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:iconkaotickanine:KaoticKanine posted a status
Man, I thought I had a good idea for a new form of 2D Sonic gameplay, but now I'm starting to re-think the core mechanic behind most of it... If only I was more "gameplay minded" lol Or at least am friends with someone with a serious eye for gameplay

Devious Comments

:iconblurrydawgo:
BlurryDawgo Featured By Owner Dec 19, 2017  Hobbyist Digital Artist
So what would this involve? Would it be closer to the Genesis or the Dimps games?
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:iconkaotickanine:
KaoticKanine Featured By Owner Dec 19, 2017
It would technically be closer to the Dimps games, specifically the Advanced trilogy, but it has the physics of the Genesis games (which are, bar none, the best in the franchise). Basic idea is to take the gameplay of the Classic games (including Mania) but do what the Advance games did and add more to the controls. Like, using the 3DS as an example: 

Directional Pad- Movement 

A- Jump 

B- Attack 

X- Ability 1 (An Ability being misc. skills the characters can perform that aren't focused on combat or platforming but beneficial. Ex. Cream's Ability 1 would be "healing" herself, granting Rings but requires her to stand still)

Y- Ability 2 (Same as above, usually a stronger effect. Ex. Cream's Ability 2 has her create her own personal shield, which is temporary but takes 3 hits for her, but at the price of a large amount of Rings)

And alongside that, I have the idea to add different variations of enemies to promote the usage of Attacks and Abilities, in this case you got "Standard" enemies, "Armored" enemies (only destroyed by powerful attacks or specific characters in ball form), and "Giant" enemies (more resilient than Standard but vulnerable to most forms of Attacks). To go with that, Crusher suggested I have these enemies vulnerable to specific character types a la Spyro (Flight can only destroy Standard enemies, Speed can destroy Standard and Giants, and Power can destroy all three). But then, on the TV Tropes forum, a user named "darkabomination" gave out the idea that Cream, upon destroying robots, gets followed around by the critters within the robots and they attack for her on using Chao Attack, with Chao Attack involving Cheese himself being nerfed so it merely stuns enemies. Needless to say, I love that idea and want to add it into Cream's thing for this. But she's a Flight Type and they are supposed to be the weakest at combat... Making me reconsider how to approach the "Enemy Type" interactions with the Character Types. Especially since I just realized that a lot of Attack and Abilities are seemingly pointless on characters (Like, aside from the benefit of range, why would someone playing Shadow use Chaos Spear instead of jumping into the enemy? And Shadow also gains access to Chaos Blast, a screen nuke, but being a Speed Type he should only be allowed to harm Standard and Giants. It's hard how to consider approaching this whole deal lol). I'm starting to think that maybe I should have the Character Types simply dictate their method of movement/platforming (like, Flight get more air time and, of course, fly, while Speed run faster and make use "rails" to name a few things, while Power... Breaks through walls and are better in water?), but then that would complicate Jet's gameplay, in which he enters a form of glide upon moving through the air fast enough but he's supposed to be a Speed Type
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:iconblurrydawgo:
BlurryDawgo Featured By Owner Edited Dec 19, 2017  Hobbyist Digital Artist
I don't think that "type" = "enemies killable" should be in there—why bother playing with that character at all?

Plus, movesets should be more similar. If they aren't, one character has too much of an advantage over the others. Besides Cream since that's her destiny.

Fun fact: I'm thinking up an idea for a 3D Sonic, too.
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:iconkaotickanine:
KaoticKanine Featured By Owner Dec 19, 2017
Hm, yeah, the whole "Type = Killable Enemies" is too much of a hassle in hindsight :XD: It seemed sound and balancing at first, but you're right, it just makes you question why one would play certain characters, as well as trivializing the usage of Attack/Abilities for those with ball forms. And I actually had to break the rule with Silver, him being a Flight character but able to destroy Armored enemies via Telekinesis (otherwise the Ability is only good for activating switches and stuff, which is too situational for a character based almost entirely around the power) 

And indeed, movesets should be more similar, not just for balance but so the game can remain consistent lol Look no further than Sly Cooper for that 

Oh awesome :D Willing to share some details? :3
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