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Sonic the Hedgehog Game Ideas


Nintenboi

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On 2/24/2020 at 2:19 PM, SKSpawn said:

 we need a sequel to Sonic Mania and a 3D, Boost-oriented game that follows the Adventure formula.

Agreed on the Mania sequel.

Disagree on the boost adventure game. Unless you just mean making a boost game with the adventure aesthetic and storylines....Well even that I dont want but I know other fans might.

As for design, I dont think the boost and adventure styles mesh well. Boost was at it's best in generations when most of the fluff was cut out. Adventure at its best...we've not actually really seen but I'd argue that the SA1 sonic levels approximate it most closely. Those are more traditional platforming levels which just doesnt mesh with boost well.

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  • 1 month later...

How about this, a Sonic movie tie-in game.

We take Unleashed-style Boost gameplay for Sonic, and maybe give Tom a few Gamma-style shooting stages.

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  • 1 month later...

I would really like to see another Sonic RPG. I felt like Sonic Chronicles had a lot of potential with the battle system (sans the touch controls). If that is improved upon, with a brand new story and proper characterization and world building, it could turn into something really interesting. Oh, and with a brand new OST!

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  • 3 weeks later...

-Not Boost Sonic. If you want a placeholder, SA leaning toward SA2.

-A single "level" consisting of a massive island with a variety of environments referred to as 'zones'.

-Not open world, but an intricate network of branching routes with some connections taking more speed, skill or exploration to reach.

-Some routes are narrow, some are wide and some focus on verticality.

-Some routes function like highways and are speed sections with less obstacles and more cool fast stuff.

-You can run along most of the island's coast.

-Animal capsules continuously appear throughout the island and a variety of reoccurring miniboss-class machines guard them.

-If you open the capsules the zone will have less badniks for a short time. If you don't they'll have more.

-Factories, bases, repurposed ruins and other structures can be cleared in any order but have varying degrees of difficulty indicated by how hard they are to reach.

-You can call Tails and the Tornado while out in the open (or launching yourself above the forest, for example) to take to the sky and see the island from above.

-Not everything can be seen from above.

-Pilot the Tornado as Tails to get where you want to be dropped off.

-The Tornado comes under heavier fire the closer it gets to any of the aforementioned structures (unless they're cleared) and is scripted to be hit if it gets too close.

-The Tornado can be shot down and Sonic is unable to call for it until it's repaired.

-The structures contain boss-class machines/characters that pursue you through the deeper parts in some way. (they might be fast, they might control a security system, they might fill the place with ghosts, whatever as long as they have clear presence)

-Structures aren't networks and are more linear but still contain branching routes with varying degrees of difficulty to reach and clear.

-Clearing the structures affects the island. (air/water pollution clears up making it easier to traverse, capsules and badniks don't reappear in that zone, etc.)

-The structures can be re-established if you take too long to beat the game. (machines are replaced by upgraded versions, and characters are replaced with machines)

-Structures can be permanently destroyed/abandoned if you clear them the hard way.

-If you clear all the structures Eggman takes to the sky with a flying fortress you have to chase down and board with the Tornado. (and structures are no longer re-established)

-You need to find a way into the flying fortress and then a way to clear it while inside.

-It visibly gains altitude (outside and though the windows) and eventually approaches a space station.

-It has a difficult time limit.

-If you clear it fast enough it doesn't reach the space station.

-If it reaches the space station you have to clear the space station and a harder boss fight instead.

-If you collect the Chaos Emeralds you unlock Super Sonic.

-Super Sonic turns the game into Boost Sonic as long as he has rings.

-Simultaneous multiplayer. Player 2 can be Shadow because he plays the same. Or maybe it can go the SMB2 route with Knuckles/Amy/Whoever.

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The game should continue refining the Boost/Modern levels from Generations and Forces, embracing the on-rail nature of this "3D" Sonic that occasionally switches to the 2D platforming and back again. I

To supplement the courses with more exploration, the game would feature gigantic "open world" hub maps, separate from the Zones. Unlike previous Sonic hubs, the player does not return to the hub between levels. The Zones progress as they do in Classic. However, the player is free to exit the Zone and return to the hub world at any time, and return when they're ready. The Zones are accessible via Warp Rings, not dissimilar to the Mario 64 paintings, with each level unlocked after its completion.

The hub world would need to be developed by a dedicated team, working alongside but separate from the level designers. The hub needs to be massive. At least the size of a PUBG/Fortnite map. It is full of interesting terrain, springs, and rings, but no enemies. The point of the hub is to be the "Tony Hawks Pro Skater" park for the Sonic moveset. This is just a giant South Island where you can run around, learn new tricks, find secret gems, and pursue mini-game activities, like a Chao garden. The hub can also be a place to reward the player with aesthetic prizes for completing extra objectives in the level campaign— a Flickie bird bath, or a swirly side for the Pockys and Rickys.

Lastly, most importantly, it would emphasize multiplayer, both co-op and competitive, both arcade-style drop in / drop out, with modern online capabilities.
 
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I do have a pretty constant image of a Team Chaotix Detective game styled like the Ace Attorney series floating around in my head from time to time. 

 

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Metal Slug style run n' gun where you play as Eggman and Tails gunning down GUN/Eggman's robots while aiming to reach the goal as fast possible while destroying as many enemies as possible. Gamma, Omega, Egg-Robo and Chao walkers would be nice bonus characters too.

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  • 2 weeks later...

I just want a Sonic game that focus on story and have long gameplay that is worth player's time. I wouldn't mind seeing hub worlds coming back.

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I'm thinking about Sonic: Before the Mania, aka Project Before the Mania, it takes place after Sonic Generations and before Sonic Mania, and the final zone is called friends zone, which takes place in the opening animation of mania

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  • 2 weeks later...

I'm thinking of making a tails game, it would be called, Miles Prower: Alone.

this game Is a will be centered around tails gameplay style, and will be more platforming puzzle-focused than other sonic games. the game is overall linear, not as linear as forces, or colors, or even sonic adventure 2. more like as linear as heroes, sonic adventure 1, and 06.

tails will be quite a bit slower than sonic, he can use his tails to attack when running or stationary. when he rolls, he also curls up his tails to his body, he cant really spin dash however. tails can gain more abilities by looking through secret paths hidden in the level. they won't be in all of the levels but some.

the items tails can find are: Remote control bombs, Jet anklets (they can work like project hero, but more limited), the rhythm badge, and the wrench.

this story of the game is tails and sonic are chilling out on south island, when suddenly sonic gets defeated and kidnapped by an unknown being, and tails wakes up in far away island known as Confusion Island. It's up to tails to find a way back to south island, and save sonic.

the stages can range from remotely open-ended (10) to relatively linear (1). tails will react accordingly depending on which zone he is in

Insomnia Caves Zone: Tails wakes up to a very loud noise, and jumps to his feet. this place will be linear and focused, as its the tutorial with waterfalls, huge pits where you'll have to fly to get past them. there will be vines that tails can fly vine to vine from. in the next act the level opens up, tails must dodge sound waves that can hurt tail's poor eardrums. in the end of act 2 there will be a native with huge cymbals in his hands, which is what caused that loud noise (level design range: 1-3) 

Grief Swamp Zone: Tails makes his way into Grief Swamp Zone. The mold and moss has decayed the trees of the swamp, you'll need to watch out for trees that give way to the decaying from the moss. the watery ground is slippery and makes you turn and brake slower. in the next act, Mushrooms let out a Neurotoxic gas that, if you get to close to, makes you much slower and jump lower as tails is "going through grief". the boss can be a native that uses blowpipes with Neurotoxic gas darts, and uses those gas darts as projectiles, that not only nerfs tails mobility, but drains his rings. (level design range: 4)  

Amnesia Forest Zone: the ground feels more solid, and the air Is more crisp, but has forgotten what he was doing, and gets lost in the process. fog surrounds the forest and the true path is unclear, you'll need to use riddles told by totems to find your way out of the forest. you'll also find the reason into why you are getting out of this forest, and this island as a whole as you transverse through the level. the fog thickens as you make it to act 2, and tails begins to lose his train of thought once again. you have 45 seconds to get out of the fog and find some clean air, If you don't get out of the fog long enough, tails will begin to have amnesia and lose his abilities and will only be able to jump. in the boss fight, all you will be able to do is jump, as you come across this magical native with psychic. (level design range: 6)

Anxiety Ruins Zone: pillars begin to show up around to forest, until there's nothing but temples and monuments of the past. this will be a very fast-paced, high octane, obstacle course, with rolling boulders, spike traps, and crumbling floors. in the next act, tails will need to go a whole lot faster to get through the zone, because there is a time limit before the ruins crumble and collapse above him. you have at least 7 minutes tops, and will have higher octane, faster pace obstacles, tridents stick out of the ground very fast, the floor will crumble a hell of a lot quicker than before. this native is not a native, but dr. robotnik in disguise as one. with sawblades that are used as projectiles and you'll need to dodge lasers. (level design range: 2)   

Insanity Beach Zone: After catching his breath after the last act, Tails approaches a very nonsensical beach. the ground goes up and down like the ocean, the ocean is wavy but stationary like the sand. Crabmeats and other Badniks have taken over the beach and wreck havoc to the passive native towns. no wonder the Island is the way it is, that Egghead is always causing disaster. in the next act, all the insanity has mysteriously disappeared, and the Badniks have been shut off, what is going on? Robotnik is what's going on, and he's making a huge scene on the ocean, with his huge Egg-Insanik 2000. causing huge waves in the sand, solidifying the water to make it gritty, course and rough. (level design range: 10)

Depression Ocean Zone: after the boss fight, Robotnik comes back to his senses, he apparently been hypnotized by that unknown being, and he Is not happy in the slightest. He insist tails to take him to south islands. tails finds a broken down plane, and after a few hours, tails and Robotnik are off. the ocean is bland and grey, there is no color in the sky. and the air is dry. tails is flying the plane and Robotnik is hilariously trying to balance on the plane. Robotnik has upgraded the plane to pack a ton a fire power. so you can defeat mind-controlled flying Badniks. (level design range: 1

South Islands: The islands have been taken over, tails needs to get to Emerald Hill fast before sonic is gone. the sky is red and it's almost too dark to see. but surprisingly, tails sees sonic in the distance, but something is up about him. his eyes are purple and his voice is gritty and dark. sonic is the second to final boss, it would be quite hard. when you finally defeat him the true final boss begins, Grim, a cloud figure of the natives of Confusion islands. he'll try to possess tails and get to him, you need to dodge Grim's attacks or else you get trapped, making it easier for tails to be possessed. Robotnik will try to attack him, you can use him as a distraction for Grim. (level design range: 6) 

after you defeat him, Confusion Island is saved from it's horrible curse. sonic, tails and their wonderful home is at peace once again. but doctor Robotnik is back at his base, and was secretly possessed by Grim's Neurotoxins, and gives a horrifying glare with his purple eyes. 

that's my pitch for a "sonic" game, hope you guys liked it!

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  • 4 months later...

Alright so I have this idea for a Sonic game but have no technical knowledge of how to make it happen. I can work on the story more, but here are my ideas to revamp and reinvigorate this franchise and make it a contestant with the other biggest names again:

More mature theme

Travel all around Mobius

The longer you run uninterrupted, the faster you get

Trying to gather emeralds (and super emeralds but they're secret)

Emeralds found in "dungeons"

Dungeons are platforming puzzles like Legend of zelda. But require speed to get through. Switches need to be hit to find right path through in shortest time. Have you travel all through dungeon beating enemies to clear the path so you can fly through after

Loops, bad guys, all the classics in dungeons. Bosses

Political system Sally acorn vs robotnik

Your in game decisions affect outcome (several different endings)
Decisions are based on how lazy or active you want to be

The lazier and more carefree you act, the more robotic advances in the polls

Mobius evolves as per who is winning

Robotnik wants technologically advanced "utopia" where citizens can do what they like and pursue their desires (or so he says)
Sally acorn wants a democracy where people still have to work

Worst ending robotnik wins because sonic was too carefree about it all and robots run everything but citizens become unmotivated, lazy, worthless beings who just drift through life, small animals are enslaved for robots like always.

Very good ending, Sonic is proactive enough and robotnik loses by a landslide. He becomes angry and says Sonic forced his had so he unleashes his ultimate weapon, Metal Sonic, who harnesses the chaos emeralds (like Sonic 3 for nostalgia). Metal Sonic kills someone and Super Sonic and super Metal sonic face off.

Bring back super emeralds for hyper Sonic. This is for perfect ending which makes final fight easier
   Or
If you get all 7 super emeralds before final fight, Robotnik finds 7 chaos emeralds and makes 7 metal sonics who all go super together and you have to fight 7 super metal sonics

Metal sonic requires a chaos emerald to power him. Hence only a max of 7 can be built so Robotnik can't create an army.

 

Anyone out there who can help me make this a reality? 

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An open-world tour of South Island, inspired by Sonic Utopia, featuring every location on South Island throughout Sonic 1 (8-bit and 16-bit), Sonic 2 8-Bit, Sonic Chaos, and Sonic Blast. Even Sonic Jump. Narratively, maybe retell Sonic Blast? The Silver Castle has been discovered, and Eggman upgrades the ancient undersea relic into his new fortress, but perhaps the powers sealed inside have other ideas... will you be able to make it within 72 hours?

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MAD RAT DEAD came out recently. It's a 2D-platformer rhythm game with awesome music. Basically Sonic + Necrodancer. Even got a homing spin attack. 

I think it'd be a great way to make a Sonic rhythm game. Somehow. Maybe make it different characters based on the stage & difficulty? 

 

For reference, Japanese trailer (English one sucks) under spoilers:

Spoiler

(Fun fact: the game was created by Nippon Ichi Software but published by SEGA)

 

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Here’s an idea: a title that is more of a natural evolution from what the Boost Trilogy established, improving on them.  There are now more open 3D areas, allowing for more paths and hidden secrets. The same applies to the now multi-layered 2D areas. Even bosses have more depth now. Badnik design leans on the Unleashed trilogy, as well. Story-wise, there’s a bit more of an effort to lean into the Wisps and make them matter; meet the Buddywisps, specialist Wisps tied to certain characters. The Buddywisps were lost from their home planet, and it’s your duty to get them back. 
 

Werehog-type gameplay, and Mech gameplay, are also back, featuring Knuckles and Tails alongside their corresponding Buddywisps. Shadow is also usable for Boost stages, but he lacks a Buddywisp. 

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  • 4 weeks later...

I’d love it if Knuckles had another game of his again. Basically the story would be about him seeing if he’s truly the last echidna. Remember, Chaos wiped out his clan, not necessarily his whole species. Also along the journey, you can team up with some other characters that Knuckles is close to such as Sonic, Tails, and the Chaotix. But most of them will be with Rogue as I want to flesh out their relationship more.

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I was gonna post this in the "Why Silver Matters" topic but thought this place was more suitable...

A while back I saw someone reviewing a game called Rodea the Sky Soldier (Wii, Wii U, 3DS,). Basically aim the cursor somewhere and press a button to have the protagonist fly toward it. If it's an object he will spin dash toward it like Sonic. When I saw the gameplay I thought "If Silver gets his own game & mechanic I want it to be like this."

 

Gameplay for reference (Wii):

Spoiler

Apparently the WiiU and 3DS version has some slight changes like a fuel system (limited fly/attack) and permenant upgrades.

 

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I think it would be neat to have a Sonic game styled after 1930s animation, and I’m not even saying that to leech off the trends of Cuphead and Bendy; people have fantasized about this for a while:

https://www.deviantart.com/jongraywb/art/Mr-Needlemouse-in-Cavalcade-to-Chaos-427135143

https://www.deviantart.com/battybuddy/art/Sonic-the-Hedgehog-1928-part-1-29780213

In part because Sonic’s design was inspired by such characters.

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2 minutes ago, Scritch the Cat said:

I think it would be neat to have a Sonic game styled after 1930s animation, and I’m not even saying that to leech off the trends of Cuphead and Bendy; people have fantasized about this for a while:

https://www.deviantart.com/jongraywb/art/Mr-Needlemouse-in-Cavalcade-to-Chaos-427135143
 

In part because Sonic’s design was inspired by such characters.

While that's true it doesn't really make since for a game(even a spinoff). 

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4 minutes ago, Coz456 said:

While that's true it doesn't really make since for a game(even a spinoff). 

Yeah, although I’d say there’s a few things you could do to fit the cartoon theme that also make that Sonic’s gameplay unique.  For example, some cartoon characters do this thing where they jump a bit, they’re legs start spinning in air, and they take off going forward quickly once they land. I can’t quite place where I’ve seen that; it might have been in Scooby Doo, but that could be the old-school Sonic’s answer to the spin-dash/super peel-out/drop-dash while also having its own unique feel and movement parameters.  Then, while he may or may not collect rings, he could have a mechanic of suffering cartoonish deformations when getting injured, recovering gradually, based on what he does, or both.

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1 minute ago, Scritch the Cat said:

Yeah, although I’d say there’s a few things you could do to fit the cartoon theme that also make that Sonic’s gameplay unique.

You do list off some cool ideas but I feel that this would probably work better as a short cartoon series.                                                                                                There definitely are some cool ideas there but it being a short series would make much more sense.

The whole 1930s style doesn't work for a Sonic game in my opinion.

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Just for the sake of sharing, I long ago made up a concept for a 2D Sonic game series that is essentially an expanded upon "Advance game", as it takes place explicitly in the Modern setting, with the Modern characters/designs, and has the additional movesets of those three games. And the idea of this concept was to not only have as many Modern Sonic characters playable in a 2D format (since 2D games always handle multiple playable characters better, and we ain't getting them in 3D games anytime soon), but also try to work in wider abilities into traditional 2D Sonic gameplay. 

To that end, I've come up with a control scheme for this concept that goes as follows (using Nintendo button layout for example): 

A- Jump (Self explanatory)

B- Attack (Also self explanatory)

Y- Ability 1 (A move that aids the character in miscellaneous ways. Can have combat use but most are for utility. If a character has an iconic ability that doesn't necessarily fit Jump or Attack, such as Silver's Telekinesis, or said ability is crucial to their playstyle, it would be Ability 1)

X- Ability 2 (A secondary move of miscellaneous effects that help the character. Incidentally, most Ability 2's function as a character's "ultimate", providing very powerful effects, such as Shadow's Chaos Control. But obviously the "ultimate" Ability 2's have a cost, that being Rings)

For the sake of including as many characters as possible in a way for all of them to be "viable", I brought in the "Ability Types" of Heroes fame and defined them as such: 

  • Speed- The characters with the fastest running speed, or at least possess abilities, moves, and/or attributes that enable them to blitz through levels (certainly the most ideal for speedrunning). Have medium durability (loses half of all collected Rings on damage) and tend to perform poorly in water.
  • Flying- The characters with extensive and easily controlled flight capability, making them the best for platforming and exploring levels (crucial for gathering, say, Red Rings). Are in the middle in terms of movement speed (slower than Speed but faster than Power) as well as handling water (some flyers can swim, others sink just like Sonic lol), but have the poorest durability (loses all Rings on damage).
  • Power- The characters with super strength, or otherwise greater destructive ability, with which to plow through enemies and obstacles alike. Needless to say, the Power types excel at destroying large amount of enemies and able to destroy even the most durable of foes (which is where most of their points would come from), are themselves the most durable of the three types (only losing a quarter of all Rings), and incidentally handle water the best of all types. However their overall speed and jumping capability is the poorest of the three types, with the Power types relying on a necessary platforming ability to make it through levels (such as Knuckles' gliding and climbing). 

And indeed, for the sake of the Power Types and the Attack function, there are specific varieties of enemies conceptualized to warrant methods of fighting them beyond jumping and rolling into them, without necessitating health bars. But I won't go over those since I'm reconsidering the exact varieties. I also intended to share the movesets/playstyles me and some friends of mine came up with, but they could use some readjustments 😅 And even for those that don't, summarizing them is going to be a bitch I'll probably edit in a spoiler containing the characters, should I get down to it

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  • 4 weeks later...

Well, I got a "Nice Smile", so I suppose that means my idea is acceptable lol And seeing how this thread hasn't been updated for almost a month, I'll share my ideas for the movesets of the characters. At least the ones that I'm most proud of lol Gonna keep them under their own spoilers for the sake of space 

Sonic the Hedgehog

Spoiler
Spoiler

Intended playstyle- As the fastest thing alive, but also the title character, Sonic's traits and move set were intended to let him run fast at all times but also be simple and versatile to play. Of course, this is hard to gauge without actually playtesting this, so do keep in mind this isn't final at all. 

Traits

  • Speed Type 
  • Fastest running and rolling speed of all characters 
  • Rolls and jumps into a ball
  • Can't swim; decent breath duration 

Move Set

Jump + Jump- Drop Dash (Sonic revs up his ball form in mid-air and, on landing on the ground, dashes into the desired direction) 

Down + Jump- Spin Dash (Sonic rolls into ball form and revs himself up, gathering speed with each press of the Jump button. Once the Down button is released, Sonic launches himself forward with the speed dependent on how much the Spin Dash was charged)

Attack- Speed Kick (Sonic briefly hovers above the ground while extending one of his strong legs ahead of himself, delivering a powerful kick to enemies he hits, and then continues running on foot. Speed Kick can be used while running and doesn’t mess with Sonic’s momentum, being an alternative to rolling for dealing with enemies. If used when standing still, though, Speed Kick will launch Sonic forward and grants Sonic a very minor speed boost)

Jump + Attack- Razor Wind (Sonic spins himself super-fast in the air and sends forth razor sharp wind. The projectile is small but incredibly fast and continues its path after hitting an enemy)

Ability 1- Wind Dash (Sonic manipulates the winds and uses them to give himself a burst of speed. Wind Dash serves as an instant but weaker Spin Dash that can be used while moving and keeps him on foot. Perfect for when you’re running up a wall and start losing momentum. Can also be used in the air for a decent boost through the air, not unlike the Homing Attack when not targeting enemies. Has a 5-second cooldown to prevent spamming)

Ability 2- Sonic Boom (Sonic focuses all his energy and gains the ability to run at his maximum speed, breaking the sound barrier in the process. Sonic Boom lasts for 10 seconds but in that time Sonic moves at a speed faster than normally attainable and becomes invulnerable to enemies, destroying them on contact. Sonic Boom doesn’t make Sonic constantly run when active, and indeed you can stand completely still in this state. That said, hazards are still harmful. Costs 30 Rings) 

Miles "Tails" Prower

Spoiler
Spoiler

Intended playstyle- Not much different from how Tails normally plays. Really, I'm just adding on some gadgets for him to use in gameplay lol 

Traits- 

  • Flying Type 
  • Fastest running of the non-Speed Types 
  • Rolls and jumps into a ball 
  • Can swim; average swim speed, stamina, and breath duration 

Move Set- 

Jump + Jump- Tail Flight (Tails spins his titular tails insanely fast and then flies into the air like a helicopter. Has fast horizontal speed but average vertical speed. Tails is able to harm enemies and bosses should he hit them with his tails from under them. Lasts for a set duration, after which Tails becomes exhausted and quickly falls to the ground, completely helpless and unable to do anything)

Down + Jump- Spin Dash (Tails rolls into a ball and revs himself, gathering speed with each press of the Jump button. Once Down is released, Tails launches himself forward with the speed dependent on how much the Spin Dash was charged)

Attack- Tail Swipe (Tails twirls around and strikes all around himself with his double tails. Can be used in the air, but not while flying for obvious reasons) 

Attack (while flying)- Energy Shot (Tails manifests his gadget, the Energy Cannon, and shoots out a ball of plasma in front of himself while flying)

Ability 1- Tablet Hack (Tails whips out his Miles Electric™ and sends out a wireless signal ahead of himself that stuns any enemies and even breaks Item Monitors, netting Tails whatever item inside. Projectile goes through walls, making it useful to gain items out of reach. However, if the projectile hits an Eggman Item Monitor, Tails takes damage and Tablet Hack goes into cooldown for 10 seconds)

Ability 2- T-Pup (Tails summons his trusty T-Pup, which proceeds to follow Tails and help him out by automatically collecting Rings, breaking Power Up Containers, and attacking enemies with extreme efficiency. T-Pup will also intercept any damage Tails would’ve taken at the cost of its own health and indeed, should T-Pup take damage two times or 20 seconds pass, T-Pup will return home to be repaired/refuel and would need to be summoned again. Costs 35 Rings)

Amy Rose

Spoiler
Spoiler

Intended playstyle- I always viewed Amy as the female counterpart to Sonic, and just as Sonic is the "fastest thing alive", I felt it most apt for Amy to be the acrobatic counterpart to him; still being reasonably fast (especially as she is a Speed Type) but being more acrobatic/parkour oriented. Although I also wanted to reintegrate Amy's "association" with the arcane, so she can also do some magic :P

Traits

  • Speed Type 
  • Fifth fastest running speed of the Speed characters 
  • Can swim; fast swimming speed but average stamina and breath duration
  • Can't jump into a ball
  • Can roll into a ball 

Move Set

Jump (in midair)- Magic Jump (Using her Arcane Arts, Amy is able to jump while in the air. Magic Jump gives the most horizontal movement of all available double jumps and Amy can use it twice for a triple jump. However Amy is vulnerable to any enemies she hits and she’s unable to attack. Can be done after jumping to the air from the ground, launched into the air from a spring, or even falling off a ledge into the air) 

Up + Jump- Hammer Jump (Amy slams her hammer onto the ground and does so with enough force to launch herself into the air. Hammer Jump enables Amy to jump even higher than with her double jump, however she can’t move easily in the air like she can with the double jump and her horizontal movement especially isn’t as good. Upon using the Hammer Jump, Amy swings her hammer the whole time while flipping forward as if she’s doing “Air Hammer” repeatedly, making Amy automatically attack any enemies she hits and grab onto any Swing Bars. Note that pressing/holding Up does not halt movement in this game idea) 

Down + Jump- Spin Dash (Amy rolls into a ball and revs herself, gathering speed with each press of the Jump button. Once Down is released, Amy launches herself forward with the speed dependent on how much the Spin Dash was charged. Though she was initially incapable of this technique, Amy has trained herself in the art of the Spin Dash and has succeeded)

Attack- Hammer Strike (Amy strikes the enemy with her hammer. You couldn’t get a simpler description. When she’s not moving or simply walking, Amy slams the hammer down in front of her. When running, Amy swings her hammer horizontally, enabling her to attack while moving with only a slight penalty in speed. Either version of Hammer Strike can be used on a spring to launch Amy higher and faster than any other character) 

Attack (in midair)- Air Hammer (While in the air, Amy flips forward while swinging her hammer downward, destroying any enemy and damaging bosses she comes into contact with. If the hammer hits a Swing Bar during this move, it will catch onto the bar and allow Amy to swing from it. Interacts with springs just like Hammer Strike) 

Ability 1- Divination (Amy makes use her tarot cards fortune telling capabilities to influence her fate. Now that Amy is capable of legit magic and her tarots have been infused with arcane energy, their divination can truly take effect, granting Amy a wide variety of effects; Rings, Power-Ups, temporary buffs, temporarily weakening all enemies in a level, or even destroying all enemies on-screen! However, thanks to Amy’s inexperience with magic and the tricky nature of tarot cards, Divination can backfire on Amy; damaging her, temporarily cursing her with “power-downs” such as slowed movement or decreased durability, and can temporarily empower all enemies in a level. Truly, it’s all about the luck of the draw. That said, good effects are more likely to occur than the bad ones, and Divination has both a low cooldown of 15 seconds and a Ring cost of 35)

Ability 2- Manifestation (Amy looks into her tarot cards, but instead of divination, Amy taps into their greater power to grant herself a Power-Up of her choosing. Amy stands completely still while doing this, but she’s able to select any power-up in the game without relying on Item Monitors, from the Elemental Shields to Invincibility. However, the power-ups cost Rings, with the most useful ones costing the most; invincibility always being the most expensive while the Elemental Shields shift price depending on the level, with the least amount being 40)

Cream the Rabbit & Cheese the Chao 

Spoiler
Spoiler

Intended playstyle- In keeping with tradition, Cream is simple to play yet powerful, in large part thanks to Cheese. However, as per my personal preference for Cream's character, I gave her some additional abilities alongside the ones involving Cheese that allow Cream herself to be effective rather than 100% relying on Cheese to do everything for her. But said abilities would come with some trade-off, making them alternatives that can be more rewarding depending on the situation

Traits

  • Flying Type 
  • Highest jump of all the characters (she's a rabbit after all) 
  • Third fastest running speed of non-Speed Types 
  • Can't swim; average breath duration 
  • Can't roll or jump into a ball 
  • Able to damage enemies by jumping on top of them, a la Mario 

Move Set

Jump + Jump- Ear Flight (Cream flaps her huge lop ears like a pair of wings and flies through the air. Has fast vertical speed but average horizontal speed. Lasts for a set duration [shorter than Tails'], after which Cream becomes exhausted and falls to the ground, however her descent is slowed and controlled via Cheese lifting her up. Of course, Cream is still helpless and unable to do anything in this exhausted state) 

Down + Jump- Rabbit Leap (Cream runs in place as she gathers speed for a momentous leap. Pretty much Cream’s version of Amy’s “Giant Step” from Sonic Advance but with a lengthier leap at the cost of slower momentum) 

Attack- Chao Attack (Cream commands Cheese to attack the nearest enemy. Can be held down to charge the attack, letting Cheese attack more enemies on-screen. Or, in the case of bosses, deal more damage. Can be used in midair and while flying) 

Ability 1- Chao Fetch (Cream sends Cheese to gather all Rings and pop Power-Up Containers on the screen. Useful for gathering Rings and Power-Ups from behind barriers) 

Down + Ability 1- Healing Light (Cream taps into her Light Aura and makes use of its healing power, generating Rings for herself. Downside to this ability over Chao Fetch is that Cream is rendered immobile for the duration)

Ability 1 (while flying)- Refresh (While flying or even falling from exhaustion, Cream quickly taps into her Light Aura and replenishes her flight stamina. Costs 30 Rings) 

Ability 2- Chao-nado (Cheese begins to fly rapidly around Cream instead of following her from behind, becoming a temporary shield to protect Cream from any harm and destroying enemies that Cream runs into. Cheese won’t be able to Attack or Fetch for Cream while guarding her and still won’t be able to do either action after the ability ends due to exhaustion. Chao-nado costs no Rings but lasts for 5 seconds and has a 20-second cooldown) 

Down + Ability 2- Light Shield (Cream uses her Light Aura to craft herself a barrier of light. Light Shield, like all Shields, lasts indefinitely, protects Cream from two hits of damage, lights up dark areas to a minor degree, and kills any ghost enemies on contact. Has a 30 second cooldown, which begins once the shield is depleted)

Shadow the Hedgehog 

Spoiler

Intended playstyle- As the character whose expansive move set is what inspired this idea (cause I dare any of you to make Shadow use Chaos Spear/Control/Blast/etc. with the "one button philosophy), Shadow is effectively Sonic with flashy and powerful moves. A good Shadow player could complete levels faster than Sonic, whilst literally decimating every enemy they come across. But great power isn't without great risk ;) 

Traits

  • Speed Type 
  • Second fastest of all characters (literally right behind Sonic)
  • Can't swim; good breath duration (not sure if Shadow canonically can't swim or not, but I like to think he can't for the same reason as fellow artificial lifeform Experiment 626 "Stitch": dense molecular structure) 
  • Rolls and jumps into a ball

Move Set

Jump + Jump- Chaos Blink (Shadow taps into his innate Chaos Powers and teleports a short distance in the chosen direction. Allows Shadow to go through walls in a technical sense, perfect for shortcuts or accessing things normally unobtainable by anyone else. Has a 5 second cooldown)

Down + Jump- Spin Dash (You know the drill; spins in place in ball form, goes fast after charging up)

Jump (hold in midair)- Hover Shoes (Shadow activates his Jet Shoes to full power while in the air, descending to the ground at a slower rate. Has great horizontal movement and lasts forever but doesn’t slow Shadow’s descent all too much)

Attack- Chaos Spear (Shadow taps into his power and summons three spears of Chaos Energy, which he then tosses forward in three directions: straight, diagonally up, and diagonally down) 

Attack (in Chaos Mode)- Chaos Blast (Shadow channels his power and unleashes a powerful explosion of Chaos Energy, destroying all enemies, Power Up Containers, and obstacles on screen and dealing massive damage to bosses. Costs no Rings, but has a 10 second cooldown) 

Ability 1- Chaos Mode (Shadow removes the rings on his wrist, which are actually inhibitors limiting his innate Chaos Energy, and gains access to his full power! In Chaos Mode, Shadow reaches his top speed much faster, his roll and jump destroys all types of enemies and deals more damage to bosses, and his Chaos Spear is replaced with Chaos Blast. Costs no Rings to use, however Shadow loses 2 Rings per second. Can be deactivated by pressing Ability 1 again, upon which the ability goes into a 20 second cooldown)

Ability 2- Chaos Control (Shadow’s most iconic ability, wherein he uses his innate Chaos Energy to freeze time for himself with the assistance of a synthetic Chaos Emerald. As long as Shadow has enough Rings, time is completely frozen, signified by black and white coloring, and the only things that continue to move are things necessary to advance the level. Costs 35 Rings to activate and makes Shadow lose 3 Rings per second it’s active. Can be deactivated by pressing Ability 2 again, after which Chaos Control is put on a 30 second cooldown)

There are way more characters in mind, of course ;) And I actually intended on sharing Marine, Omega, and Jet in here, as their playstyles are the most unique (but would still work for a 2D Sonic game). But looking at their move sets again... I need to rework them before thinking of sharing them here 😅 In any case, I hope you guys like what I got in mind here

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 My idea is a game called "Sonic Revival" it will be a 3D momentum-based platformer that will have expansive levels. I have 9 levels,Purple Jungle zone,Marble Factory Zone,Pinball Playground Zone,Fiery lake Zone,Space Kingdom Zone,Nuclear Hill Zone,Secret Castle Zone,Dusty Tundra Zone, and Rotten Egg Tower Zone. The playable characters include Sonic(Adventure gameplay),Tails(shooter gameplay),Knuckles(Beat em up platforming),Shadow(Platforming with extra gadgets and vehicles),Silver(slow puzzle platformer near identical to 06),Blaze(boost gameplay). All 6 characters will have one act and one boss per level. The story is that a monster in space has been enslaved by robotnik, it has the ability to change dimensions. The characters team up to use the chaos emeralds to free the monster and return to the original dimension before it's timeline is forgotten from reality and disappears forever. The special stages are unlocked by collecting different numbers of red rings from all stages. After losing a special stage instead of it allowing you to restart or disappearing forever it will make you wait 7 minutes for it to reload. The special stages are simple,fast, and difficult 3d platforming tube where the objective is to collect rings to keep up time and to NOT fall in the pits(it will play kind of like Run). Collecting all chaos emeralds unlocks the super version of every character, the avatar character( a customizable skin for Sonic), and the final boss fight where all 6 characters turn super and team up against the monster. The game will have a mission system like forces. S rank is only obtainable by collecting all 3 blue orbs and getting an A rank in one run. Would be full price($60).

DLC: There will be a dlc for Amy,Mighty, and Ray as playable characters and a dlc to play a 2.5d version of all 9 stages as classic sonic.(all 4 for $5 each)

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  • 2 weeks later...

If it was up to me, it'd be a 3d game that went back to basics for Sonic. Look to Sonic 1 to really get a grasp on the fundamentals before building on them and making considerations for it being in 3d. I'd want the focus of the mechanics/controls to be on the momentum/terrain mechanics of the originals, using Sonic 1 as a baseline for what is ABSOLUTELY necessary. So running gradually builds up speed the longer you do it. You'd gain speed on downward slopes and lose it on upward slopes. Rolling would multiply the effects of terrain on your momentum at the cost of control, making you unable to manually increase your speed and requiring you to rely on the terrain to gain momentum. Jumping would cancel your rolling. Your momentum would also carry through your interactions with enemies, items, and level gimmicks like springs. Hitting an enemy or item capsule from high up would bounce you back to the same height and hitting them from high up with a homing attack would carry your horizontal momentum as well, bouncing you up as well as forward. Springs would bounce you at a fixed height but would carry your horizontal momentum (better for chaining momentum based platforming challenges). You'd have a crouch button instead of a spindash button because while I like the Adventure spindash, it does change the way the player fundamentally interacts with rolling (which I think is why there's a pause before it activates in SA2), turning it into something of a precursor to the boost, which you want to be using constantly rather than a tool for interacting with sloped terrain. Giving the player a dedicated crouch button means that rolling can work exactly like it did in the original 2d games with the player being able to start rolling without having to stop to rev up a spindash. I would also include the drop dash and have it work almost exactly the same, except rather than pressing jump twice, which activates the homing attack, you jump and crouch to activate it. Shield abilities would be activated the same way and would likely have a second function via the homing attack, likely affecting your momentum in some way while using it (maybe the electric shield  increases your homing attack magnetism so you can attack enemies from farther away or maybe the bubble shield doubles your bounce height from items and enemies, stuff like that). I'd have to design turning to feel natural with the momentum mechanics but I think Adventure 1 kinda nailed that part, having your turning slow you down the more you do it, especially at higher speeds, emphasizing a wider turning radius the faster you go. Not tank physics like the boost games have, just a natural gradient that discourages super sharp turns. Also, there'd need to be a fully  player controlled camera designed specifically for this gameplay. I'd have it follow Sonic 1:1, so it would tilt to keep him oriented and center frame at all times to maximize control. Sonic Utopia and lots of fan games since have started doing this to GREAT effect. It makes running through loops and corkscrews in 3d completely doable. You'd need a really robust physics system for this to work but given that we're talking about a 3d game with Sonic's core design philosophy, that's a given anyway.

 

Levels would be 3d takes on the basic philosophy of the likes of Mania and 3 & Knuckles with a big emphasis on exploring to find alternate paths and secrets like the special stage rings scattered throughout the game. Also likely have red rings to unlock cosmetic changes a-la Mario Odyssey for people who might prefer one Look for Sonic over another. Lots of references to the different aesthetics Sonic has had like having different models based on the sprites from Sonic 1, 2  and 3K and the Adventure design and Riders. That sort of thing with a bunch of original looks and costume pieces as well, but I digress. Anyway  rather than trying to make additions to Sonic levels to accommodate flying/gliding characters like Tails and Knuckles, I'd do the reverse. Have those characters work like they do in Sonic 3K, having Sonic's basic physics and ruleset with their own abilities and build levels with that in mind. THEN I'd get to work on creating paths in those levels that Sonic could use to access the same areas. Ramps leading up walls Knuckles would have to climb or ramps that launch Sonic (and only Sonic/other speed characters) high enough to reach those areas, Doing things this way would avoid the problem of having levels built for Sonic that Tails and Knuckles can easily break. That's just one way to go about it. I'd want levels that are pretty wide and vertically oriented to fully take advantage of the fact that this would be 3d.

 

Now I talked about having costumes and aesthetic unlocks via the red rings but Honestly I think the "Modern" look works. Now, I say Modern but what I mean is the more specifically Yuji Uekawa inspired looks from the Adventure games, Sonic Shuffle, Heroes, the rush games, and to a slightly lesser extent Shadow (given the grittier, edgier tone of that game ,which is not a good direction to go for obvious reasons). I know there are 2d games with that look like the Advance games but we're talking 3d and specifically I'm trying to avoid the faux Pixar thing the games from Unleashed on started doing. It's not that it looks bad in its own right but it's not the look that comes to mind when I think of Sonic, or Sonic at its peak. The aesthetics from Sonic 1 up to the Rush games, with  a few notable exceptions like 06 are what I'd shoot for in terms of acceptability . The big Naoto Oshima and Yuji Uekawa influences taking center stage visually.

 

Now, I'm not a sound or music guy but I think a mix of what Heroes did musically, some of the vocal bits from Cd, and of course Crush 40 for the theme song. Maybe bring back vocal character themes or re-use/remix the established ones like It Doesn't Matter and Believe in Myself. Heroes though for that updated take on Classic style Music for a modern Sonic game, rather than just making new music in the style of the classics like Mania did (though just doing what Mania did musically again is NOT something I'd be opposed to).

 

I'd want a story that connects to the lore established and built on up to Shadow (or Heroes if we retcon Shadow, which I think we should anyway). There's a bit at the end of SA2 where Sonic is wondering whether he IS the ultimate lifeform after all "Created...the ultimate lifeform..." and I'd want to build on stuff like that. Maybe pick up from Eggman's doubt about following in Gerald's footsteps, maybe pick back up from the amnesiac Shadow  wondering if he's an android or not which got summarily dropped in Shadow the Hedgehog. Make the chaos emeralds and the ancient civilizations that used them to their own destruction relevant to the plot again. Gimme that Shounen action/adventure vibe the series used to have (the classics had it too, it just went from being OG Dragonball to more like DBZ, whole other topic).  Maybe I'd bring back hyper Sonic as something both gameplay AND plot relevant. I'd want Sonic to start feeling like SONIC again. To feel less like a cartoon character like bugs bunny or road runner and more like an anime character like Goku or Lupin III. I'd want to feel hyped about the events of the story again, to feel those excited butterflies as the main theme kicks in for the super/hyper transformation and the final battle. To connect to the characters instead of dreading however they've been butchered THIS time.

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