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What if the loops you run through in Sonic games...


ShinyGems

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Were a bit more complex to run through, such as these?

Knots-9cross.gif

700px-Knots-8cross.png

700px-Knots-3-7cross.png

I just thought it would be fun to have a little variation here and there when it comes to loops. Now, I heard some people on another forum say that these kinds of loops could be hard to program, but in the end, I think it would be fun if they did the hard work and made more complex loops like these. Maybe not too complex as some loops here are, if necessary, but I think you get the idea. So, what do you all think of this?

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If they're automated they're just wasting more time, if they're not they're too complex for a player to reliably navigate. It's possible to have loops a bit more complex than the traditional basic loop, but these examples are just way too much.

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Just now, Monkey Destruction Switch said:

So, gameplay-wise, would these just be like the normal loops except you need more speed and momentum to get through them, or what?

Yes, that would be the case, pretty much. Now that you mention it, if they were ever to be in a Sonic game, there probably shouldn't be too many of them, for difficulty reasons, of course.

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I wouldn't say that. They may not add to gameplay, but they would add a sense of variety. That said, I think they would be a nice touch to add. Plus, some things in Sonic games, like one of the bridges in Emerald Hill Zone weren't needed, but did add variety.

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I dunno, I can think of some contexts in which a loop that takes extra momentum to get through could possibly have some gameplay merit. I'm not sure exactly how it would work, but like, an area where you have to have a certain amount of extra speed to get through the loop and if you do, you get to access a shortcut or special area, and if you don't, you have to go a different way? I mean, it'd be pretty similar to a lot of what already exists in the classics gameplay-wise, playing well and keeping momentum letting you access different areas and different paths, and it'd be an unusual and interesting way to implement it visually. Now, I'm sure it'd have some logisitcs problems of some sort when you get into the nitty-gritty of putting it into the game, but at least conceptually it's interesting.

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I'm all for more visually interesting "rollercoaster" moments now and then, but the examples in the OP seem needlessly fussy or overly long for Sonic to go around.  But I'd like to see more playing around with the loop concept, and they've done it a bit already of course.  Tall ones, wide ones, Hill Top's ones that go into drilly holes, Sandopolis' ones that you go around twice, Mirage Saloon's collapsing ones etc.

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1 hour ago, CrystalStorm51 said:

I see where the last three posters are getting at. What about simpler, but still a bit more complex shaped loops like a heart or star or flower or pretzel or maybe even a leaf shaped loop?

Aside from maybe the pretzel, how would any of those work physics-wise? They all contain sharp changes in direction.

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2 hours ago, Monkey Destruction Switch said:

Aside from maybe the pretzel, how would any of those work physics-wise? They all contain sharp changes in direction.

There would be a half circle shaped surface at each corner/sharp angle, allowing Sonic to transition onto each angle without having to fall off.

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Can I be honest and say I'm not understanding the translation between those images you have in the OP and how it would actually work in a setting? All the ones you have posted are closed loops that all require multiple altitudes to complete properly. I don't understand how this is meant to work with a start and finish and how they attach to separate surfaces. 

And how would these even be viewed in game? Are those images supposed to be a top view? Or would it be isometric and pan so you could see the whole shape during the action? Because this would be a bloody joke to have the camera follow Sonic through (and like I said I don't even understand how these closed self-contained loops are meant to work in an environment that has reference surfaces and isn't some sort of void)*. I'm honestly at a complete loss right now.

*This is assuming we are talking about 3D. Even still these are just as confusing for either 2D or 3D in how they are meant to mesh or even their meaning. 

Even in 2D these are shapes that wouldn't translate too well to the environment and would honestly look pretty ugly if you ask me. And like others said these examples are complete wastes of time too, there's no meaning to them at all except an acquired sense of coolness. And plus they'd be a fucking layers nightmare. 

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