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SRB2: Generations

the path shown in the video is the upper paths though, the fastest and most linear, the lower paths have more platforming, i might put another video showing the lower paths but im feeling lazy right now, maybe another time...
Taking the original sonic level design philosophy and making it your own, you're full of surprises man!
 
Taking the original sonic level design philosophy and making it your own, you're full of surprises man!
thanks? i wouldn't say this is a pretty good style, theres many flaws im having trouble squashing like how i suck at making platforming sections and can only ever do hallways



update? yeah

-new sect for thz
-eggman statue


srb20017.png

srb20016.png
 
This actually looks so sick. I always look forwards to seeing the screenshots because it legit looks so cool! :wonderful:
 
thanks? i wouldn't say this is a pretty good style, theres many flaws im having trouble squashing like how i suck at making platforming sections and can only ever do hallways



update? yeah

-new sect for thz
-eggman statue


View attachment 127990
View attachment 127991
Not really your fault, modern sonic level design is to blame. As long as you make the level pack feel more interactive as it goes on, should feel fun
 
What does modern sonic level design have to do with this? He’s not reuseing any levels
He's using inspiration from Unleashed, Generations, and Colors, which all 3 tend to have the player run down hallways a lot. Modern Sonics kit is designed for that. However, he put his own spin on his levels which makes it waaaay more bearable.
 
He's using inspiration from Unleashed, Generations, and Colors, which all 3 tend to have the player run down hallways a lot. Modern Sonics kit is designed for that. However, he put his own spin on his levels which makes it waaaay more bearable.
I think the level design of those games is really oriented to test your reaction time, with things like quickstep sections, slide sections, QTE sections, etc, instead of relaying too much on platforming. Maybe that's why sometimes you feel like the level design of those games is running on a hallway, since the game doesn't use is own gimmicks too much, basically to don't overwhelm the player with things to do, and the game help you a lot on curves and things to sell better the idea that you're going super fast without doing really much.
 
I'm glad to see someone carrying on a huge passion for generations into a fan game that was made on the Doom engine, this is already starting to get me hyped for a Super Sonic Bossfight!
But let's be honest we all know they ain't happening :knuxsmug:
(Probably)
 
He's using inspiration from Unleashed, Generations, and Colors, which all 3 tend to have the player run down hallways a lot. Modern Sonics kit is designed for that. However, he put his own spin on his levels which makes it waaaay more bearable.
That’s not really an excuse. This modern sonic was still heavily designed with platforming in mind. I’m sure smoke with a get hang of designing platforming eventually
 
I think the level design of those games is really oriented to test your reaction time, with things like quickstep sections, slide sections, QTE sections, etc, instead of relaying too much on platforming. Maybe that's why sometimes you feel like the level design of those games is running on a hallway, since the game doesn't use is own gimmicks too much, basically to don't overwhelm the player with things to do, and the game help you a lot on curves and things to sell better the idea that you're going super fast without doing really much.
I guess that makes sense, if there's one thing that those games got right, it was the feeling of going fast
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That’s not really an excuse. This modern sonic was still heavily designed with platforming in mind. I’m sure smoke with a get hang of designing platforming eventually
Hoping V6 adds more interesting things to his moveset because its somewhat hard to design fun levels around him
 
hey sorry for disappearing without updates for a bit, life has thrown another haymaker against my skull and made it shatter into a trillion pieces

an internet outage happened that lasted till yesterday starting from saturday, i was just playing nothing but sonic generations, sa1&2, minecraft, and of course do dev stuff

there was progress on thz and dsz during that period but unfortunately god forbid srb2gens from not experiencing awesome development hell :wonderful: (I AM GOING INSANE :threat:)

1. outage didnt let me backup thz and dsz.
2. laptop died, part 2.
3. the hard disk is dead, so we cant get thz and dsz back unfortunately.


fortunately, this is what i consider a minor but awfully irritating setback as there is a backup of a completed gfz-m build in my google drive

and i can pretty much replicate what happened at dsz and thz in some days since theres already a clear layout in my head thanks to the fact i already made said layout

so for a while (around a week at most) ill disappear and return once i deem that we're back on track

i love this project too much to give up, its a love letter to this game that i intend to be delivered unlike the last one i made back in middle school that i ripped apart due to embarrassment and that she ended up being lesbian whoops
 
It's alright, take your time, I'll be waiting as long as it takes to see this get finished. Good luck! :wonderful:
 
I'm sorry to hear what happened. I'd advise backing up what you have worked on and will work on to somewhere like Google Drive or Mediafire or any file hosting website (except Sendspace) so that you won't lose it. Take your time with the mod, and good luck!
 
greenflower is done :wow:

gonna take a break, then start working on thz and dsz



i feel like for a chain of dash rings, when you use a rainbow ring as a finisher you should make it point diagonally upwards instead of straight so players can, a.) do tricks of the rings, and, b.) make it look better then just going straight forwards
 

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