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SilentDoom

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  1. Thumbs Up
    SilentDoom got a reaction from Terriful in SilentDoom's Sketch Studio   
    A couple more new drawings!  One of Zero Suit Samus and another of Metal Sonic 


  2. Thumbs Up
    SilentDoom reacted to Nepenthe in Sonic Forces | PS4, Xbox One, Switch, PC "The Next Generations"   
    Mario Odyssey could've shown two levels and no story as well and I still would've been as hyped for it as I am now, because impressions for the artistic and technical competency and potential fun of a game are primarily the result of the mechanics on display and not the levels anyway, of which Mario (and for better comparison Mania, which debuted with only a couple of levels as well) is acing in spades over Forces. This doesn't preclude feelings from changing, even when we eventually play these games. It's theoretically possible Odyssey will be awful and Forces will be a Game of the Year contender, at least personally. But as it stands, one game appears to have its shit in order. 
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    SilentDoom reacted to Sonikko in Sonic Forces | PS4, Xbox One, Switch, PC "The Next Generations"   
    On the topic of automation and level design, I decided to put my thoughts out in a video, so that it's backed up by visual clues. Check it out if you want 
    I've expressed these points before in this topic, but I think it makes more sense to pair those words with a video. Sorry about the bad pronunciation!
    Edit: Added some subtitles because I'm not sure my pronunciation is clear enough.
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    SilentDoom reacted to Diogenes in Sonic Mania (August 15th 2017, Christian Whitehead, PS4, Xbox One, PC, Switch) - The New Classic   
    I'm not a huge fan of the returning stages, but the facts that, 1, they are significantly remixed (whether it fits your tastes or not is a personal matter but there's no denying that playing Mania's GHZ is going to be a lot different from playing Sonic 1's even if they share some significant bits of level design), and 2, that they actually play like a Sonic game should for the first time in literal decades, is enough for me to not be seriously bothered by it.
    I get some cool remixed levels, I get some cool new levels, I get a Sonic game I actually want to play, and if somehow this series doesn't just up and die due to Sonic Team's incompetence maybe I'll actually get another eventually and maybe that one will be all original levels. It's not perfect but it's a brighter spot than the series has had in a long time.
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    SilentDoom reacted to JezMM in Sonic Mania (August 15th 2017, Christian Whitehead, PS4, Xbox One, PC, Switch) - The New Classic   
    To be honest, I CAN see the value in having Act 1 be very similar to the original stages.  For people who haven't played those stages, it sets up the stage as being like one thing, so the radical changes in Act 2 and (I hope like Green Hill) the second half of Act 1 will have meaning even to players who have never played or barely remember the original stages.
    Like, Green Hill Act 2 is all the more fancy for coming directly after Green Hill as you remember it, there, right in front of your eyes.  The same is going to be true for the other zones if they start off looking "as you remember them" for a DIRECT comparison.
    Thing is, to a casual fan who hasn't played Sonic since they were a kid, if you put Green Hill Act 2 in front of them, they might tell you it's as they remembered it despite the radical changes.  Having every classic zone start out simplistic means all players get the full effect of the changes, both casual nostalgic players, new players and kids who haven't played the classics, and hardcore veterans like us.
    Granted it's SLIGHTLY against the whole "for the mania" ethos of being by fans for fans but... it's selfish to demand that be adhered to in all categories.  And honestly as in GHZ I think it'll make the changes more powerful even for us.
  7. Thumbs Up
    SilentDoom reacted to Monkey Destruction Switch in Sonic Forces | PS4, Xbox One, Switch, PC "The Next Generations"   
    I like how you quoted Nepenthe's post, but didn't actually present any arguments concerning the fact that the two games have vastly different budgets. Instead, you made assumptions about the motives of those who disagree with you having some sort of agenda to distort the facts (pointing out basic economic facts is a "clever excuse" to try to exaggerate Mania's scale??), and even called the belief "delusional". Classy.

    It's even stupider considering I happen to know Nepenthe doesn't care much about Mania, and she was among those pointing out this basic economic fact. Stop making baseless assumptions of other people, it's a horrible "argumentation" style. People aren't even necessarily trying to "prove" that Mania will make more money, they're just idly speculating and you're taking that as some sort of personal attack on Sonic Forces. The level of defensiveness you're displaying is just through the roof.
  8. Thumbs Up
    SilentDoom got a reaction from Dee Dude in SilentDoom's Sketch Studio   
    I've decided that I'm going to attempt to do the Knuckles Chaotix gang in Sonic Boom style.  I'll keep updating this post as I add more.  First up is of course Knuckles himself.
     

     
    Pretty much the Boom design, though I decided to tweak the upper body so that it looked more muscular as opposed to inflated and tweak the face to look a little more menacing.
     
    Next up is Mighty
     

     
    I decided to redesign him quite radically, you'd almost think it were a different character barring a few definable features (such as the ears and colour scheme).  He's shorter and stockier but the most notable change obviously is the big shell on his back.  A real life armadillo's most stand-out anatomical feature is its shell, therefore I felt it fitting for Mighty to stray from his "Sonic clone" anatomical archetype and adopt the shell.  I feel it also helps to make his silhouette more instantly recognisible from the rest of the Chaotix crew and Sonic characters in general.  Additionally, I wanted Mighty to essentially represent a defensive powerhouse of the group (as also supported by the elbow and knee pads), sacrificing some of the speed for unparalleled defensive prowess.  When Mighty curls into a ball he will most definitely be a force to be reckoned with.   
     
    As I said, it's pretty radical.  You're free to dislike it, I won't take any offense.  I just thought it would be a neat experimental idea.
     
    Next will be Espio, Vector and Charmy (I might get Espio up in a few hours, but Vector and Charmy will come tomorrow).
  9. Thumbs Up
    SilentDoom got a reaction from Dee Dude in SilentDoom's Sketch Studio   
    Sketching that newest skool Sanic hegehawg from teh boom
     

  10. Thumbs Up
    SilentDoom reacted to MightyRay in SilentDoom's Sketch Studio   
    Nice work with those drawings! I think the joltik one is my fave due to how cute and soft you've made it. Keep up the good work!
  11. Thumbs Up
    SilentDoom got a reaction from MightyRay in SilentDoom's Sketch Studio   
    Oh, hello there!  It's been quite a while since I've popped in around these parts so allow me to post some drawings/sketches I've done in my spare time.
    I've an album of my more recent drawings here: 
    A lot of Pokemon drawings mainly due to their variety in designs, but a few other things too.  There's even a Super Sonic at the end.
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    SilentDoom reacted to Nepenthe in Sonic Forces | PS4, Xbox One, Switch, PC "The Next Generations"   
    You don't know how much that actually hurts me. It's like when people say Sonic is about nothing but speed.
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    SilentDoom reacted to Blue Blood in Sonic Forces | PS4, Xbox One, Switch, PC "The Next Generations"   
    I can't speak for Scar, but I have my own opinions on the subject. A "great game" is one that, as Scar says, stands the test of time. It's one thing for a game to be well received at the time of it's release, but another thing for people to happily go back to it time and time again in the future. If we take take a look at the reception of Sonic Adventure 2 over the years, it tells you that people aren't happy with it anymore. Metacritic gives it scores of 89 on the Dreamcast, 73 on the Gamecube and 60 on the 360. If other games, like the Classic Sonic series or just about any Zelda game to use a non-Sonic example can still be viewed positively over the years, why can't SA2? It's because the game has flaws that weren't apparent at first, or because the game has aged badly compared to other games that came out a around the same time. Just look at the enormous list of games from 2001 that people still look on fondly - Halo, Paper Mario, GTAIII, Smash Bros. Melee... the list goes on. 
    SA1 and SA2 share some problems, and most noticeable is that they offer unfocused and unrefined experiences. While it may have been impressive back in the day to include all those different gameplay styles, it's much easier for people now to say that large portions of those games weren't actually enjoyable. Things like voice acting and even 3D games themselves were something of a novelty at the turn of the century, so opinions were a bit clouded and people looked on them favourably.
    Colours and Generations aren't all that different. I personally believe that both games suffer from a lot of poor design in the controls, level layouts, physics and depth. Heck, I've been saying it since 2010, "Sonic Colours is the worst good Sonic game". They have issues that have become more apparent over time to a lot of the audience. Their novelty is that they're the first Sonic 3D Sonic games in a while that aren't awful. Back in 2010, the notion of 3D Sonic game not being absolutely shite was practically unthinkable, so Colours was a pleasant surprise. Now that time has passed and we're more used to the games, people say things like "the physics aren't very good", "the games play themselves" and "these games are mostly in 2D". You could also look at Sonic 4. Critics loved it to begin with, but it doesn't get as much positive attention form them now.
    Ultimately it's all subjective - I'm just stressing that so nobody starts screaming at me for decrying their favourite game or whatever. You might still love any of the games mentioned and think they're great. But it's hard to argue that they aren't all held in the same high regard as before. Generations is still pretty hot with a lot of people for the simple fact that it wasn't a bad game at all; it delivered a solid Sonic experience that did much more right that it did wrong. As this forum is proving though, it wasn't perfect. Without going into the specifics, the criticisms of Forces comes from two areas....
    It's relying too much on Generations. In addition, it's not showing any improvements on it. The criticisms that people have for that game are exacerbated here because they're still present. No Sonic game is going to be great until they release one that people still love for years and years to come. They got to be able to stand the test of time, and be just as good as other games on the market, and the games that are already widely acclaimed as "great". 

    Mania's right on track tho'
  15. Thumbs Up
    SilentDoom reacted to expansivelovestories in Sonic Utopia   
    (Here is writing from Mr Lange that is posted in the thread on Sonic Retro!! )
     
    >>Thank you all for the feedback. I had a feeling most of what would be said would be echoing much of what has been said elsewhere, and believe me I'm well aware of these things already. I'll cover all this now.
    I've already thought of pretty much everything. Every detail, everything carefully considered, the gameplay tested extremely thoroughly with all weak points noted. For some things, there is no perfect answer, but there are usually best answers.

    It's important to recognize that a lot was rushed and cut to make it to SAGE. A lot of what's been asked for are things that were planned, and we'll be adding some of the cut features over the next few weeks, as well as generally polishing up.


    For starters, I should talk about the level since that's the biggest point of contention and criticism in this demo, and understandably so.

    It's not like I'm not aware the level is somewhat empty and unclear. This level was a huge experiment in design and I learned a lot in the process of making it. Making this wild, sloppy mess was important to get a grasp on how level design could or should work for this gameplay. For this demo, just consider it a playground to have fun in. It has a lot of different ideas for level design strung together without much direction, but many happy accidents have formed from testing it and I'm taking notes of all the strong points of its design, intentional and otherwise.
    The "emptiness" of the level is half intentional. There are areas intentionally left open and boring because they're designated as "punishment" for not staying on the progressive paths. They're places that are a novelty to roam and take in the scenery, but are usually not conducive to progressing the level and this can be clearly seen. I felt this was a good solution to "linear path over a void", where a level could have the best of both open free roaming areas and dedicated level design. A few parts of the main routes I intentionally left bare to see how they would play, ie "how would this part be if it were just a few hills and loads of badniks". When building it, I was taking into account many variables, one being what would the player's visibility be like if this were here or what height that would obscure vision etc, and overcompensated this a bit leaving much of the level fairly flat.
    However, because of the SAGE deadline, I did not have time to do a lot of the detailing I wanted to do on many portions of the level, and some parts were drastically cut and hurried. You might notice the second half of the level, that is, the whole area past the long road and field, has much weaker level design than the first half. This was done later and I had to spend less time on it.
    Underwater is terribly neglected. I had whole underwater sections of level design planned that had to be cut, leaving only a few essential chunks littering the lake beds. Choppers were made but unfinished, leaving lakes that much more boring.
    As for landmarks, I did actually have a few standout features planned. There were going to be giant bird statues at the cliff sides of the halfway point, and an Eggman statue on the cylindrical shape on the intersection near the end of the level.
    Despite the lack of landmarks, I do not agree with the complaints that "the level looks the same everywhere, there's no outstanding features and nothing interesting". Despite the cut elements, the level has very distinct geography and several significant shifts in setting depending on the route taken. There's a jungle-like section, caves, a lake section with bridges, upper and lower shelves, and a couple hidden areas that change the theme completely.
    I had a few more hidden areas planned too, such as a cave inside the largest mountain on the shelf above the midpoint, and an underground section based on Marble Zone.
    Overall I do consider this level sloppy work, and I'm probably going to scrap it, especially since I improved my workflow over time and working with it as it is now is too rigid and complicated.

    I would appreciate any screenshots or clips of what anyone feels is strong or weak design, with explanations. That would certainly help.

    Why Green Hill Zone?
    I knew there would be plenty of "not this again" responses. I chose Green Hill for a number of reasons.
    Not only is Green Hill a way for the player to learn, it's a way for me to learn as well. It allowed me to create a more loose, carefree level for both myself to learn design, and the player to learn gameplay. Now certainly, this isn't an excuse to be lazy; the original Green Hill Zone is a well designed, finely tuned level. But this was less being lazy and more about learning. I put in a tremendous effort despite the result. And it has payed off, as I've learned so much and players are starting to get acquainted with this formula of gameplay, and I'm seeing more creative gameplay appearing already.
    Along with this, I've felt that every depiction of Green Hill since its debut have lost its touch. Even in Sonic Generations, which was certainly impressive visually, does not capture the spirit of Green Hill to me. I wanted to show that even something as tired and repeated as Green Hill Zone still has so much life in it, and it just needs to be brought out. When Green Hill Zone is used to evoke "nostalgia" or the emotions it gave people, it needs to be done with understanding and intention. Simply mimicking its elements in a superficial way will not work. Same with Sonic as a whole, really. You have to understand what you're working with and what it made people feel and how, in order to revive it. The title "Sonic" does not have power in name alone. It is backed by a rich foundation of artistic and gameplay substance. That's what gave the title power in the first place, why people love the series, and that cannot be neglected. Abusing the title without its context will just destroy its value.


    I'm aware of the camera issues. Also aware of Sonic not responding to slopes and halfpipes correctly when rolling, issues with homing attack, etc. There were plans for more nuanced controls that also didn't make the cut.
    In fact, numerous features were cut for time, and we want to get those in soon.

    Cut things we want to add/fix soon:
    Various bug fixes (effects, "tanooki suit bug" with peelout and jump dash alternating, rolling responses on slopes and halfpipes, etc).
    Various camera improvements, pullback effect with speed, centering button likely mapped to left bumper.
    Subtle acceleration based steering to make turning less touchy.
    Improved powerups.
    Some new and improved visual effects.
    Some additions to underwater sections like choppers.
    Breakable walls.
    Totem poles (assets made, cut because they'll actually be interactive and we needed time to finish).
    Curved homing attack, nuance to allow control over resulting speed/direction.
    New abilities: water running, water peelout, brake drift, more on those soon.

    I've noticed that the game has distorted dim reddish colors for a lot of people, no idea why this is happening or how to fix it. I've heard of a few other weird bugs too. The thing with the camera spinning around on its own happens sometimes with PS4 and Gamecube controllers, and it's a problem with Unity. We're planning to move from Unity to UE4 and that should address a lot of issues and make development a lot easier for us. Don't worry, I'm dedicated to maintaining this art style, and UE4's rendering differences have been a concern that I'm steadfast in solving and working with. I should even be able to improve things.<<
  16. Thumbs Up
    SilentDoom reacted to Indigo Rush in Sonic Utopia   
    If Diogenes says it feels good, then I really don't know why I've taken this long to download it. Doing that right now.
  17. Thumbs Up
    SilentDoom reacted to Diogenes in Sonic Utopia   
    Ohhh it feels so good...I don't think any 3D Sonic game, fan or official, has felt this good to play. Sonic feels great, maybe just a hair too twitchy when turning, but well within reasonable bounds. His acceleration isn't too sluggish or overresponsive, his running speed feels quick without obviating the need for the peel out or rolling to go faster, and the slope physics feel spot-on; strong enough to give you a good speed boost when rolling downhill, but balanced so that going uphill isn't a slog and running across a slope doesn't force you to constantly fight it to stay on course.
    And while it's not perfect, most of my complaints with it are pretty minor. The biggest one is, as mentioned, the almost open-world level design. While it's not as labyrinthine as GHP2, it's still too large for its contents and at times a bit directionless. As a demo meant to demonstrate its mechanics more than a slice of an actual game it's alright, but this kind of level design isn't going to hold up in a full game, and as they get closer to having the mechanics down, they've got to start working on level design to match it. I love how Utopia feels so far, but I really want to see it put to the test in a more focused level.
    The rest of my issues with it are mostly just about polish and minor tweaks. I like my Sonic games bright and saturated, but this particular GHZ starts to strain the eyes after a while. I really would appreciate having a target reticle for the homing attack so I knew for sure when I was in range. I wish I could air dash backwards if I end up bouncing too far and want to turn back. There's also a few bugs to work out; the music cut out after I drowned once, it seems like you can air dash repeatedly so long as you're touching a wall (though not to any benefit that I can see), and there were a few times when I hit an edge and Sonic bounced off a bit strangely.
    Overall this was a very impressive demo, and (while I haven't tried every game, not even close) the highlight of SAGE for me. Utopia succeeds where GHP2 failed me, and I'm eager to see where it goes in the future.
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    SilentDoom reacted to TheOcelot in Sonic Mania (August 15th 2017, Christian Whitehead, PS4, Xbox One, PC, Switch) - The New Classic   
    Just looked at the gameplay footage Indi posted. I was curious about the Pink Bot sign seen in Studiopolis at 1:43. Apparently it's a reference to the Pine Pot bar seen in the first level of Streets of Rage.
    Found a site which lists a lot of the designs and easter eggs seen in the footage:
     
  20. Thumbs Up
    SilentDoom reacted to StriCNYN3 in Sonic Mania (August 15th 2017, Christian Whitehead, PS4, Xbox One, PC, Switch) - The New Classic   
    Taxman is answering a few questions on Neogaf at the moment, and has stated that:
    - Green Hill zone act 1 is the tamest of the remade stages
    - There's going to be a couple CRT filters as well as "highest quality, uncompressed pixels" settings to choose from
    - We'll see levels from Sonic 3 and Sonic & K
     
    Here's the link in question:
    http://www.neogaf.com/forum/showthread.php?t=1251267&page=34
  21. Thumbs Up
    SilentDoom reacted to Heckboy in Sonic Mania (August 15th 2017, Christian Whitehead, PS4, Xbox One, PC, Switch) - The New Classic   
    Hey, look:

    That's a neat little detail.
  22. Thumbs Up
    SilentDoom reacted to Tracker_TD in Sonic Mania (August 15th 2017, Christian Whitehead, PS4, Xbox One, PC, Switch) - The New Classic   
    Compiled a video of the SEGA References hidden throughout Studiopolis. 
  23. Thumbs Up
    SilentDoom got a reaction from The drunkard from space! in Sonic Mania (August 15th 2017, Christian Whitehead, PS4, Xbox One, PC, Switch) - The New Classic   
    This game has brought me back to these boards for the first time quite some time.  I'm actually incredibly excited for this.  Everything about it just looks so on point at the moment.  Honestly I see this at worst being a fundamentally solid, but uninspired game ala New Super Mario Bros 2 or something.  But at best it could potentially be the best Sonic game to date.  No exclusions or additional adjectives.  Best Sonic game period.  I really don't see how this could go wrong considering what we've seen so far and the people working on it, and years of experience have taught me to exercise caution during Sonic hype periods.
    Also, Studiopolis Zone's music is nothing short of magical.  God bless Tee Lopes 
     
  24. Thumbs Up
    SilentDoom got a reaction from gato in Sonic Mania (August 15th 2017, Christian Whitehead, PS4, Xbox One, PC, Switch) - The New Classic   
    This game has brought me back to these boards for the first time quite some time.  I'm actually incredibly excited for this.  Everything about it just looks so on point at the moment.  Honestly I see this at worst being a fundamentally solid, but uninspired game ala New Super Mario Bros 2 or something.  But at best it could potentially be the best Sonic game to date.  No exclusions or additional adjectives.  Best Sonic game period.  I really don't see how this could go wrong considering what we've seen so far and the people working on it, and years of experience have taught me to exercise caution during Sonic hype periods.
    Also, Studiopolis Zone's music is nothing short of magical.  God bless Tee Lopes 
     
  25. Thumbs Up
    SilentDoom got a reaction from UltraGizmo64 in Was Generations Rushed?   
    And what I'm saying is even with the way he has been executed he doesn't work properly. Highlighting the parts in Chemical Plant and Rooftop Run in particular, he's still glitchy and rushed. When a character is teleporting up to spots and certain events trigger sometimes but then don't at others that's hardly a sign of a well polished mechanic.

    As regards to how they designed Super Sonic, I'm not fussed if he's not a god mode, but when he's WORSE than regular Sonic then something is wrong. In some cases, you're really better off not using a skill set than using Super Sonic, and pretty much every case you're better off using a decent skill set. I want a reason to use Super Sonic over my set of skills and Sega hasn't given me one (except in the aforementioned Crisis City and Green Hill).
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