vacant Jungle: The changes that were made in comparison to the first were color changes. Melt Fortress is currently in progress. The top area in the concept image is an information bar similar to sonic spinball. Various information, statuses, and comments is displayed such as Scores, warnings, salutations, and praises. Each stage has 3 acts and a boss act. there are 5 playable characters, including: Sonic, tails, knuckles, mighty, and ray. Each play the same stages, collecting the chaos emeralds. It isn't until the final stage when their individual story is shown. The overall story however is still in development. * In the above concept image, sonic attempts to reach an emblem, which works similar to sonic advance 2 in collect "SP rings." 3 are needed upon hitting a checkpost to enter the special stage to possibly collect a chaos emerald. * The static figures in most of these images are badniks or robot enemies appearing or teleporting from elsewhere to ambush or attack. There are approximately 15 different badniks used in the course of the game. Each with their own effective methods of attack. * Main objects in the game, such as springs and checkposts, follow a bright-yellow theme. * The spinning goal plate that end the stage is replaced by this thing here..
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