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Found 2 results

  1. Over the years Sonic has accrued a significant number of abilities. Some of these have gone on to become staples of the franchise (eg. Homing Attack, Light Speed Dash) while others have appeared in one or two games and then never appeared again (eg. Super Peel Out, Triangle Jump). Naturally not all of these abilities can be mapped to one controller; not only that but a number of his abilities wouldn’t work well with certain playstyles due to differing design philosophies. I mean can you imagine what a nightmare it would be to try and use the boost in Sky Deck, what with all that unstable ground and those narrow walkways? That brings us to the point of this thread. What do you think the ideal Moveset/Control Scheme for Sonic is? Some Things to Keep in Mind 1. Don’t just list off moves, tell us what button they're mapped to so we can understand how things are laid out. 2. Be sure to specify what controller you’re thinking of. This is especially important if you’re not using a Sony controller, as Nintendo and Microsoft use the same labels for their face buttons but have them arranged differently (eg. Y on a Microsoft controller is X on a Nintendo controller). 3. Don’t feel like you’re limited to abilities that already exist. If you think you have a great idea for a new ability, or want to expand on an old one, go right ahead. Just be sure you explain it so we can understand. 4. You’re not limited to Sonic. If you want to give your ideas for a Knuckles or Silver moveset too then knock yourself out. Just make it clear who it’s for. 5. Have fun with it. Now for the moment you’ve all been waiting for, my ideal Sonic moveset. Character: Sonic Controller: Xbox 360/ONE Other: Sonic’s basic handling is similar to Adventure – ’06, Rail Grinding functions like Adventure 2 A = Jump/Homing Attack/Jump Dash/Sonic Eagle Before I explain Sonic Eagle there are a few changes to the Jump Dash and Homing attack I’d like to make. First, the Homing Attack no longer kills momentum, instead when it connects Sonic reacts in the same way he would if he jumped into the enemy from that speed (to prevent unnecessary frustration however Sonic will always bounce as though he hit the top of the target, regardless of which direction he actually hit it from). Second instead of setting Sonic to a fixed speed Jump Dashing (and by extension Homing Attacking) now add their horizontal speed to the speed that Sonic is already going. For the Jump Dash that initial boost will dissipate until Sonic hits the ground. If Sonic is already at or above his normal top speed when he hits the ground then the speed gained from the Jump Dash will continue to be lost, otherwise he gets to keep it. The Homing Attack’s speed acts as it normally does (I don’t know if it decreases over time or not) but if it’s in excess of Sonic’s top speed then anything gained from the initial boost will be lost when Sonic hits his target. This is to prevent them from being abused for infinite speed. You may recognize Sonic Eagle from Sonic Battle. Remember how I said the Homing attack no longer kills your horizontal momentum? Well that’s only true if you tap the button. If you’re holding A when Sonic hits the enemy he’ll perform the Sonic Eagle, a powerful downward kick which not only destroys enemies but also converts his horizontal momentum into vertical momentum. This can make homing chains easier by giving you more time to aim. It can also give Sonic some extra height, allowing him to reach areas he wouldn’t be able to otherwise. I promise the rest of these will be shorter. X = Sweep Kick/Somersault/Stomp or Bounce* The somersault from Sonic Adventure 2 makes a return here. Like the Homing Attack it has been modified so that it preserves your momentum, effectively turning it into an abbreviated form of rolling. This allows Sonic to attack enemies or break crates and such without having to go airborne or put himself at the mercy of the terrain. The only difference between the somersault and the sweep kick (from ’06 and Unleashed) is that the somersault is activated by pressing the button while moving and the sweep kick is activated by pressing the button while standing still. They’re functionally the same, they just have different animations. In the air it will cause Sonic to either stomp or bounce. Stomp would work like it did in the boost games, bounce works like it did in Adventure 2. B = Roll/Spindash/Shield Power* Pressing and holding B while stationary will activate the Spindash. There’s not much to explain here it works the same way it has in every 3D game. Spamming is prevented by requiring you to be stopped before you can use it. Pressing while moving causes Sonic to roll which is pretty self-explanatory. Pressing in the air activates powers from elemental shields if applicable. Y = Light Dash/Context Sensitive Actions Pressing Y near a trail of rings activates the Light Speed Dash, you know what that does. It’s also the “Action” button in case Sonic needs to perform an action that isn’t automatic and doesn’t have a dedicated button (eg. talking to NPC’s in hub worlds). Bumpers (LB and RB) = Quickstep/Dodge Although you may not be going as fast as in the Boost games the ability to sidestep obstacles is still a useful tool to have. At lower speeds the move is slightly adjusted to act as a dodge, useful for boss fights and the like. Left Trigger (LT) = Drift Like the Quickstep the drift seems like another ability that loses its utility at lower speeds. However Sonic still lost speed when making tight turns in the Adventure games. This in turn made levels like Sky Deck or the missile launch segment of Metal Harbor frustrating as making instant 90 or even 180 degree turns would basically kill your speed (especially bad in Metal Harbor since you have a time limit). Adding in the drift offers a way to maintain your speed while taking sharp corners. Right Trigger (RT) = Parkour As much as I dislike Lost World it was definitely on to something with its addition of parkour. Unfortunately it didn’t execute it very well. Here parkour is physics based, Sonic decelerates as he runs up or across the wall, once his speed gets too low he falls, he also gains the ability to run down walls, which speeds him up. Sonic can also turn while wall running now, the speed of the turn is determined by direction, turning upwards is much slower than turning on the ground while turning downwards is quicker (not quick enough that you might accidentally turn straight downward and plummet to your death though). The functions of the wall jump and triangle jump are also folded into the parkour mechanic as well. Well there you have it. I might come back later and give my thoughts on other characters. ___________________________________________________________________________________ * These depend upon the inclusion of elemental shields. If they're not included I'd give Sonic the bounce, if they are included I'd give Sonic the stomp and save the bounce for the bubble shield. Also the button mapping of Bounce/Stomp and Shield Power are interchangeable. Edit: I've rethought the way the Homing Attack handles speed. Instead of your boost vanishing when you hit an enemy I'm now thinking it should be locked when you execute the attack then gradually decrease after hitting the enemy. This way you can use Homing Chains to build speed beyond the normal maximum. Longer chains equal more speed.
  2. Tired of googling "SSMB ______" just to see whether someone's posted a topic about a certain game or concept that you'd like to talk about with fans? Tired of sifting through the forum topic history just to find a certain post you or someone else might or might not have made on a certain something you've been stewing over in your overstimulated head? Stop! You've reached your one-stop destination for everything that comes to your mind as far as Sonic Game Ideas run!! Welcome to the hub where you can feel free to share your wishes, ideas, dreams, concepts and ambitions for future games in the Sonic Franchise be they game mechanics, characters, games, genres or what have you! Have fun!! ______________________________________________________________ Blaze the Cat's 3D Gameplay (specific to individual Adventure style storylines and the like) If Blaze were to be properly featured in a Next Gen Game, I'd like her gameplay to be somewhat parkour-centric with a slight focus on speed. Everyone is essentially lumped into one carbon copy gameplay mechanic more often than not latley, but I stick to the Adventure series and the like's method of defining how those individual characters actually play. I like a bit of variety in Sonic gameplay as long as it isn't something as painfully against the grain as Big's fishing levels were. SA2 had a pretty great sense of innovation as far as really fleshing out and establishing diverse characters while still maintaining the fun. The only setback I saw out of that was in the mech levels, but I think that was mostly because of the gaming in and of itself in addition to the fact that people wanted to play as Tails himself rather than the fact that mechs in general were being used. Getting back to Blaze, I think the material for helping defining her as a character even capable of holding her own game is already there. SEGA I think does a pretty great job at setting in stone, even at the base level, what these characters are capable of and what they do even if we don't see it brought to life as much in the actual gameplay. in the opening of Silver's 06, we see Silver shoot off in a green comet. Afterwards, we don't see Blaze jump up and follow Human Torch style. We see her bound from building top to building top and she's soon out of sight. Looking back at it, I thought that was a very charming touch and it only reinforces the ideas surrounding her signature gameplay that I already have. I'd like to see Blaze with a reasonably quick play speed, but a fairly grand and wide open level at least as far as aesthetics go. When playing other games, styles and features that stand out to me in this right are those of Mirror's Edge and Infamous: Second Son. As far as Mirror's Edge goes, the entire aesthetic and appeal of that game is one that I would attribute almost directly to Blaze character at least as far as a game or gameplay would go. The slightly abstract appeal, the strong-yet-gentle soundtrack, the level setup...it all goes to enhance the depth of that specific character. As far as the latter of these two inspirations goes, I think the appeal is a bit more obvious (if not understandable) in the use of the elements to further oneself in the levels particularly and perhaps primarily in the use of fire. As agile and platform-able as Blaze is, her primary and chief feature are her flames. Those same flames that caused her so much grief in her childhood are actually her greatest feature in this right. Her potential and abilities with this part of her character I think have been largely underdeveloped and underused. The flame boost is cool, but is that really all there is? Understandably, the gameplay style didn't really help facilitate any incorporation further than that, but I think that's a problem. Outside of Rush and its affiliates, I think that part of her character should be taken advantage of. Meld together the capabilities and mechanic of Second Son with the level-run style of Mirror's Edge's psuedo-open world layout and I think you'd have a good idea of the gameplay style I'm talking about. If it's still a bit unclear, then to put it in the most crude and unrefined manner: take the kid from Second Son and stick him in Mirror's Edge or rather, take the the game Second Son and trade the level layouts out for Mirror's Edge's. I assume it would work the same as if I just said "Have a 3rd person perspecive Faith play 80% like Deslin (Second Son Main Character) 20% like herself and 60% faster. Bundle all of that up and soak it for a week in good old Sonic style gameplay and you've got the general gist. There are ways to really capitalize on her extreme speed and individual character traits and make her really stand out on her own without deviating ridiculously far from the "female Sonic" dynamic, of course if that's still a concern, even if the only way to define that is "playing like Sonic".
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