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My personal dump for interesting gimmick ideas


MrLevRocks

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As you might know, I have had a fangame idea like many others (link). While making this game I've came up with a lot of gimmicks I thought were good but way to hard to script for me. I'd like to share them with you, maybe someone wants to pick one of these up and use them.

 

1) Level-changing-button

 

This is a gimmick made for cyberspace levels as it works best there.

 

Spoilerd for size reasons

DSWEGWC.png


 

Remember the "Monkey-robot-destruction-button" from Sonic Adventure (DX)? This one works in a similar fashion. The player carries a button with him that, if pressed, 

 

changes the level after displaying a moment of fullscreen static. It doesn't just change the layout of particiular stage but also the background and and tile art. It can be time based or limited in use, but I didn't put any thoughts into that.

 

2) Drill realated gimmicks

 

These gimmicks ar already in use by Felik, aks him before you ask me about use.

 

Spoilerd for size reasons

oX6szzT.png


 

These are drills and elevators able to drill through soild rocks. Elevators are activated by stepping into them, drills are activated by spin-juming onto them. They destroy every breakable block, wall, badnick and lava in their way.

 

3) Pseudo-3D-Mode

This is the crown jewel of my gimmicks and the one I put most of the effort into.

 

Spoilerd for size reasons

nDmC5dN.png


 

As you can see in the sketch this gimmicks includes a pseudo-3D level using mulitple layers of 2D levels. Changing layers should be possible using a quickstep-like technique.

 

Layers are indicated by color. The further to the front the layer is, the brighter it is. To bring that into perspctive, take a look at a mock-up created by me using Sonic3&K sprites (ripped by Matrixx) and tiles made by me.

 

FVMtZ4t.gif

 

As you can see Sonic and all the sprites too change brightness to indicate in which layer they are.

 

4) Multi-layers

 

I has always bugged me that in the background of Mysic Cave Zone there is a rail which is unaccessable.

 

You know the drill...

svBeJHM.png


 

This gimmick uses (as viewable) the background as an alternate playfield. Changing layers can be different. E.g. A "3D" road or pathway "into" the screen or a spring similar to the layer change in modern Sonics Generations (3DS) levels. 

THis gimmick reminds me of the playstyle of Tiara from the scrapped Sonic X-Treme...

 

5) Gravity changes

 

A gimmick made for artificial areas, mostly space stations of any kind...

 

Bpa843k.jpg


 

Everybod who has played Sonic &Knuckles knows about the f-uped gravitiy in the Death Egg, every player of Sonic Adventure 2 (and Shadow the Hedgehog) knows the ARK has more than "up" and "down" when it comes to gravity, but I've never seen this in a 2D Sonic-(fan)game. Here it is! Sketch is pretty self-explanatory enough.

 

Has anybody EVER any questions? 

 

I'll add more and more over time...

Edited by MrLevRocks
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Those drill... ideas... aren't exactly as original as you seem to be implying. Both Megaman and Sonic games have already done the first one in the past many times. The first one even looks like a cross between the large drill enemies from Marble Garden zone and the one in Lava reef. As for the second, well... you know, it's basically just what happens in the ending of Cavestory when Balrog picks up the protagonist.

I mean, drill things are always visually fun and a great way to spice up a straight section in a cave, but to act like you have to ask someone before using something as simple and common as a sideways drill which tears up rocks is... well, it's kind of ridiculous.

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Well, didn't know they were THIS widespread, but still, my point was, in the games the drills were never (not in my knowlege) player-controlled, but Computer controlled. The design, though lifted from Sonic games is in use by Felik, not the idea...

Also, to everyone: New gimmick will be added soon (as in, around 5 min. from now)!

Edited by MrLevRocks
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