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Sonic Game Ideas.


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I've seen plenty of Sonic Game Plot idea threads, but nothing about The Games. I'll start to show an example.

Imagine a spin-off starring Knuckles where you go hunting for treasure, and with Four Chapters.

All campaigns will have a Shop where you buy items, So let's say there is a big river that is too long to glide across. Go to the shop and buy some boosters to use while gliding to unlock the Mach-Zoom across it, or you use the boosters to slam down into the ground unlocking the Giga-Smash power unlocking some hidden treasure. You earn rings by selling treasure.

Chapter One is a simple one. The Master Emerald has gone missing now Knuckles must find it. You also fight 4 bosses in this Chapter.

Boss One Rouge: Rouge will jump up and dive kick you, or she'll toss the bombs from Sonic Battle. Boss Two EGG REAPER: A MASSIVE FLYING MECH WITH A LASER SCYTHE AND CHAIN MISSILE LAUNCHERS, however it also lacks legs so you need to break the Anti-Gravity device. Boss Three Sonic: Sonic fights like Sonic normally does(BTW this is simply a friendly match). Boss Four EGG DRAGON: IT'S A GIANT METAL DRAGON, AND IT SHOOTS LIGHTNING OUT OF ITS MOUTH, AND IT HAS GIANT CLAWS, also it's bloody massive. But it is mid build, so if you break it's supports it'll be ruined.

Anyway that's all I got right now. Thanks for reading.

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Perfect! Just the right topic to post this!

Sonic Apocalypse

Story of this game: Eggman and his robots are mining for energy one day. As they are doing so, Eggman falls into what happens to be a hidden temple room, one where he finds a gem that was thought to not exist that can warp reality: The Truth Sapphire. Realizing it has immense power over reality, Eggman takes it and uses it to conquer a continent far from South Island. He divides each part of the continent into different "mini-realities" to show how powerful he is. Sonic and his friends go to investigate. Once there, the heroes find that everything has been remade in Eggman's image, and Eggman has made means of travel through time to reinforce his rule. He plans on conquering the world next. Much of nature on the continent is left untouched at the moment. However, Sonic and his friends find out the future of different areas of the world are pretty much post apocalyptic, and even if they Defeat Eggman, the futures will remain the way they are. So Sonic and his friends must find a way to stop Eggman and...through means of time travel, undo the post apocalyptic futures.

Gameplay: Gameplay is pretty much like the Boost games, with some enhancements and six playable characters, each with their own abilities. They are Sonic, Tails, Knuckles, Amy, Cream and Cheese and Shadow. The levels are open world and are more like Sonic Frontiers, an upcoming game. The Past and Future signs from Sonic CD are back, but cannot be immediately used, not until enough Power Shards are found to unlock them, but they are not required to beat the game fully. Only the Future signs are always unlocked. The Past signs take Sonic and friends to the past of areas, while the Future signs take Sonic to a post apocalyptic future. However, if Sonic and friends unlock the Past gates of each level, and destroy not one, but multiple machines that use the Truth Sapphire's power, the post apocalyptic future will turn into a good future. There are multiple Past and Future signs in each level, and certain machines that need to be destroyed can only be accessed through certain Past signs separate from one another, and each has its own number of Power Shards to unlock. It is possible to choose to go to a post apocalyptic future and a good future once the good future is unlocked.

Levels: The levels are...

Viridian Valley: A valley full of lush, green plants. In the post apocalyptic future, due to Eggman's constant pollution, everything is dead, and the valley is a wasteland. Not even animals are to be seen!

Seaside Shores: A seaside resort connected to a series of seaside ruins, and it contains lots of water sections. In the post apocalyptic future, due to Eggman's heat pollution, the world is flooded, and there are few sections of dry land left.

Chaos City: A city taken over by Eggman, but looks like every other city for now. In the post apocalyptic future, the ozone layer is destroyed by Eggman's smoke pollution, and the world has pretty much been destroyed because of it. Only Chaos City remains under a dome separating it from the rest of the world.

Robo Ruin Zone: This zone takes place in a set of ruins controlled by Eggman's robots. In the post apocalyptic future, due to Eggman's inability to control his robots, the robots have taken over the world, and destroyed much of life and the remainder of living things are enslaved.

Jade Jungle Zone: A Jungle themed level. In the post apocalyptic future, due to Eggman's experiments, much of the world's has been wiped by a deadly virus and that same virus has mutated what remains, turning them, including the animals and plants in this jungle, into monsters.

Frosty Fields Zone: An Ice themed level with rural areas. In the post apocalyptic future, do to a mishap from Eggman trying to siphon energy from the sun, the sun is destroyed, and the ice fields have much more snow to them than usual, not to mention it is very dark.

Mad Magma Zone: This is the typical volcano zone. In the post apocalyptic future, due to Eggman accidentally pulled a meteor to the planet, and now the sky is dark and cloudy and the volcanic area is in shambles.

Deadly Dunes Zone: The typical desert level with some rural towns here and there. In the post apocalyptic future, due war caused by Eggman, the world is polluted with radiation, including the desert, and snow from nuclear has occurred.

Crazy Collision Zone: Not a casino zone, but a pinball themed zone like Spring Yard from Sonic 1 and Collision Chaos from Sonic CD. In the post apocalyptic future, Eggman has misused the power of the Truth Sapphire, making it so that he has unleashed supernatural forces that are attacking the world constantly including this area, much like Crisis City from Sonic 06.

Frantic Factory Zone: Eggman's base, with lots of deadly traps. In the post apocalyptic future, the factory is a mess due to Eggman experimenting with the planet and the moon with the Truth Sapphire and now the north and south poles are reversed, and there is lots of water in some places thanks to freak lunar activity, not to mention, there are cracks and canyons separating areas.

Astro Anomaly Zone: This zone takes place on some comets and space stations of Eggman's near Sonic's planet. In the post apocalyptic future of this zone, the comets and space stations are still there, but the planet is destroyed due to Eggman ticking off some aliens that were too powerful for him, so they destroyed the planet.

What do you all think?

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I didn't mean to post this message

2 hours ago, CrystalMaelStorm said:

Perfect! Just the right topic to post this!

Sonic Apocalypse

Story of this game: Eggman and his robots are mining for energy one day. As they are doing so, Eggman falls into what happens to be a hidden temple room, one where he finds a gem that was thought to not exist that can warp reality: The Truth Sapphire. Realizing it has immense power over reality, Eggman takes it and uses it to conquer a continent far from South Island. He divides each part of the continent into different "mini-realities" to show how powerful he is. Sonic and his friends go to investigate. Once there, the heroes find that everything has been remade in Eggman's image, and Eggman has made means of travel through time to reinforce his rule. He plans on conquering the world next. Much of nature on the continent is left untouched at the moment. However, Sonic and his friends find out the future of different areas of the world are pretty much post apocalyptic, and even if they Defeat Eggman, the futures will remain the way they are. So Sonic and his friends must find a way to stop Eggman and...through means of time travel, undo the post apocalyptic futures.

Gameplay: Gameplay is pretty much like the Boost games, with some enhancements and six playable characters, each with their own abilities. They are Sonic, Tails, Knuckles, Amy, Cream and Cheese and Shadow. The levels are open world and are more like Sonic Frontiers, an upcoming game. The Past and Future signs from Sonic CD are back, but cannot be immediately used, not until enough Power Shards are found to unlock them, but they are not required to beat the game fully. Only the Future signs are always unlocked. The Past signs take Sonic and friends to the past of areas, while the Future signs take Sonic to a post apocalyptic future. However, if Sonic and friends unlock the Past gates of each level, and destroy not one, but multiple machines that use the Truth Sapphire's power, the post apocalyptic future will turn into a good future. There are multiple Past and Future signs in each level, and certain machines that need to be destroyed can only be accessed through certain Past signs separate from one another, and each has its own number of Power Shards to unlock. It is possible to choose to go to a post apocalyptic future and a good future once the good future is unlocked.

Levels: The levels are...

Viridian Valley: A valley full of lush, green plants. In the post apocalyptic future, due to Eggman's constant pollution, everything is dead, and the valley is a wasteland. Not even animals are to be seen!

Seaside Shores: A seaside resort connected to a series of seaside ruins, and it contains lots of water sections. In the post apocalyptic future, due to Eggman's heat pollution, the world is flooded, and there are few sections of dry land left.

Chaos City: A city taken over by Eggman, but looks like every other city for now. In the post apocalyptic future, the ozone layer is destroyed by Eggman's smoke pollution, and the world has pretty much been destroyed because of it. Only Chaos City remains under a dome separating it from the rest of the world.

Robo Ruin Zone: This zone takes place in a set of ruins controlled by Eggman's robots. In the post apocalyptic future, due to Eggman's inability to control his robots, the robots have taken over the world, and destroyed much of life and the remainder of living things are enslaved.

Jade Jungle Zone: A Jungle themed level. In the post apocalyptic future, due to Eggman's experiments, much of the world's has been wiped by a deadly virus and that same virus has mutated what remains, turning them, including the animals and plants in this jungle, into monsters.

Frosty Fields Zone: An Ice themed level with rural areas. In the post apocalyptic future, do to a mishap from Eggman trying to siphon energy from the sun, the sun is destroyed, and the ice fields have much more snow to them than usual, not to mention it is very dark.

Mad Magma Zone: This is the typical volcano zone. In the post apocalyptic future, due to Eggman accidentally pulled a meteor to the planet, and now the sky is dark and cloudy and the volcanic area is in shambles.

Deadly Dunes Zone: The typical desert level with some rural towns here and there. In the post apocalyptic future, due war caused by Eggman, the world is polluted with radiation, including the desert, and snow from nuclear has occurred.

Crazy Collision Zone: Not a casino zone, but a pinball themed zone like Spring Yard from Sonic 1 and Collision Chaos from Sonic CD. In the post apocalyptic future, Eggman has misused the power of the Truth Sapphire, making it so that he has unleashed supernatural forces that are attacking the world constantly including this area, much like Crisis City from Sonic 06.

Frantic Factory Zone: Eggman's base, with lots of deadly traps. In the post apocalyptic future, the factory is a mess due to Eggman experimenting with the planet and the moon with the Truth Sapphire and now the north and south poles are reversed, and there is lots of water in some places thanks to freak lunar activity, not to mention, there are cracks and canyons separating areas.

Astro Anomaly Zone: This zone takes place on some comets and space stations of Eggman's near Sonic's planet. In the post apocalyptic future of this zone, the comets and space stations are still there, but the planet is destroyed due to Eggman ticking off some aliens that were too powerful for him, so they destroyed the planet.

What do you all think?

cool idea, but may I ask what the other time zones are like?

Edited by SonicFan3183
sorry bout that
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21 minutes ago, SonicFan3183 said:

I didn't mean to post this message

cool idea, but may I ask what the other time zones are like?

Let me put it this way...

For Virdian Valley, the good future is a paradise with some eco-friendly buildings in it. The past is a prehistoric place.

Seaside Shores has good future a beautiful futuristic beach with cities popping out of the waters of the ocean nearby, ones that can go into the ocean. The past has a primitive civilization that is not advanced enough to build a city yet.

In Chaos City, the city has a good future of being a futuristic, utopian city of peace, while the past is where the city is still being built some.

Robo Ruin Zone's good future is a ruins that have been rebuilt into a city and temple where life and robots live in peace. In the past, the ruins are in good condition and still in use, and there are barely any robots there.

Jade Jungle's good future is an amazing, jungle with evolved trees and plants. Some are mutated, but in a good way. The past is a primordial forest that is not too tall yet.

Frosty Fields' good future is a wonderful snow land with many ice crystals to be seen around here. There are also prosperous villages that kinda look like Christmas towns. The past is an ice world where much of the ice has not yet come into existence.

Mad Magma's good future is an amazing power plant on the volcano, which also controls the eruptions of the volcano. The past is a volcano partially formed.

Deadly Dunes' good future is a wonderful, semi-colorful desert land with more plant life and many sand sculptures like those that are found on the beach. The past version is a partially formed desert with lower rock formations and no plants.

Crazy Collision's good future is now a kids' fun zone where kids can safely play, like a family entertainment center. The past version is basically the place still being built.

Frantic Factory's good future is a marvelous factory where many things not possible to make in the past are made here, and reality can somewhat be controlled for the good of humanity. The past is the factory still being built.

Astro Anomaly's good future is a series of futuristic space stations and orbital comets that have been colonized, with some megastructures around. The past is the planet still forming.

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1 hour ago, CrystalMaelStorm said:

Let me put it this way...

For Virdian Valley, the good future is a paradise with some eco-friendly buildings in it. The past is a prehistoric place.

Seaside Shores has good future a beautiful futuristic beach with cities popping out of the waters of the ocean nearby, ones that can go into the ocean. The past has a primitive civilization that is not advanced enough to build a city yet.

In Chaos City, the city has a good future of being a futuristic, utopian city of peace, while the past is where the city is still being built some.

Robo Ruin Zone's good future is a ruins that have been rebuilt into a city and temple where life and robots live in peace. In the past, the ruins are in good condition and still in use, and there are barely any robots there.

Jade Jungle's good future is an amazing, jungle with evolved trees and plants. Some are mutated, but in a good way. The past is a primordial forest that is not too tall yet.

Frosty Fields' good future is a wonderful snow land with many ice crystals to be seen around here. There are also prosperous villages that kinda look like Christmas towns. The past is an ice world where much of the ice has not yet come into existence.

Mad Magma's good future is an amazing power plant on the volcano, which also controls the eruptions of the volcano. The past is a volcano partially formed.

Deadly Dunes' good future is a wonderful, semi-colorful desert land with more plant life and many sand sculptures like those that are found on the beach. The past version is a partially formed desert with lower rock formations and no plants.

Crazy Collision's good future is now a kids' fun zone where kids can safely play, like a family entertainment center. The past version is basically the place still being built.

Frantic Factory's good future is a marvelous factory where many things not possible to make in the past are made here, and reality can somewhat be controlled for the good of humanity. The past is the factory still being built.

Astro Anomaly's good future is a series of futuristic space stations and orbital comets that have been colonized, with some megastructures around. The past is the planet still forming.

Amazing. I give you a 10/10.

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Just now, SonicFan3183 said:

Amazing. I give you a 10/10.

Why thanks! I appreciate it so much! I did think this was a cool concept for a game.

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On 3/13/2022 at 1:39 AM, SonicFan3183 said:

I've seen plenty of Sonic Game Plot idea threads, but nothing about The Games. I'll start to show an example.

Imagine a spin-off starring Knuckles where you go hunting for treasure, and with Four Chapters.

All campaigns will have a Shop where you buy items, So let's say there is a big river that is too long to glide across. Go to the shop and buy some boosters to use while gliding to unlock the Mach-Zoom across it, or you use the boosters to slam down into the ground unlocking the Giga-Smash power unlocking some hidden treasure. You earn rings by selling treasure.

Chapter One is a simple one. The Master Emerald has gone missing now Knuckles must find it. You also fight 4 bosses in this Chapter.

Boss One Rouge: Rouge will jump up and dive kick you, or she'll toss the bombs from Sonic Battle. Boss Two EGG REAPER: A MASSIVE FLYING MECH WITH A LASER SCYTHE AND CHAIN MISSILE LAUNCHERS, however it also lacks legs so you need to break the Anti-Gravity device. Boss Three Sonic: Sonic fights like Sonic normally does(BTW this is simply a friendly match). Boss Four EGG DRAGON: IT'S A GIANT METAL DRAGON, AND IT SHOOTS LIGHTNING OUT OF ITS MOUTH, AND IT HAS GIANT CLAWS, also it's bloody massive. But it is mid build, so if you break it's supports it'll be ruined.

Anyway that's all I got right now. Thanks for reading.

Yo, I had more ideas about this Idea. Also I wanted to clarify this is not a fan game. I would love to make this a real thing, but I lack the coding to do so.

The Name would be "Knuckles Adventure", because Sega loves tricking their fans into thinking their games are something there not(I'm still mad about not getting to fight Shadow in forces).

here is the chapter one zones.

Anyway there would only be 4 in this chapter because of how large they would be( Think of it like bug fables, big areas you explore with sub areas within them).

Zone One, Orange Oasis Zone: A desert oasis with Vast Sandy Dunes with runes hidden through-out, a town inhabiting an oasis(Hence the name), a Heavily Damaged Eggman base to take down with a hidden boss fight against a broken down Metal Knuckles who would mimic your abilities when you fight them, and finally you would find rouge (Who would be the prime suspect at this point) and have a fight with them(Read my first post for more info).

Zone Two, Gem Cavern Zone: A gem mine overtaken by Eggman's robots. In this zone you will find a ton of hidden treasure, a prison holding the miners, a Eggman base to take out with a hidden boss fight against Metal Sonic if you can find Eggman's office he fights like Sonic but with laser blasts, and finally after freeing everyone and taking down the base Metal Sonic would unleash the Egg Reaper upon you unless you defeated Metal Sonic, then the Egg Reaper would attack you on your way out of the mine.

Zone Three, Angel Island Zone: Angel Island is back in the sea and Eggman is attacking. In this zone you will find a damaged Angel Island flooded with robots, a jail cell holding Tails who gives you some metal glove covers to increase your strength and hacks into the mainframe to allow you to get farther in, a mid-building Eggman base with a boss fight against Eggman in his Big Arm mech, and after saving Angel Island you meet Sonic who decides to help you, after a quick sparing match to make sure you can keep up.

Zone Four EGG BASE ALPHA: This is an massive Eggman base. This is the smallest zone and it lacks any side content or treasure until you beat the boss. The boss of course being The Egg Dragon, a massive metal dragon mid construction. After that ordeal you're free to explore and pick up any treasure in the base.

Thanks for reading, and I hope you enjoyed my idea.

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  • 3 weeks later...
On 3/14/2022 at 8:53 PM, SonicFan3183 said:

Yo, I had more ideas about this Idea. Also I wanted to clarify this is not a fan game. I would love to make this a real thing, but I lack the coding to do so.

The Name would be "Knuckles Adventure", because Sega loves tricking their fans into thinking their games are something there not(I'm still mad about not getting to fight Shadow in forces).

here is the chapter one zones.

Anyway there would only be 4 in this chapter because of how large they would be( Think of it like bug fables, big areas you explore with sub areas within them).

Zone One, Orange Oasis Zone: A desert oasis with Vast Sandy Dunes with runes hidden through-out, a town inhabiting an oasis(Hence the name), a Heavily Damaged Eggman base to take down with a hidden boss fight against a broken down Metal Knuckles who would mimic your abilities when you fight them, and finally you would find rouge (Who would be the prime suspect at this point) and have a fight with them(Read my first post for more info).

Zone Two, Gem Cavern Zone: A gem mine overtaken by Eggman's robots. In this zone you will find a ton of hidden treasure, a prison holding the miners, a Eggman base to take out with a hidden boss fight against Metal Sonic if you can find Eggman's office he fights like Sonic but with laser blasts, and finally after freeing everyone and taking down the base Metal Sonic would unleash the Egg Reaper upon you unless you defeated Metal Sonic, then the Egg Reaper would attack you on your way out of the mine.

Zone Three, Angel Island Zone: Angel Island is back in the sea and Eggman is attacking. In this zone you will find a damaged Angel Island flooded with robots, a jail cell holding Tails who gives you some metal glove covers to increase your strength and hacks into the mainframe to allow you to get farther in, a mid-building Eggman base with a boss fight against Eggman in his Big Arm mech, and after saving Angel Island you meet Sonic who decides to help you, after a quick sparing match to make sure you can keep up.

Zone Four EGG BASE ALPHA: This is an massive Eggman base. This is the smallest zone and it lacks any side content or treasure until you beat the boss. The boss of course being The Egg Dragon, a massive metal dragon mid construction. After that ordeal you're free to explore and pick up any treasure in the base.

Thanks for reading, and I hope you enjoyed my idea.

I had an idea for the idea for a game.

A vs mode, where one player is Knuckles and the other is Metal Knuckles.

It would have a race mode, and battle mode, and a treasure hunt mode.

I am not explaining as they are all pretty basic.

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An Eggman RPG, what if and this may sound weird, but the game starring Eggman in his young adulthood, trying to take over the world for the first time.

You'd play with him in his mech and it would be a mix between a traditional strategy RPG and Pikmin, but with Badniks. In a way it would also take inspiration from Paper Mario and EarthBound. Because Sonic probably wasn't alive by the time this game takes place in, the villain would be G.U.N, and they'd hire a group of agents, Mobians and Humans, trying to take you down, maybe send in robots and weapons against you aswell. And maybe you'd face off against another villain in the making who's growing really envious of you.

I'd also give a popularity/infamy system too, and make the gameplay very chaotic.

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On 3/31/2022 at 12:43 AM, OmegaSonicX said:

An Eggman RPG, what if and this may sound weird, but the game starring Eggman in his young adulthood, trying to take over the world for the first time.

You'd play with him in his mech and it would be a mix between a traditional strategy RPG and Pikmin, but with Badniks. In a way it would also take inspiration from Paper Mario and EarthBound. Because Sonic probably wasn't alive by the time this game takes place in, the villain would be G.U.N, and they'd hire a group of agents, Mobians and Humans, trying to take you down, maybe send in robots and weapons against you aswell. And maybe you'd face off against another villain in the making who's growing really envious of you.

I'd also give a popularity/infamy system too, and make the gameplay very chaotic.

I find this awesome, and I give your idea a 10/10.

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This is originally from the zone ideas topic but I'll do a much more refined version of my idea: Sonic Void

A Sonic mania esq game with 13 (14 if you count Angel Island) zones, of course it'll play like mania, but with 6 playable characters (Sonic, Tails, Knuckles  Mighty, Ray and Amy Rose), no lives so if you die you just go the last checkpoint you touched, so don't worry about getting a game over, you have infinite lives.

Story: After the events of Sonic Forces Classic Sonic is back on Angel Island but Robotnik is nowhere to be found, then the mad scientist is seen flying in the distance to a new unknown location looking for a primordial artifact, can Sonic stop him in time or will this be Robotnik's ultimate victory?

Zones 

Angel Island: A single tutorial act that let's you get to grips with the characters abilities no boss of course.

Zone 1 Green Coast: The first real zone of the game, a beautiful coastline on shore of the new island spoiled by Robotnik.

Zone 2 Lost Temple: The water level and where Robotnik has located what he is looking for the Soul Gem (NOT Sol Emeralds) a powerful gemstone that can alter reality itself powerful traps and underwater passageways await act 2 is even deeper.

Zone 3 Arctic Aroua: Third zone high in the mountains act 1 takes place in the glaciers thorough the caves act 2 is in the mountains, icy paths and walls will make this tricky unless you have a fire shield.

Zone 4 Forest Valley: After being warped by the Soul Gem our heroes end up on Westside Island this is based off of Wood Zone, with deforestation equipment Robotnik's plans has started.

Zone 5 Desert Canyon: Escaping the forest our heroes somehow end up in the desert with deadly sandstorms and blistering heat this could get tricky, as Robotnik's plans are still underway.

Zone 6 Roulette City: A city filled with many gimmicks pinball, slots and roulette built on top of Casino Night Zone.

Zone 7 Nuclear Plant: Once again warped by the Soul Gem our heroes are at a nuclear powerplant with deadly radioactive pools and hot water this is Sonic's worst nightmare.

Zone 8 Vermillion Mineshaft: An abandoned mineshaft that the power plant was built on top of, they now need to hurry though darkness, explosives and drilling bots.

Zone 9 Volcano Meltdown: Our heroes discover they're at South Island and the Soul Gem is already starting to have an effect on reality, volcanoes are erupting and it's going get worst, act 2 takes place inside the volcano.

Zone 10 Aero Fortress: Act 1 is a Sky Chase esq level with the second act being on the fortress itself cross the high winds, artillery and get inside, it will be a big zone.

Zone 11 Supernova Station: Thanks to the Soul Gem, Robotnik was able to repair the Death Egg and turn it into a superweapon it's now or never to stop Robotnik, one act only.

Zone 12 Tyrant Tower: It turns out that the Supernova Station was a fake and Robotnik's plan is almost complete, draw Sonic and co. away from the planet and start powering his plans up this is the Final Zone.

Zone 13 Final Soul: If you got all the Chaos Emeralds as Sonic this is the last zone, as the Soul Gem tears through reality Super Sonic must stop Robotnik taking advantage of it for good.

So yeah this it, a little more refined that the posts I made a few years back but hope you like it.

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I think we should get Sonic heroes-type gameplay again.  With just Sonic, Knuckles and Tails.

And I kind of think this is what should have been done the first time; have one team, take your time to add more gameplay and more polish to the one team instead of spreading resources across a few teams.

 

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  • 1 month later...

Here is an idea of mine I would like to share with you all.

Sonic: The Seven Guardians

Story: Now, we have all heard about the Master Emerald, the very gemstone Knuckles the Echinda. It has infinite energy and can control the Chaos Emeralds. It is quite a powerful gemstone indeed.

But what if I told you there were seven other Master Emeralds of different colors?

Six other Master Emeralds exist in Sonic's world, all on different islands. One island vanishes and reappears during certain periods, another one moves on its own across the sea, another is underwater; yet another is deep within the Earth's crust; yet another is closer to the core of the Earth, and the last one is in orbit around the Earth, but is invisible. In the one near the Earth's core, called Devil Island; there is a red Master Emerald, and there is sunflower humanoid race, which remain alive as it sunk to the magma depths. Advanced technology form there allows the island to remain in the magma. The moving island, called Travel Island, is home to the light blue Master Emerald a group of pelicans, though there are not many left. The sunken island; called Aqua Island; is home to the blue Master Emerald and basilisks who are doing well after their island went under water, and have advanced technology. The disappearing island, known as Vanish Island, similar to Isolated Island from Knuckles' Chaotix, has humanoid mushroom beings, and its Master Emerald, which is yellow, causes it to vanish and travel through time, kind of like Little Planet from Sonic CD. The orbital island; called Cosmic Island; is home to the purple Master Emerald and seahorses that are humanoid. The subterranean crust island, called Cave Island, is home to the white Master Emerald and a species of insects called weevils, who are the most primitive of the races, to the point that they are nearly like cavemen.

All islands need the emeralds they have on there to vanish, remain sunken, under the Earth, near the core, in orbit or keep moving, like how Angel Island needs the green Master Emerald to float in the air. All races on the islands had wars that lead to disaster, like Knuckles' tribe. Not all of them have heard of the Chaos Emeralds, though. The guardians that exist, the white Master Emerald is guarded by Fall, a weevil who is smarter than most of his race and has powers over his falling, and can fall in any direction at any speed, but can't control gravity. Shift, a seahorse from Cosmic Island, guards the purple Master Emerald, and has transforming abilities. Cache, a basilisk from Aqua Island guards the blue Master Emerald, and has the ability to store anything, and use it later. Propel, a pelican from Travel Island guards the light blue Master Emerald, and has propulsion abilities that enhance his mobility.  Devil Island's guardian is Needle, a humanoid sunflower who generates and controls needles and spikes and guards the red Master Emerald. Vanish Island's guardian of the yellow Master Emerald is a humanoid Mushroom named Zip, who has the ability to generate a rope like substance and use it for various purposes, like swinging or zip lining.

The seven Chaos Emeralds already give great power, but with each Master Emerald collected, more powers can be obtained. All of them can control the Chaos Emeralds' energy, but with more than one Master Emerald, the one who uses them can go further, from controlling Chaos Control powers, drain or restore the power of the Chaos Emeralds, granting them powers such as Fire Manipulation or intangibility, manipulating Super forms, manipulating positive and negative Chaos energies and transmuting their energies into Sol Energy or energy of any kind of set of emeralds, which mostly are not yet known to exist. With all seven Master Emeralds, though, the Chaos Emeralds can be granted ultimate power beyond one's wildest dreams.

Now lately, with enhanced technology, the evil Dr. Eggman has detected the energies of all seven Master Emeralds. He recalls reading a story he believed to be false, and reads them again. Eggman ultimately decides they can be used for an evil plan to take over Earth, so he decides to go after the seven Master Emeralds. He has his Egg Fleet go to the first one, Travel Island. On the way, though, the Egg Fleet attracts attention from Sonic, Tails and Knuckles, who are on an island the Egg Fleet passes, and they decide to go after him.

And so, another adventure begins.

In this adventure, the heroes learn more about the Master Emeralds, and not only do they have to stop Eggman, but rescue the guardians, who have been captured, and their people, who have been imprisoned. Eggman plans to build a more powerful version of the Death Egg called the Cosmic Egg with the Master Emeralds, and use them to warp reality to making the world his. He is also after the Chaos Emeralds, too, so it is up to the heroes to find both the Chaos and Master Emeralds before Eggman does. They will also be joined by the other four guardians after each one is saved, and together, they will have to save the world before it is too late...

Here is the gameplay for the same idea. (By the way, I added two more guardians)

Gameplay: The gameplay is much like Sonic Unleashed's daytime stages, with some openness of Sonic Frontiers and Sonic Adventure. Unlike in Sonic Unleashed, there are multiple branching paths to be found in each level. There are nine playable characters, each with their own abilities.

Sonic the Hedgehog: The hero we all know and love. His abilities are the Sonic Drift, the boost, spin dash, Quick Step, the Stomp, light speed dash, the homing attack, that stuff.

Tails the Fox: Sonic's ever loyal sidekick. In gameplay, he can fly, use his tails to do a tail attack, spin dash, drift like Sonic, pick up items and drop them on enemies and use a ray blaster.

Knuckles the Echidna: The last of the Knuckles clan and echidnas. Knuckles can punch, glide, climb, dive into the ground for a powerful attack, uppercut, and use a mid air punch move similar to Sonic's homing attack.

Needle the Sunflower: The guardian of the red Master Emerald, Needle is usually angry, matching the hotness of the magma environment he is in, but he does care for others well, though negative things do tick him off easily. He does not trust others easily. He uses spikes and needles he can shoot, which allow him to climb walls, pin spikes on walls to jump or stand on, throw himself upward by shooting a spike in the opposite direction, and manipulate spikes to become dull and walked on.

Cache the Basilisk: An easy going basilisk, Cache nevertheless takes his job seriously. He is easy to befriend, but getting on his good side may not be easy, since he is quick to defend the blue Master Emerald. He can store speed, energy, strength and objects he picks up or obtains from other enemies, and pull out objects when he needs to and use speed, strength or energy to boost his abilities temporarily.

Fall the Weevil: The white Master Emerald guardian. Though smarter than the rest of his tribe, he is still not too bright. He dislikes technology, and loves meat. He hates flashing lights, but has a heart of gold like Sonic and will not hesitate to defend his friends. Fall can use his powers to fall in any direction at any speed, which is useful for reaching high areas or breaking through floors. He can throw heavy objects too.

Propel the Pelican: Always the curious type, this guardian of the light blue Master Emerald always wonders what the outside world looks like, and wishes to explore it someday. He wonders why Travel Island has to move, and is fearful of not doing his job well. Propel has propulsive abilities that allow him to fly, enhance his momentum and dodge obstacles and enemies like Samus' Sensemove from Metroid: Other M.

Shift the Seahorse: Guardian of the purple Master Emerald, Shift loves exploring, and would aim to travel the cosmos if it weren't for his duty as guardian. He is quite touchy on criticism about his abilities, as he tends to be prideful of them, but he is prone to complimenting others. Shift can transform into anything he can think of, from cars to cannons to swords, etc. He can even partially transform his body parts.

Zip the Mushroom: Guardian of the yellow Master Emerald, Zip is out there, as he is very energetic to the point of being all over the place, but has the capacity to stand still or not move around when needed. He is very friendly, and loves playing games. Zip generates a rope like substance from his hands, allowing him to reach far objects, zip line and swing in any way. He can also reel in objects or foes.

The levels are as follows.

Travel Island: Taking place on Travel Island, there are many coastal plains to be found, and a mountain area.

Act 1: Panic Plains: Takes place on the coastal plains of the island.
Act 2: Merry Mountain: Takes place on the high mountains of the island.

Vanish Island: Taking place on a time traveling island, this is mostly a city based island.

Act 1: Crazy City: Taking place in a bustling metropolis, there are many things to see here.
Act 2: Fume Factory: The factory area of the island, where there are many machines that could crush Sonic and friends.

Cave Island: Deep in the subterranean area lies Cave Island, which is rather primitive down there.

Act 1: Creepy Caves: Taking place in a Mystic Cave like setting, this place has many features that make this place dangerous.
Act 2: Mad Mines: Despite being primitive, the people of Cave Island have a mine system down here, where lots of gemstones and precious metals can be found.

Devil Island: Taking place near the core of the planet, this plant life, yet fiery area is home to a plant like species as mentioned before.

Act 1: Molten Maze: A lava, or magma themed area, this level has many dangerous areas that needless to say, will burn the heroes.
Act 2: Burning Brush: Eggman has set fire to the plant life on the island, so it is up to the heroes to put the fires out before it is too late!

Aqua Island: Taking place underwater, this level has a beautiful underwater scenery, and an advanced civilization, needless to say.

Act 1: Ominous Ocean: Taking place on the outskirts of the island, the heroes must get through the coral, seaweed and everything in this place.
Act 2: Sea Shelter: Much like Aquatic Base from Sonic 06, this is more of a city, one where Sonic and friends have to travel through and avoid all dangers.

Cosmic Island: Taking place in the orbit of the Earth, Sonic and friends go through lots of frozen land, and a sandy desert area.

Act 1: Immense Icicle: A frozen land in the orbit of Earth in outer space, where there are many space dangers in addition to ice ones.
Act 2: Deranged Desert: A desert in the orbit of Earth in space, this place has many kinds of sand based traps in additon to the space dangers from the last level.

Angel Island: Knuckles' home island in the sky, where Eggman is after the green Master Emerald!

Act 1: Rocky Ruin Zone: This actually takes place in Marble Garden Zone from Sonic 3 and Knuckles, where the same traps appear.
Act 2: Secret Shrine: This is actually the Mystic Ruins from Sonic Adventure 1 and the Shrine of the Master Emerald, the green one, that is.

Cosmic Egg: Eggman has obtained all seven Master Emeralds, and with that, he is launching the Cosmic Egg! Can out heroes get to it and stop him?

Act 1: Spacious Sky: Taking place outside the Cosmic Egg as it is launching, there are many mechanical objects and walk-able clouds.
Act 2: Cosmic Core: Taking place inside the Cosmic Egg, the heroes must get through Eggman's traps and stop the mad doctor in his own space station!

Apocalypse Zone: Only obtainable after the seven Chaos Emeralds are obtained, Sonic uses the amped up power of the Chaos Emeralds (thanks to all seven Master Emeralds) and becomes a powerful force called Uber Sonic. Fighting against a giant Eggman robot attached to the Cosmic Egg, can Sonic thwart Eggman's plan once again?

What do you all think?

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  • 2 weeks later...

Not a bad idea, actually my favorite zones were Green Hill Zone, Crisis City, Planet Wisp and Seaside Hill, and the Market zones. Actually it would be great if SEGA would make a sonic game where we edit our own levels. We could customize the level themes, enemies, power-ups, etc. And add any extra hazards. But I don't know if they'll be up to doing it or not. It's similar to Littlebigplanet, you can design your own level/creations and upload it to the main database for other players to play!

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I've held onto the idea of a Sonic skateboarding game for ages. The release of THPS 1+2 got me thinking about it again.

The main gameplay loop would be collecting rings then spending them ten at a time to perform special tricks. Bail and you drop your rings, to stay in line with Sonic tropes. There would be Sonic Adventure-style upgrades you can earn through the campaign that make it possible to complete later goals (or clear out earlier levels that have objectives that aren't possible the first time through) and each of the main playable characters would have unique abilities that allow them to specialize in different skate styles (for instance Sonic would be a street skating-focused character and his special ability is a powerful kick push that gives him a huge burst of speed, allowing him to get a lot of air off kickers while Tails is a vert skater and can use his tails to increase his vertical lift off a quarterpipe). In the aforementioned Sonic Adventure vein each character would have a unique campaign and share certain stages but have different objectives in each that are tailored to their style of skating. There would be rival characters encountered through each character's campaign who could be unlocked to play as in the non-story modes.

I also envisioned a deep character customization system with several deep cuts and references to different pieces of Sonic history (like being able to kit out Sonic with his wrist upgrades from SA2 as accessories or Amy can wear her classic era outfit) along with off-kilter customizations (like Sonic and Tails swapping shoes). This would all feed into a character creator where you could create your own Sonic skater and that would be your playable avatar online (your avatar would have a customizable trick set and be able to inherit their special abilities from one of the main playable characters).

I know there was development footage of a skateboarding game that seemed to use the Sonic Heroes engine.

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  • 3 weeks later...

I was thinking of making a rom hack called "Tails The Fox", no sonic, nor knuckles, so this game predates sonic 1, here is a list of zones :

Mountain Top Zone

Burning Island Zone

Bloom Hill Zone

Sewers Zone

Earth Core Zone

Since it's a sonic 1 hack, all have three acts, i will be amazed if this was a game by sega, but yeah....

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A 3D Rush game using Generations' Modern Sonic gameplay as a base. Honestly just keep everything almost exactly the same but make the controls better. Generations as-is already makes a solid base for a good 3D sonic game imo, just needs finetuning. Maybe add more trick opportunities like on grind rails or any instance that Sonic and Blaze get launched into the air at high speed.

Sonic and Blaze are basically clones but Blaze has her hover ability which should be fine in a typical Boost level since it sends Blaze on a downward trajectory regardless, just slowly. Both can be swapped between at any time once Blaze is unlocked through story progression (finish the first zone). After the story is finished and all the Emeralds are collected, Sonic and Blaze can use their Super forms in regular levels, something I wish the Rush games had.

As for levels, maybe a mix of locales from Sonic's world and Blaze's world. Since Rush 1 took place in Sonic's dimension and Rush Adventure took place in Blaze's, having Rush 3(D) take place in both makes sense.

Since its a Rush game, level design would be more like Unleashed's day stages and less like Gens Seaside Hill/Sky Sanctuary, since its more about reaction tests and being stylish as possible. Any 2D sections should be brief and would be designed more like Unleashed's, tho with more actual gameplay going on.

I wonder how developed Generations modding is cuz it might be possible to mod Gens enough to make something sorta like this (no character swapping though I think)

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  • 8 months later...

Here is another fun idea from me.

Sonic CD 2: Spatial Speed

This would be a sequel to Sonic CD that uses classic characters. The story goes like this. Happening above the Never Lake over 75 years, longer than Little Planet comes along, the Mega Moon comes around in Sonic's world. The Mega Moon is a dimensions traveling moon the size of Little Planet, hence the name. Despite being a moon, it has life on it, and even cities! Sonic and friends go to see the moon come. They arrive just in time, but as the moon passes, it is suddenly tethered by energy beams to the planet, by Eggman! Like with what he did to Little Planet before, Eggman has plans for the Mega Moon. The Mega Moon is home to the counterparts of the Time Stones, the Space Stones, which hold power over space and dimensions themselves. Not only does Eggman want the stones to rule the world, but to rule all dimensions out there. So naturally, it is up to Sonic and friends to stop the mad doctor!

Characters

Sonic: The fastest hedgehog and thing alive. Sonic uses his speed to get around as well as the Super Peel Out, the Spin Dash and the Drop Dash.

Tails: The young but brilliant two tailed fox that is Sonic's sidekick, Tails' main advantage is flying, which he can use to explore areas.

Knuckles: The lone echidna, Knuckles comes using his strength to break walls down, and can climb and glide through the air as well.

Amy: Sonic's girlfriend, or so she says. Amy uses some speed in this game, as well as major use of her hammer at the same time.

Gameplay

This game is similar to any other classic game, and in this case, Sonic CD. There are dimensional posts that Sonic that Sonic can run through. There are four versions of each level: The Source Dimension, the Main Dimension, the Evil Dimension and the Good Dimension, similar to points of time in Sonic CD. The Source Dimension is the primordial source of the other dimensions, and the rest are self explanatory. The sing posts say "Source", "Main" and "Alternate". After hitting a post, characters must build speed and maintain it before being sent to the specified dimension. Source posts send characters to the Source dimension, Main sends characters back to the Main dimension, and Alternate sends characters to the Evil dimension, or the Good one if requirements are meant. To get to the Good Dimension, characters must go to the Source Dimension, where not one machine, but three machines called Dimension Changers that corrupt other dimensional versions of the level, must be destroyed to access the Good dimension. They layouts of levels between each version of them are bigger and more major than the points in time of the original Sonic CD, and the visuals and backgrounds between the Source, Main and Alternate dimensions are as different as Palmtree Panic from Sonic CD is different to Sonic 1's Green Hill Zone in appearance.

Zones

Perilous Paradise: A tropical, but dangerous paradise like Palmtree Panic, but with new things to see and dangers to watch out for!

Radiant Ruins: A beautiful, ever glowing set of ruins with crystals deep underground. This would make a good tourist attraction. It is based on Round 2 that was scrapped in Sonic CD, Dubious Depths.

Awesome Arcade: A video game arcade themed level in place of a bounce around level. Many games can be played here.

Ominous Ocean: The underwater level that takes place under the sea, where giant monsters can be ridden or must be avoided.

Molten Madness: Taking place in a volcanic area where mining is done, the lava here makes travel very dangerous.

Doom Desert: A desert level with amazing scenery, one reminiscent of the old west. A town happens to be here. It is based on the scrapped Desert Dazzle.

Cold Canyon: An ice themed level set in the middle of a canyon. Many ice based traps are found here.

Urban Uproar: A city themed level that is toy themed. Many toys can be found here, as well as high speed highways. A rematch with Metal Sonic happens here.

Wicked Works: A twisted factory of terror and nightmares owned by Eggman himself! Better watch out for the machinery!

Final Frenzy: Based on a scrapped level of the Sonic CD remake in 2011, this is the final level, a boss level obtained by reaching all Good dimensions or getting all Space Stones.

Special Stage

In the Special Stage, reached by doing the same thing Sonic did in Sonic CD, there are all new backgrounds, but the idea behind the Special Stage is new. The layout has Sonic and friends in free fall through an environment, similar to Knuckles' Chaotix' bonus stage. Only here, instead of UFOs, there are rockets. The characters are constantly in spinball form, even Amy. Functioning like the Sonic 2 Special Stage, characters must destroy a number of rockets before reaching the checkpoint, and are allowed to continue if they destroy enough check points. There are big blocks with a number on them. Depending on the number, when hit, a number of rockets that the player destroyed will be "repaired", reducing the amount of rockets destroyed; so it is better to avoid these blocks altogether. If the character manages to destroy enough rockets by each checkpoint, by the end of the stage, they will be rewarded with a Space Stone.

So, what do you all think?

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Sonic Sonic.

This is a game about Sonic trying to rescue Sonic, who has been kidnapped by Sonic.  Once you rescue Sonic you can play as him, too, and then Sonic and Sonic will go super and fight the True Final Boss, Sonic.

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On 3/31/2022 at 12:43 AM, OmegaSonicX said:

An Eggman RPG, what if and this may sound weird, but the game starring Eggman in his young adulthood, trying to take over the world for the first time.

You'd play with him in his mech and it would be a mix between a traditional strategy RPG and Pikmin, but with Badniks. In a way it would also take inspiration from Paper Mario and EarthBound. Because Sonic probably wasn't alive by the time this game takes place in, the villain would be G.U.N, and they'd hire a group of agents, Mobians and Humans, trying to take you down, maybe send in robots and weapons against you aswell. And maybe you'd face off against another villain in the making who's growing really envious of you.

I'd also give a popularity/infamy system too, and make the gameplay very chaotic.

Sounds like a cool idea, but I feel like since you're the bad guy, the game can't end with you winning, and that'd be a huge downer. Maybe it could be established that it's a different universe from normal Sonic games and let you win??

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Hehe...

Hehehehehe...

HAHAHAHAHAHAHAHAHAHAHA!

Now a thread like THIS is exactly why I joined the site.

Now, what I have in mind to post isn't really something along the lines of what has been already been posted, as it is more guidelines about I think a good Sonic game should follow. These can apply to pretty much any Sonic playstyle, 2D or 3D. I've been trying to determine what exactly I like in Sonic games.

To put it simply....

It’s a tense platformer with a good sense of (generally forward but could be other directions) momentum, maintained by precise and/or well timed moves, where you traverse through varied, immersive levels that have challenging platforming, allow room for secrets, and that both enable and reward experimentation...

…or at least meaningful (conscious) routing.

The pinball and slope physics are a huge plus, too. Besides being a distinguishing characteristic of Sonic’s games, they can simply be fun to use.

Now to break down the aforementioned definition a bit...

 

Flow
Rhythm
Tension
Gimmicks
Secrets & Experimentation
Challenging Platforming
Aesthetics

FLOW

I think what BEST embodies this is actually not a Sonic game at all, but something I feel Sonic should definitely learn from:

Donkey Kong Country. The PEAK 2D platforming series. (None of the videos I link except the Generations one do I want you to watch all of, just the part of the video I link and timestamp to.)

Though I think 3K and Mania also have it down pretty good sometimes.

Being able to keep moving forward and maintain momentum just feels good, and creates intrinsic incentive to play in a way that allows you to keep maintaining that momentum. Both the controls and the level design need to made with this in mind.

Though about the controls, Sonic won't be able to imitate DKC perfectly. Sonic's jump is kind of floaty. He doesn't fall to the ground as fast as DKC, which enables characters in DKC to quickly get back into a position they can jump from after jumping, and also makes it to where when a character is over a platform, they don't have to wait as long to land on it before jumping to the next.

Ideally, I think this is something that you should be able to reach even on a first run through a level if you react quick enough and execute correctly.

So don't have hazards they could not have seen coming, right? Try to telegraph the stuff. For one thing, this is going to mean good enemy placement. For example, don't place ample downhill/flat terrain that encourages the player to hold right and build up speed or even fire up a spindash just to then have them run into poorly placed enemies. (Think Metropolis). Also, it means not having things shoot at Sonic from the direction he is traveling in, specially not when moving at speed. Also, just because of how the camera is set, you can't see as much above and below you as you can to the right or left. So just telegraph the stuff.

Think a levels gimmicks should contribute to the flow of momentum or at the very least not completely halt it for too long. Like Hydrocities things that grab you and speed you up to shoot you through tubes or Marble Gardens spinning tops, and less Mushroom Hill's grab mechanics you need to pull down on to go up or Sandopolis sections where you need to wait for sand to fill up or or Spring Yard's slow moving blocks.

If you wish to slow a player down for tighter platforming, or wish to have them go in a different direction, do it smoothly with well placed ramps/inclines and backwards c loops like what this player unfortunately skipped around 0:38 in respectively in Angel Island Act 2...

...rather than abruptly so as to keep that feeling of flow. And maybe make it to where even when you have to slow down a bit so as to land on a platform you don't have to STOP completely. At the very least, not for very long.

In areas where players can take damage, make wise use of flat terrain for this is easy to stand on, and thus also easy to charge up a spindash on and get back up to speed.

Also, maybe they can experiment with taking damage not taking away all of Sonic's forward momentum, but just some of it. I think Advance 3 did this, actually. DKC takes away no momentum if you have a partner, just pausing the screen for a second before resuming the flow, but you don’t have to go that far.

About momentum based obstacles such as loops and tall ramps...

We just need to make it to where a player can make it through such obstacles without having to stop and rely on the spindash, instead being able to just rely on their built up momentum. So have enough flat/downhill terrain proceeding them to build up momentum. Also, any obstacles that would break the players’ momentum before they reached the momentum based obstacle needs to be well-telegraphed.

One more thing about this point of flow, though I feel I should mention it is flow of a different type:

I don’t want to feel like I am fighting Sonic’s momentum at any point. Slowing down a little bit for a moment to land on a platform is fine, and even great if you can go right back accelerating when you jump off, but I would want the momentum I have controlled via level design to where I don't have SO MUCH momentum that it feels impossible to stop in time to land on the platform.

RHYTHM

Somehow. SOMEWAY, a feeling of rhythm needs to be created. And this kind of goes hand in hand with flow, necessary to the feeling of it even. And like flow, the feel of rhythm should be attainable even on a first run through if you react fast enough and execute correctly.

So what is rhythm?

It's about running through a level maintaining momentum, chaining moves together with accurate timing, each one propelling you to the point or leading to the point where you need to time the next. It is SO satisfying.

This mission is a good example.

Now when I say timing, I am talking about timing moves within NARROW windows. Also, the moves need to have BOTH a too early and too late aspect too them. I emphasize that latter part because of some people in the past trying to 100% unironically tell me Adventure 1's spindash jumps take a ton of mechanical skill to execute, which I don't agree with. The window of opportunity is too big for me to even really consider it something that takes effort.

To keep a tight tempo, I do think Sonic needs some sort of ability that he can time midair, so he is not left with nothing to do when he is in the air. An example of this already in the Classic Games are things like the insta sield or efficient use of the elemental shields.

Like notice how they use the fire shield in this run through Flying Battery

I am not so worried about the ground because even before we add real level design, he already has moves he can time on the ground: That is his speed jumps off angles of the terrain. (inclines for height, flat planes for distance, declines for speed, loop cutting, etc.) 

 

Speaking of which, I'd want the level design to emphasize such jumps quite a bit more than they do generally on a casual run. A go to example of just how frequent I want it to be would honestly probably be the mobile game Skyturns, which is a great platformer kind of in the same style of a Sonic game, though as an autorunner.

 

TENSION

That is, tension to moving with flow and maintaining momentum, making the player REALLY care that they do this. There are a number of ways to go about this. For one thing, going fast automatically creates this as you want to maintain that momentum, and thus will have to react to hazards and precisely time things.

The ranking system also KIND OF does this.

However, I really do think a more tangible thing as a reward for maintaining momentum would also be great, such as CD’s time travel or Neo Sonic’s boost mode in SRB2, which was originally in the Advance games starting with Advanced 2.

I also think of my favorite level piece in Spring Yard Zone, where you need to have enough momentum gained from the decline to make the jump needed to reach the higher area...

…Rather than just being able to stand on a hill and spin-dash jump, which is not as much of a timing challenge. Yeah, I definitely feel that the spin dash kind of ruined the potential for real tension to gameplay like this in particular. It doesn't matter if you lose momentum before you make it to the incline you want to jump off of because you can just fire up a spin dash.

As far as being able to still have this source of tension even when the spindash exist, just make it to where (or if you're the Classic Games, KEEP IT to where) the speed you can gain from spindashing never reaches the speed you can get from the declines in the level.

Then you'll really care about carrying the momentum gained from declines from earlier in the level to later in it so as to use it to make those bigger jumps.

GIMMICKS

This is just part of giving stages their own identity and also keeping the gameplay fresh. 3K did a really good job with that.

Just decide on a concept for the setting, and try to think of gimmicks that fit it.

SECRETS/EXPERIMENTATION

3K’s approach to secrets most specifically. Visual cues or openings above/below hinting at secrets and alternate path’s offscreen.  It is just satisfying to have a hunch that a secret may be in there/up there/down there/back there/over there or whatever else, you follow that hunch, and you are right.

Hunting for upgrades and lost chao in SA2's stages also involves this.

A similar feeling is generated when experimenting, such as when trying to see what jumping off bits of terrain gets you. Or when you notice that a level loops back around and you use this to skip to later parts of the level earlier. A necessary element of this and the secrets being satisfying is that an observation is made, a plan is CONSCIOUSLY formed and then DELIBERATELY carried out, and then rewarded.

 

But anyways, about the secrets again, another thing I also appreciated about 3K was that there was no pressure to collect all of the secrets (big rings and elemental shield monitors) in a single run which would be a nightmare considering how difficult it may be to backtrack and go on different paths in that game...

...Though maybe you should make levels like that anyway, taking a page from CD.

PLATFORMING

I truly feel the only Classic Sonic game that got platforming completely right is SRB2.  When it comes to other Classic Sonic games, the platforming simply isn’t challenging enough. In SRB2, it is.

What SRB2 does is double down on Sonic's (in comparison to other platformers) "slipperiness." Because of how much momentum Sonic has in that game, you really have to worry about braking at the right time midair so as to land on platforms. You have all the information needed to do this because, due to being 3D, you can see the platform in the distance.

What I mean by that last part is that it’s not like a platform shoots on screen and, because of how fast you were going, you cannot stop in time and overshoot it. No, you know the platform is coming because you can see it (again 3D game where you can see ahead of you), so you start braking in time to land on it.

For this to work in a 2D game, I think we need to zoom out the screen a bit more, at least for such sections.

We could make the challenge come not from Sonic's control but the platforming itself such as in Megaman or Celeste, but I think that would involve changes to Sonic's control that wouldn't feel natural or Sonic. By which I mean drastically increasing his traction, particularly in midair.

As is, Sonic is too heavy making it to where stopping midair (especially at speed) takes too long to emphasize landing on precise points, and to where TURNING AROUND midair and going in the opposite direction FOR SURE takes too long to have times where the player is falling in which they must move left and right so as to not fall on obstacles.

Like, this is not the best example but it is one. Imagine trying to do this with Sonic's controls. Or the section around 1:57.

Then again...

Freedom Planet feels very Sonic inspired, all while having a much greater degree of air control.

AESTHETIC

This is REALLY subjective, moreso than anything else mentioned, and not something that should be set in stone. The only thing that matters is that the art, scale, and music of the levels creates atmosphere. 3K does a great job at this.

However, I think I will summarize a few thoughts I've ran into that I think I agree with. Taken from observations about Sonic Adventure 1 though, they mainly apply to 3D level design:

When making levels, don’t necessarily start with levels. Start with fleshed out ideas for environments. The path through these environments that the player takes should not feel like race tracks isolated from the environment but instead as a natural part of it.

The path could be made up of a series of connected sections/islands that are generally open and wide (perhaps wide enough to where they extend out past what’s visible when the camera is pointed forward down the path to the goal) rather than narrow tracks.

And these sections should come in a variety of shapes other than being straight lines forward, instead being (imperfect) squares, hexagons, circles, and odd shapes that curve, loop around, rise, and fall.

The level pieces and platforms on the ground should also feel like a natural part of the environment, rather than (just) being videogamey gimmicks such as ramps, springs and grind rails.

Also, as far as such level pieces there for aesthetic design…

Don’t just literally give up placing them after placing them in areas that are directly in front of you on the path forward. Lol

Too many of SA2's speed stages are just are a void outside what is in front of you.

 

 

Edited by Technically Inept
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  • 3 months later...

Here is another game idea from me.

 

Sonic: Micro Mayhem

Story: In this game, Eggman has found a way to use microtechnology and nanotechnology, allowing him to do more than he could before. With this, Eggman has made badniks that are the sized of small animals like Flickies, and they come in swarms and are very powerful. These smaller, but numerous robots are powered by, of all things, small insects and some arachnids, as well as bacteria. Eggman plans to create massive amounts of these small animals to take over the world, and overwhelm his enemy, Sonic. With Eggman up to no good again, it is up to Sonic and friends to save the day and stop Eggman once again!

Gameplay: The gameplay is a hybrid of the classics (in terms of level design and physics) and the Advance/Boost games (with the boost being usable, but is not as effective as building up momentum). However, there is a twist in gameplay. This twist involves destroying badniks to free small insects, arachnids and bacteria which can help the heroes. Since these badniks come in swarms, destroying them all is tough unless you destroy the "Queen" badnik of each swarm you come across, and even then, destroying all badniks in a swarm can reward the player with a boost or momentum power up enhancement. Destroying these badniks is optional, though, completely. With that, when all insects, arachnids or bacteria (the latter which is somehow visible) in a swarm of badniks are freed, they can help the heroes in some way. They can fit through tight spaces to activate switches of things, eat through objects or lift objects or carry the heroes. Some insects, arachnids and bacteria have special uses. In terms of the insects, the ants can build small bridges, termites can destroy wooden structures, bees can pollinate plants to make them usable, mosquitos can drink large amounts of liquids to drain them, which may have their uses like draining liquids from liquid based machines. Different bacteria or diseases can have different effects on plants and organic matter that will help the heroes, and arachnids can do things like spin webs if they are spiders. However, do not attack the insects and arachnids and don't touch the bacteria or you will be harmed, instantly or overtime after they attack you. The bosses, aside from the Act 2 bosses, which is Eggman in a varied mech, are giant swarms of badniks bigger than usual, and they are tougher as well. Each layer takes three hits to take out, but the heroes must get to the giant "Queen" to defeat the boss, unless they want to defeat all the badniks, which grants large amounts of points, which is useful for getting S ranks.

Playable characters are Sonic, Tails, Knuckles and Amy, with Shadow as an unlockable. Each has their own unique abilities.

Levels:

Pristine Pasture Zone: The grassland level, taking place in the fields surrounded by mountains.

Volcanic Volley Zone: The volcanic level, with many different kinds of dangers like lava can be found here.

City Catastrophe Zone: A city level attacked by Eggman's new badniks. Neither the insects, arachnids and bacteria will harm the humans.

Desert Danger Zone: The desert themed level. It is very hot here, and sandy, too.

Rainforest Rampage Zone: The jungle level, where many different dangers and lovely plants happen to be.

Bombastic Beach Zone: The beach and water level. This is paradise, until Eggman's badniks come to attack.

Frozen Flats Zone: The ice level. Despite its name, this place does have lots of hills to go through.

Maverick Mountain Zone: The mountain and sky themed stage. The heroes must make sure they do not fall here.

Hectic Hive Zone: A gigantic insect hive themed level, where there are not only bees, but other kinds of insects, too.

Loony Lab Zone: The final level, taking place in an Eggman base and laboratory. Can our heroes save the day?

Degenerate Doom Zone: The final boss level when all Chaos Emeralds are collected. Eggman uses a giant mech surrounded by swarms of Flicky sized badniks. The heroes must free the insects, arachnids and bacteria of each swarm to destroy Eggman's defense and take out the giant mech.

Special Stage: This takes place in a maze like that of Sonic 1's special stage. However, instead of being in a ball, Sonic and friends run on the walls of the stage, and the stage is being controlled here like in Sonic 4: Episode 1's special stage. The heroes can jump from wall to wall or floor to ceiling while still running as they go through the stage. The player must guide the heroes to the Chaos Emerald at the end, but this is quite maze like, which makes it not as easy as it sounds. There are no goal sphere, but there is a time limit, and the Chaos Emerald must be collected before time runs out. To increase the amount of time to be had, blue spheres must be collected. Red spheres decrease the time limit, so be careful not to get those.

What do you all think?

 

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Sonic Moon

Story: A few months after the events of Sonic Frontiers, Sonic goes to a tropical island called Paradise Island for a vacation. What Sonic doesn't know is Eggman also came to reawaken a group of demons who aim to claim people's souls and conquer the world. Sonic eventually finds out about this and sets out to banish the demons from the island, and the world.

Gameplay: The main gameplay uses the Sonic Generations boost formula. Sonic races through traditional stages using the boost, which replenishes with rings, and you avoid obstacles, maintain your speed and get to the end as quickly as possible. Not much I can say on this front, if you've played Sonic Generations or Sonic Unleashed daytime stages, it's basically the same concept.

Hub world: The hub world in this game is a town, where Sonic initially planned to stay at during his vacation. Even after he hears about Eggman's plan, Sonic stays at the town to serve as his meetup spot of sorts. This will be like a mini open zone like Sonic Frontiers. Sonic can platform to get rings and collectables. There will be several places Sonic can visit, such as a chili dog restaurant where you can gain skill points to increase Sonic's speed and combat, an arcade where you can play a port of Sonic 1, 2, and 3&K, and a cosmetics shop where you can buy costumes to dress Sonic up. You can buy things like the SOAP shoes, the Sonic Riders look, and tons of other things (you'd also probably get other cosmetics like the Chip bracelet through external means)

Zones: Sonic will visit all new zones such as:

Resort Paradise: A tropical beach level. A combination of racing across the beach and small sections of the hub world.

Cherry Blossom Hill: A forest full of cherry blossom trees. Would contain a feature where Sonic could homing attack a tree, then proceed to homing attack the leaves to proceed (This wouldn't be the gimmick of the level, but it would feature pretty significantly

Neon Airway: A casino suspended across islands in the sky. Normal casino Sonic level shenanigans, albeit with a bit more platforming across the islands

Highway Rush: A bustling neon city. Plays similar to Speed Highway in Generations.

Luminescent Moon: Takes place in Sonic's dreams. Boosting across dreamlike moons and stars.

White Fortress: Eggman's base level. A combination of snowboarding and racing across snow, ice, and metallic fortress.

Dark castle: Home of the demons and their queen. Would serve as the final level.

Champion's Speedway (unlocked after beating the game): Finale level, a mashup of all the different stages and their gimmicks, as difficult as Eggmanland from Sonic Unleashed.

Each level would have 2 main acts, with extras being unlocked after you get the collectables in the hub world (Champion's Speedway is the exceptiton, only having one act)

Bosses:

Sonic would fight a combination of Eggman mechs and powerful demons across every zone

Final boss:

The final boss would feature Super Sonic fighting the Shadow Queen, the demon clan's leader. This fight would be exactly like the Titan fights in Sonic Frontiers, with the banger music and everything

Combat:

In all the boss fights, Sonic would have a combat system. You'd start out with just the Homing Attack and the Cyloop (which Sonic still remembers from Frontiers), but after you beat all the bosses, you'd gain skill points, which you can use to purchase other combat options (some of which would return from Frontiers, some of which would be entirely new). You'd also gain these skill points after you beat a traditional level, depending on your rank

That's my idea, what do you think

 

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On 7/3/2022 at 4:42 PM, moonarcana said:

A 3D Rush game using Generations' Modern Sonic gameplay as a base. Honestly just keep everything almost exactly the same but make the controls better. Generations as-is already makes a solid base for a good 3D sonic game imo, just needs finetuning. Maybe add more trick opportunities like on grind rails or any instance that Sonic and Blaze get launched into the air at high speed.

Sonic and Blaze are basically clones but Blaze has her hover ability which should be fine in a typical Boost level since it sends Blaze on a downward trajectory regardless, just slowly. Both can be swapped between at any time once Blaze is unlocked through story progression (finish the first zone). After the story is finished and all the Emeralds are collected, Sonic and Blaze can use their Super forms in regular levels, something I wish the Rush games had.

As for levels, maybe a mix of locales from Sonic's world and Blaze's world. Since Rush 1 took place in Sonic's dimension and Rush Adventure took place in Blaze's, having Rush 3(D) take place in both makes sense.

Since its a Rush game, level design would be more like Unleashed's day stages and less like Gens Seaside Hill/Sky Sanctuary, since its more about reaction tests and being stylish as possible. Any 2D sections should be brief and would be designed more like Unleashed's, tho with more actual gameplay going on.

I wonder how developed Generations modding is cuz it might be possible to mod Gens enough to make something sorta like this (no character swapping though I think)

This should be interesting. It's not uncommon to think of Sonic Unleashed Day Stages as Sonic Rush 3D, but the differences are very important. The way you'll fill the boost gauge in the Rush game makes it so that it feels more like a rhythm game, with a somewhat continuous flow, than Unleashed, which has more clear and discrete reflex tests.

Also, Rush/Rush Adventure's kind of OST without the DS limitations is something we haven't had, and a lot of people would probably like to hear.

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  • 7 months later...

Sonic: Tour of the Past

THis game idea has Sonic, and his friends of course, trying to stop Eggman as he attempts to use the mysterious Continuum Crystal, a strange crystal that can warp space, time and even reality, to achieve world domination. Eggman has already used the crystal to bring back places from the past, and Sonic and friends must go through them to stop him.

This game plays like a mix between Sonic Generations and Sonic Frontiers, level design for Sonic Generations and gameplay style for both Sonic Frontiers and Generations. The game has Sonic and friends go through past levels they have been through like in Sonic Generations, but with one heck of a twist! Instead of one level from each game, Sonic and friends must go through an amalgamation of levels from each game that form one whole level. For reference, check this out.

Here, this shows Sonic 3 and Knuckles in the fan game, Sonic Robo Blast 2 as one level, with two acts to go through in such a level. Basically, this is the same here with this game idea. Each level is a mix of levels from past Sonic games that Sonic and friends have had to traverse. The following, main levels of this game (excluding Sonic Generations as a level) are as follows...

Sonic 1

Sonic 2

Sonic CD

Sonic 3 and Knuckles

Sonic Mania

Sonic Superstars

Sonic Adventure

Sonic Adventure 2

Sonic Heroes

Sonic 06

Sonic Unleashed

Sonic Colors

Sonic Lost World

Sonic Forces

Sonic Frontiers

The latter two levels have more than two acts, due to how many levels were in those games.

The following levels based on games are unlockable by collecting Emblems.

Knuckles Chaotix

Sonic R

Sonic and the Secret Rings

Sonic and the Black Knight

And a few Game Gear and Game Boy Advance/Nintendo DS games

The characters from Sonic Frontiers are playable, including Sonic, Tails, Knuckles and Amy. They all have their basic moves, but not necessarily their fighting moves from Sonic Frontiers. They may even do the Cyloop. However, they all have new moves, and each has unique moves only they can do, from Tails' flight and Knuckles' gliding and climbing. Also to note, the levels are entirely 3D, with no 2D, except in the classic games and Advance/Rush games where there is 3D and 2D.

Shadow is also an unlockable character, among other characters.

Well, what do you all think of this?

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