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Fan Concepts for Sonic Games

lets see what fans can do

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#1 Generations (Chaos Warp)

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Posted 17 December 2011 - 02:31 AM

So this topic is to discuss fan concepts of Sonic games. You can post them (your own or other people's), discuss ones that have already been posted, and such. It can be a boss idea, a level idea, a gameplay mechanic, level gimmick, anything! I will start by posting a link to SONIC AETHER, by NickinAmercia on DA, also known on Youtube as NickonAquaMagna2:http://nickinamerica...600966?offset=0. While I think the story is a little iffy, I love his level concepts, and the "classic in 3d" momentum-based gameplay they seem like they (his levels and bosses) would have.

Thoughts? Discuss!

#2 y cant solkia crawl

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Posted 17 December 2011 - 02:36 AM

I've said it before, I'll say it again: Sonic needs to be a necromancer.

#3 Diogenes

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Posted 17 December 2011 - 03:08 AM

First order of business is to get classic Sonic mechanics in 3D. I don't care how many times it's been said, until they start doing it, it's going to keep being said.

I've been thinking about the ability to "attach" to any surface on command. And by that I mean, say you're jumping/falling against a wall; press a button and Sonic will spin, plant his feet on the wall, and (assuming you've got enough speed) start running on it. It'd open up more options for playing around with the environment, rather than only being able to attach at certain angles.

And I think it'd be fun to steal some gimmicks from the Portal games, considering both they and Sonic play around with your momentum. Not that I'd give Sonic a portal gun, but there could be portals as level gimmicks, and surfaces that work like the first two gels (although the bouncy stuff isn't too different from springs, once you take away the whole throwing gel around the room part).

#4 Generations (Chaos Warp)

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Posted 17 December 2011 - 03:12 AM

First order of business is to get classic Sonic mechanics in 3D. I don't care how many times it's been said, until they start doing it, it's going to keep being said.


If you want that, I think you will like Sonic Aether (in the OP) which is exactly that. And while I do love modern gameplay, I still think it would be awesome to see a classic-physics in 3d game at least once. So I do agree with you on that, to an extent.

#5 Joshua

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Posted 17 December 2011 - 03:15 AM

Implement Classic physics, but also keep the boost for the next game, but have that boost serve as the gimmick of the game. Or rather, more specifically, the use of the boost.

Plot (Warning: Very half-assed and only serves as get the gimmick going): Eggman is currently at a base of sorts, having his robots mining around the area searching for jewels (perhaps the Chaos Emeralds again). Suddenly, Sonic shows up in an effort to thwart Eggman again. Cue Act 1/2. Sonic reaches Eggman within the facility, but Eggman's plans have not been completed yet, so Eggman attempts to retreat to his main base of operations so he can work from there. In order to escape from Sonic, Eggman unleashes a squad of about 3 or so very advanced robots that serve as his Elite Guard, much more durable than the other robots and filled to the brim with crazy gadgets and moves. Boss fight for Stage 1 begins.

The battle between the Elite Guard and Sonic is quickly showing signs of becoming a stalemate; the robots are capable of sustaining all of Sonic's hits, and Sonic is able to avoid all the attacks the Guard sends his way. Amidst all the chaos during the fight, Eggman shoots a projectile directed towards Sonic's super shoes. It's a direct hit, and a small gadget latches on to the shoe. Eggman then taunts Sonic about how his plans are mere days away from coming to fruition, and then teleports away with his Egg-o-Matic. With their mission to protect their master complete, the Elite Guard also make their escape. Sonic is confused by the ominous message, seeing as he thrashed this particular base, but brushes it off and decides to chase after Eggman, whereever he is, confident that with the speed his boost provides him, he can find Eggman no matter where he is at, and stop him.

Unfortunately for Sonic, Eggman foresaw Sonic taking pride in his Boost ability to help him out. Recognizing how the abilities of the Elite Guard served him well during the prior fight, Eggman surmises that if the Elite Guard were to intercept Sonic regularly, Eggman would have ample time to complete his plans for world domination. He rewires the Elite Guard so that they are equipped with heat sensing devices, fine-tuned to locate the heat giving off the friction forces acting on Sonic's sneakers when he uses the Boost to move faster.

*Come up with your own conclusions here, just make sure to include a fusion of the Elite Guard and Eggman's final mecha as the ultimate ultimate boss.*


And therein lies the gimmick I had in mind. The boost would still be a signature move of Sonic's, but Eggman, having fully learned the awesome might the technique gives Sonic from past conflicts (Rush, Unleashed, Colors, Generations), develops a way to force Sonic to slow down so that he doesn't attract attention. Alongside a Boost Gauge that goes down the longer Boost is used, there would also be a heat gauge that goes up the longer Boost is used, representing the amount of frictional heat Sonic is giving off from the use of the Boost, and is being monitored by the gadget latched onto Sonic's sneaker.. If the heat gauge reaches a certain threshold, the Heat Anklet Eggman latched onto Sonic would start to glow, warning the player that he's using too much of the Boost and that he needs to slow the hell down for a bit. If the heat gauge reaches its maximum, the Anklet gives off a blaring warning sign, warning the player that the Elite Guard can now detect Sonic through their heat-sensing equipment, and will arrive in a matter of seconds. Given how tough the Elite Guard are for Sonic (as provided by the stalemate implied in the cutscene), it's guaranteed that Sonic will have to spend a considerable amount of time confronting the approaching Guard, wasting seconds on the clock and hurting the player's score. In certain areas of the levels - particularly large open areas where use of the boost is encouraged - if the Elite Guard is locked onto Sonic's position, the Guard will unleash a massive onslaught of weaponry on Sonic as well as the terrain, completely destroying platforms and other areas Sonic would have been able to transverse originally, and as such Sonic has to go through a longer, more obstructed, slower path to reach the goal. This forces the player to be smart with the use of the Boost ability: Can he just boost for a few seconds to get to a platforming section, or is he confident in boosting the entire way and avoiding the Elite Guard's assault when they inevitably arrives? Is there a way to implement Classic-like Physics to get through the stage easier, perhaps faster, or is going the long, wide pathway with the Boost the right thing to do? Decisions, decisions.



Basically, the concept I had in mind was to make the Boost a technique that comes with consequence that is not limited to just flying off the stage to inevitable death. Make the use of the boost, or lack thereof, a plot element so that the player understands that the use of the Boost is something he or she needs to pay considerable attention to.

Edited by Icy Wind, 17 December 2011 - 03:37 AM.


#6 Spooky Mulder

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Posted 17 December 2011 - 03:18 AM

Anyone familiar with the iOS game Tiny Wings?


I'd absolutely love for SEGA to release a similar mini game using Classic Sonic. Replace sliding with rolling, yellow coins with rings, blue coins with springs, throw in a few loops, add some enemies that you can land on and bounce off of, and replace the islands with unique zones and I think you'd have an awesome game.

So, it wouldn't exactly be original, but I think it would be fun and charming.

Edited by Spooks of Christmas Past, 17 December 2011 - 03:19 AM.


#7 Mr. Awesomest

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Posted 17 December 2011 - 03:48 AM

*
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Here's what I'm thinking:

A Sonic Rush sequel that allows the player to switch between dimensions mid-game, at the player's will.

Plot: The game starts out with an assassin trying their hand at Blaze's life. Blaze peruses, and while chasing the attacker, they press a button on a bracelet gadget. He warps away, leaving a portal. Blaze follows and winds up in Sonic's dimension, and beats the everliving shit out of the assassin, and takes the cool gadget. She finds Sonic and Tails quickly, because apparently Eggman's fulfilling his bi-weekly attempt-to-take-over-the-world quota at the moment. Cue crazy dimension-hopping adventure, learning more about Blaze's world, specifically her kingdom.

Gameplay: It would play similar to the other Sonic Rush games, but with a twist: At the cost of one full boost bar, the player can warp between dimensions, redirecting them to a world a lot like the one they just left, but with plenty of key differences. For example, Blaze's world's Pumpkin Hill doesn't have pumpkins; it has skulls with mine shafts located in the mouths. They also keep momentum while this is in the works: To avoid an apparent inevitable impalement on spikes the player can warp to a different dimension, to try his luck. Instead of getting acupuncture done by the level, you fly up a ramp.

Edited by Mr.Awesomest, 17 December 2011 - 03:50 AM.


#8 Azookara

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Posted 17 December 2011 - 07:07 AM

I've been thinking about the ability to "attach" to any surface on command. And by that I mean, say you're jumping/falling against a wall; press a button and Sonic will spin, plant his feet on the wall, and (assuming you've got enough speed) start running on it. It'd open up more options for playing around with the environment, rather than only being able to attach at certain angles.

You mean kinda like spine transferring and acid dropping in the Tony Hawk games?



Would add a cool dynamic.

#9 The Cheese

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Posted 17 December 2011 - 07:23 AM

I've been thinking about the ability to "attach" to any surface on command. And by that I mean, say you're jumping/falling against a wall; press a button and Sonic will spin, plant his feet on the wall, and (assuming you've got enough speed) start running on it. It'd open up more options for playing around with the environment, rather than only being able to attach at certain angles.

No doubt I've done this point to death in various forms, but I feel as though the sticking to walls thing is something Sonic should do by default - just pick up enough speed and collide with a wall (depending on which angle you approach it from - hitting it head on would scale it vertically for example, whereas hitting it close to parallel would result in a horizontal wallrun). Then if you need to exploit slopes properly or want to detach from the wall, you could just hit your crouch button to move into a roll that trades the ability to run freely across any surface for the ability to kill things and gain an absolute fuckton of momentum on downhill slopes.

Your method could work too, granted, but I feel like this would save the trouble of setting overspecialized functions to seperate buttons, which is kind of a pet peeve of mine when it comes to games with potentially absurd expectations for reaction times.

#10 Yong

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Posted 17 December 2011 - 07:39 AM

Here's what I'm thinking:

A Sonic Rush sequel that allows the player to switch between dimensions mid-game, at the player's will.

Plot: The game starts out with an assassin trying their hand at Blaze's life. Blaze peruses, and while chasing the attacker, they press a button on a bracelet gadget. He warps away, leaving a portal. Blaze follows and winds up in Sonic's dimension, and beats the everliving shit out of the assassin, and takes the cool gadget. She finds Sonic and Tails quickly, because apparently Eggman's fulfilling his bi-weekly attempt-to-take-over-the-world quota at the moment. Cue crazy dimension-hopping adventure, learning more about Blaze's world, specifically her kingdom.

Gameplay: It would play similar to the other Sonic Rush games, but with a twist: At the cost of one full boost bar, the player can warp between dimensions, redirecting them to a world a lot like the one they just left, but with plenty of key differences. For example, Blaze's world's Pumpkin Hill doesn't have pumpkins; it has skulls with mine shafts located in the mouths. They also keep momentum while this is in the works: To avoid an apparent inevitable impalement on spikes the player can warp to a different dimension, to try his luck. Instead of getting acupuncture done by the level, you fly up a ramp.


If you're going to throw in obstacles that require you to switch dimensions to avoid, then I think it would be better if the switch mechanic didn't have an upcost to it. There was a game for DSiWare called Flip Champion that has a similar mechanic, and I think it might help here. Assuming this is on the DS or 3DS, imagine your main screen is the top screen, with the level you're currently running around in, and on the bottom screen is opposite dimension running alongside with a ghost image of Sonic/Blaze. With the other version of the level running simaltaneously the player would then be able to see when and where to switch.

#11 Black Mamba

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Posted 17 December 2011 - 07:41 AM

do i need to mention it again



no



too kiddy


I WANT DECAPTIATIONS AND MASS GRAVES AND EGGMAN ROBOTS GUNNING DOWN ORPHANS THEIR FRAGMENTED BONE SPLINTERS PROPELLING INTO ONLOOKERS EYEBALLS, CIVIALNS BEING GORED TO DEATH BY ROBONIKS MACHINES, AND DEEPER AND EDGEIER CHARACTERS, SHADOW IS A CRACK ADDICT, ADDICTIED TO CRACK, ROUGE IS A PART-TIME STRIPPER, AND EVEYRONE'S ORGANS ARE HARVESTED FOR THE CHAOS GOD. and amy and sonic will have the most hardcore hedgehog love scene the world has ever seen. There will be entrails being splattered everywhere, sonic will mureder eggman in cold revengence by spindarshing into his face and grinding his brain matter and tissue into gooey gucamole.


THERE WILL BE SEX, DRUGS, VIOLENCE, ADULT AND MATURE THINGS NOT FOR LITTLE FUCKING KIDS


I WANT

SONIC: BUCKETS OF BLOOD

sonic was my favorite game as a kid, and i dont want it to be no damn kids game.





Ahem, after all you need to appeal to the sociapathic part of the fanbase somehow.


An open world sonic mite be kool, provided GOTTA GO FAST would be just as exciting as like say being Spidey in SM2 and shotting web and using the stick em powers and doing whatever a spider can doesnt afraid of anything.

Edited by Jolly Jacky, 17 December 2011 - 07:58 AM.


#12 Stocking Anarchy

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Posted 17 December 2011 - 07:52 AM

And I think it'd be fun to steal some gimmicks from the Portal games, considering both they and Sonic play around with your momentum. Not that I'd give Sonic a portal gun, but there could be portals as level gimmicks, and surfaces that work like the first two gels (although the bouncy stuff isn't too different from springs, once you take away the whole throwing gel around the room part).

I don't think something like that would work in a Sonic game.

#13 ForgeCircuit

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Posted 17 December 2011 - 10:00 AM

Go into the sonic 1 debug mode, build up some speed, and press B to change into whatever. Move around to somewhere, and press B again to revert back to Sonic. Whatever momentum you had before pressing B is "remembered" and as soon as you're back as Sonic, it is instantly applied to you.


I'd love to tun that into a game mechanic somehow.

#14 XRick

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Posted 17 December 2011 - 01:28 PM

I guess no one will complain if I put the link for my idea of a Sonic Game here:
http://board.sonicst...sics-revamping/

Where it is now, it seems it'll be abandoned, it have 220 views but no replies...

#15 iVYRAVE

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Posted 17 December 2011 - 01:43 PM

Drunk Robotnik with added swearing and pingas
What I would like to see is something like Sonic 06 where different characters are playable but each character is unique (unlike SA2).
I would also want a more complex story as well. Something SATAM based but with the characters from the games (but there could be some cameos from the SATAM characters as a tip of the hat to the fans)

Edited by iVYWREATH, 17 December 2011 - 01:44 PM.


#16 XRick

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Posted 17 December 2011 - 01:45 PM

Drunk Robotnik with added swearing and pingas
What I would like to see is something like Sonic 06 where different characters are playable but each character is unique (unlike SA2).
I would also want a more complex story as well. Something SATAM based but with the characters from the games (but there could be some cameos from the SATAM characters as a tip of the hat to the fans)

Not as dark as that, please. Something on the likes of it, OK, but not as far as that...
As Eggman '06, revamped to nowadays gaming style, please!

#17 tsz11

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Posted 17 December 2011 - 03:25 PM

First: Make other characters playable.

Second: Bring back all scrapped characters including Tiara but not Honey.

Third: Use the scrapped levels from Sonic 2 and Sonic X-treme.

Fourth: Bring Back Tails and Knuckles super forms.

#18 XRick

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Posted 17 December 2011 - 03:28 PM

First: Make other characters playable.

Second: Bring back all scrapped characters including Tiara but not Honey.

Third: Use the scrapped levels from Sonic 2 and Sonic X-treme.

Fourth: Bring Back Tails and Knuckles super forms.

I'd like to have Honey in the series, she could be an idol character of the series Posted Image

#19 Stocking Anarchy

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Posted 17 December 2011 - 03:29 PM

Did they even start work on X-Treme levels?

#20 tsz11

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Posted 17 December 2011 - 03:32 PM

I'd like to have Honey in the series, she could be an idol character of the series Posted Image

SHe was just a Sonic version of some other character from some other fighting game.

Did they even start work on X-Treme levels?



There was:
Jade Gully
Red Sands
Galactic Fortress
And another stage I cant remember.





Also tagged with one or more of these keywords: lets, see, what, fans, can, do

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