2.3 Discussion

Pretend you're in, I don't know, 2030 and 2.3 has ben released. What do you think could be in it?
Oh boy...okay, let's see...

- RVZ2 (barely any hopes for an Act 3)
- atleast one act of Grand Eggship (seriously i really wanna see what it's gonna look like)
- a new ability for Sonic (even though I quite like the Speed Thok, I don't have any hope for it staying)

...and that's kind of it.
 
What I want in 2.3.
-2.2 mod support.
-Launcher already installed with game.
-Auto updates.
-More abilities for mods.
-Discord Integration (come on SRB2 Kart has it)
-New secret characters and zones.
-Giant Rings
-Swappable Thoks
That would be my ideal update.
MORE LUA THINGS and maybe a better wall check. and out of bounds check
 
MORE LUA THINGS and maybe a better wall check. and out of bounds check
Even better wall detection stuff is already being worked on for 2.2.10, for the record.

Anyways, here's my refined expectations of 2.3 after everything we have seen.
- A finalized version of Accel-Momentum gets in.
- A finalized version of the "Scrunk"/"Power Spin"/"whatever there's no official name" gets in as the Sonic ability replacement.
- Metal Sonic's main ability gets replaced.
- GFZ receives some more tweaks, and possibly a new air badnik.
- DSZ2 is swapped out with a finished version of it's later version in 2.2 dev.
- CEZ2 is finished.
- RVZ2 and RVZ3
- ERZ Remake
- I doubt we'll see DCZ and GEZ until the following major update.
- Possibly, we could see the few remaining badniks with 2.1 or older style sprites finally recieve resprites.
- Possible shield ability overhauls.
 
I like those changes. What exactly does the unnamed sonic ability do, though? I haven't seen anything on it.
I'd get the shown GIF if I could, but I'm currently on a school PC at school.

If you are in the OS, #devetopment has the first GIF shown of it. It's basically a jump ability that changes based off the context that jump is being used in, either being a sort of diagonal Drop Dash if you hold until you hit the ground OR water, a Double Jump if you release early, or a Wall Dash if you hold and then hit a wall to charge. This ignores some nuance, and some extra stuff that is getting trimmed off as well.
 
I'd get the shown GIF if I could, but I'm currently on a school PC at school.

If you are in the OS, #devetopment has the first GIF shown of it. It's basically a jump ability that changes based off the context that jump is being used in, either being a sort of diagonal Drop Dash if you hold until you hit the ground OR water, a Double Jump if you release early, or a Wall Dash if you hold and then hit a wall to charge. This ignores some nuance, and some extra stuff that is getting trimmed off as well.
Not able to use discord for personal reasons, If you can after school, could you post the gif here?
 
Not able to use discord for personal reasons, If you can after school, could you post the gif here?
srb20095.gif

I assume it's this one.
 
It's probably too much to ask for but it would be pretty cool if we could get Mario as an unlockable character, maybe locked behind beating Pipe Towers.

I do really hope to see Dark City Zone. My imagination goes wild thinking of the possibilities we could see implemented in the level design. Starting out at street level, eventually working our way indoors and outdoors again a few times, moving between multiple different buildings, maybe even one of them could be a museum of some sort with all kinds of crazy exhibits built into the level design. Eventually end up onto the rooftops, jumping from building to building, maybe have Act 2 be raining. It would especially be cool if the Brak Eggman boss was more of an escape sequence where you are effectively doing fast paced stealth while finding projectiles to launch at him without being seen.

In regards to Red Volcano Zone, something I would love to see is a chase sequence in Act 2 where you are running away from a huge T-Rex badnik. Not have it take up too much of the Act, but just like a portion of the level somewhere in the middle. Then for the boss, you get to fight it properly after it manages to catch up to you and corners you. Maybe also have a small portion of Act 2 contain a snow and ice theme in reference to the scrapped Blue Mountain Zone?

I would love to see the gimmick where the player's size changes return in Egg Rock Zone. Maybe even have the boss fight take place while Sonic and friends are huge, with the fight being a rematch against Brak Eggman.

Lots of wishful thinking here, but dreaming isn't a crime.
Regarding the huge T-Rex badnik, wouldn't Eggman be controlling it? Now I doubt that the boss of Red Volcano Zone would be the huge T-Rex robot as I was thinking of Red Volcano Zone's boss being a machine that sort of resembles the boss machine seen in Lava Reef Zone Act 2 from Sonic 3 and Knuckles.
 
Regarding the huge T-Rex badnik, wouldn't Eggman be controlling it? Now I doubt that the boss of Red Volcano Zone would be the huge T-Rex robot as I was thinking of Red Volcano Zone's boss being a machine that sort of resembles the boss machine seen in Lava Reef Zone Act 2 from Sonic 3 and Knuckles.
For just a regular badnik of unusually large size, probably not. Eggman doesn't usually control the badniks directly. It would just amount to a chase sequence sometime during the level itself, rather than an Eggman boss. Could even have some Crash 4 style foreshadowing, such as a section of Act 1 dedicated to you being able to see it sleeping in the distance out of reach, with the level subtly (easy to miss) shaking closer to the end sign to hint at it having woken up. Maybe even have it be gone if the player backtracks to go see it again.
 
For just a regular badnik of unusually large size, probably not. Eggman doesn't usually control the badniks directly. It would just amount to a chase sequence sometime during the level itself, rather than an Eggman boss. Could even have some Crash 4 style foreshadowing, such as a section of Act 1 dedicated to you being able to see it sleeping in the distance out of reach, with the level subtly (easy to miss) shaking closer to the end sign to hint at it having woken up. Maybe even have it be gone if the player backtracks to go see it again.
I think RVZ3 is going to be an Eggman boss and most certainly, I prefer to have be an Eggman boss tbh.
 
I think RVZ3 is going to be an Eggman boss and most certainly, I prefer to have be an Eggman boss tbh.
There's no reason why there can't be both. A short badnik chase through part of Act 2 doesn't present any reason for there to not be a totally separate Act 3 boss. SA2 did something similar in which you run from the truck in City Escape and then fight the Bigfoot boss.
 
I understand this is an overwhelming and unrealistic task, but uncapped framerate and high res/ultrawide support is a dream of mine.
I definitely feel a bit bad asking for even more QoL retooling after everything the team did for 2.2 lol
I think hi-res and ultrawide would be pretty simple since SRB2 already supports a wide array of resolutions, and uncapped framerate is actually already a thing in a mod!
 
I think hi-res and ultrawide would be pretty simple since SRB2 already supports a wide array of resolutions, and uncapped framerate is actually already a thing in a mod!
It'd be a miracle surgery that lasted hundreds and hundreds of hours

You're right abt the mod, and I'm actually enjoying it a lot, but many of parts of the game w the uncapped build still run at 35fps, like moving blocks, doors, or platforms. It's a compromised solution that doesn't necessarily belong in the main game in that fashion. My understanding is that making true uncapped calculations for all parts of SRB2 instead of just player location, camera position, etc, means literally recoding 20 years of legacy code and the solutions devs made along the way, and ensuring it still works as a glitchless 2.3 with all the bells and whistles we already have. At that point, porting the game to a different Doom engine, or even restarting from scratch, starts to look like an easier option

Would I like uncapped fps? Sure! Do I actually want the devs to go through all that painstaking work when we've all played at 35fps just fine this whole time? Absolutely not

As for resolutions, no idea what the feasibility there is, but the challenge would likely be similar under the hood
 
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It'd be a miracle surgery that lasted hundreds and hundreds of hours

You're right abt the mod, and I'm actually enjoying it a lot, but many of parts of the game w the uncapped build still run at 35fps, like moving blocks, doors, or platforms. It's a compromised solution that doesn't necessarily belong in the main game in that fashion. My understanding is that making true uncapped calculations for all parts of SRB2 instead of just player location, camera position, etc, means literally recoding 20 years of legacy code and the solutions devs made along the way, and ensuring it still works as a glitchless 2.3 with all the bells and whistles we already have. At that point, porting the game to a different Doom engine, or even restarting from scratch, starts to look like an easier option

As for resolutions, no idea what the feasibility there is, but the challenge would likely be similar under the hood
There is quite literally not a single thing that could improve SRB2 more than to get it running at an uncapped (or at the very least 60fps) framerate. I can never go back to 35fps now after having experienced the mod, even though it has a couple of graphical issues as you mentioned. If 2.3 was only an update for functioning uncapped framerate, with absolutely no other additions, and it took multiple years to develop, it would still be the most meaningful improvement the game has ever seen.
 
I was thinking smart use of sprite rotation and complex scaling to make loops possible with sprites while adding as few new required sprites as possible. Really I just want to run on the ceiling, possibly making use of a version of accel-momentum modified to apply its movement system to wall and ceiling angles.
Oh and hopefully RVZ2/3 and an unlockable beta GEZ1.
Mostly I was hoping for engine improvements more than any changes to level design, since new/reworked levels could be saved for 2.4, with 2.3 being a smaller release with some time to fix engine bugs.
 

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