I...Dont remember doing that in the Classics lol(Walk on walls and ceiling).
I...Dont remember doing that in the Classics lol
Sonic Robo Blast 2.3 will have momentum, just like the Classics
And... Loopings in 3D Doesn't work that good at all unless its automated, i mean in 3D you can just skip it, if you couldn't, the level should be less open, and i dont think that will happen
For your original 1st point: this is due to how the Doom engine works, sadly.Wait
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well, in that case it could be put in places that are not necessarily linear.
What I mean is that they will not be placed in optional places
(for example: the bridge after the first checkpoint of greenflower zone act 1,
The only 3D sonic game that allows for unscripted loops is Classic Sonic's sections in Generations and Forces (It technically is still a 3D game since Classic Sonic's levels is entirely covered in Modern Sonic's 2D sections)Trying to put loops in a 3D Sonic game without scripting is nearly impossible. Name 1 official Sonic game that does so...?
mmmmhhhh.Trying to put loops in a 3D Sonic game without scripting is nearly impossible. Name 1 official Sonic game that does so...?
You do know that most of the reasons SRB2 lacks certain features is because of how Doom works, right? Doom has very poor wall detection simply because walls technically don’t existmmmmhhhh.
that doesn't take away the desire to have a wall walk
More than anything it would be visual moments, so I don't think it is a problem not to include lupings.The only 3D sonic game that allows for unscripted loops is Classic Sonic's sections in Generations and Forces (It technically is still a 3D game since Classic Sonic's levels is entirely covered in Modern Sonic's 2D sections)
I’m not sure if you understand the problem with how actual 3D loops have been presented. They’re almost always a scripted sequence. Sure, it looks cool, but there’s only so many ways that you can change up that sequence before it gets old. Once it does get old, what’s left? 5-10 seconds of gameplay taken away from the player. Aside from pure lack of resources needed in order to add loops to SRB2 at the moment, that is the reason loops aren’t presentMore than anything it would be visual moments, so I don't think it is a problem not to include lupings.
Um not sure, because Cobalt said it's a test. And he already said it doesn't quite work well in the engine.They're actually putting loops and wallrunning in the game anyway.
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That sort of implies loops (you can see the gravity change and it only works with spin dashing), but this never implied wall runningThey're actually putting loops and wallrunning in the game anyway.
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you are rightI’m not sure if you understand the problem with how actual 3D loops have been presented. They’re almost always a scripted sequence. Sure, it looks cool, but there’s only so many ways that you can change up that sequence before it gets old. Once it does get old, what’s left? 5-10 seconds of gameplay taken away from the player. Aside from pure lack of resources needed in order to add loops to SRB2 at the moment, that is the reason loops aren’t present
They're actually putting loops and wallrunning in the game anyway.
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The truth is that it would be great.Loop discourse is silly, loops are obviously infeasible in SRB2 unless MAYBE it were to move away from the Doom engine, and even then it's debatable at best.
That said, this thread provides an interesting criticism. It's true that SRB2 has a ground speed cap (if you're not spinning) that makes gameplay awkward at times, and while SRB2 undoubtedly has room for improvement in terms of momentum, the game absolutely excels at the exploration side of things. I consider exploration to be integral to making a fun Sonic game just as much as exhilarating speed-based gameplay.
SRB2 does have a few sections where speed is rewarded through shortcuts, which the 2D Sonic games are rife with. For instance, there's the slope early on in THZ2 that, if you spindash up it or go up with speed shoes and then jump, you can make it straight up to the bridge and skip the pusher platforming section. That's exactly the sort of clever tricks that I'd love to see SRB2 have more of. A physics revamp would certainly make such tricks easier to incorporate into levels.
Sonic Adventure did have a handful of unscripted half-loops, which is at least something.The only 3D sonic game that allows for unscripted loops is Classic Sonic's sections in Generations and Forces (It technically is still a 3D game since Classic Sonic's levels is entirely covered in Modern Sonic's 2D sections)
From what I can tell, that was half scripted. It looked like it autocorrected Sonic’s angle, which is kinda what happens in modern gamesSonic Adventure did have a handful of unscripted half-loops, which is at least something.