- I made sure my file(s) follow the Submissions Guidelines
- Yes
In the course of creating a completely unrelated project, I ended up needing to deconstruct vanilla SRB2's acceleration curve. It's actually a little backwards, with your acceleration being increased by your current speed, before slamming to a halt when you hit your max. It gives the game a responsive, snappy feel that while good for precision platforming, isn't exactly what people think of as Soniccy.
I used a bit of algebra to flip that curve around, so that your acceleration decreases at higher speeds instead. This makes things feel a lot slippery and more rollercoaster-like. This way you get lots of nice speedups and slowdowns that IMO make things feel more exciting. It also lets you increase the player's top speed without sacrificing too much of their control.
I suspect this is the basis of mods like Rumia's classic physics, or Cobalt's momentum mod. Since I basically already made my own version while experimenting, I figured I may as well release it.
I used a bit of algebra to flip that curve around, so that your acceleration decreases at higher speeds instead. This makes things feel a lot slippery and more rollercoaster-like. This way you get lots of nice speedups and slowdowns that IMO make things feel more exciting. It also lets you increase the player's top speed without sacrificing too much of their control.
I suspect this is the basis of mods like Rumia's classic physics, or Cobalt's momentum mod. Since I basically already made my own version while experimenting, I figured I may as well release it.