The hunt is on.
So....
Usually I immediatly upload my level packs as soon as I think they're done. And then receive urgent feedback that I left in horrific mistakes and have to panic for a few days to get it all sorted out. Figured this time I'll just upload a demo of some sort and save me the drama this time.
Yes, Sol Sestancia 2, about 3 years too late, but here it is...Well, 93-95% of it more or less. There's still a few things left to do, in particular the final stage, so it'll end right before the climax now. Hey, gotta keep some surprises for the final release i suppose.
So, for those who can't wait to play and don't mind lacking some of the features and final stage, here it is, and those who want to do playtesting and give me some feedback, thank you very much. Can't promise I can magic all problems away, there are a few problems I don't know how to resolve at the moment. Anyway, the pack contains 15 levels at the moment. 12 proper levels, 1 HUB stage, 1 secret level and 1 end level that's just a placeholder for the final stage and contains credits at the moment. And yeah, feel free to upload playtroughs on youtube or whatever, I don't really care about spoiling it. This is a more or less official release, even if unfinished.
To do list: Final level, one playable character (Sonic drawn in my style I guess, most requested...)
Level headers, little cutscene touchups, proper main menu graphics,
Not all emblems and chaos emeralds and pointless Big the cat cameo's are implanted yet.
And probably an endless list of minor gameplay and coding adjustments.
List of problems I'm already aware of:
Swatbots scream "Priority #1" a little too often, gotta look into that.
Some levels suffer slowdown, especially the mineral cave section in the mountain level. Not sure what to do about that.
All these weird yellow line gaps drive me up the wall, especially the one in the night skybox here. Don't know how to get rid of them.
The pig-ride is really awkward since the player and pig move with different speeds, sometimes even changing speed. I'm utterly baffled how that's even possible, it's the exact same setup for both. Guess I need to bother someone to help me with coding a proper runaway pig.
Some cutscene are a bit off since I missed a few voicelines or need to track the actors down again. Hence why Bunny's a bit nonsequitor at times or even changes voice.
I just quickly rushed the level select pictures, haven't had time to make proper ones.
There's supposed to be dialogue at the beginning, recapping the first game's plot. Not entirely sure how to do that yet tough.
I hope Island Cross is stable for everyone. That level really hates me and kept crashing. I think I got it under control now...
The timer dissapears from the HUD after the Tunnel escape level. I think this happened in the OLDC it was featured in too, guess I have to ask again how it was fixed there.
In the mountain stage, there's a secret spa that says it requires 192 rings to get in, but it's actually 200. Probably made a linedef too long.
Realized I should have put rings in the Knothole stage to show players where to go. Oops, little late.
Anyway, enter Sally's hut at the far end right side of the town.
Anyway, yeah. I'm taking a break from this project till April, after that I'll get the final bits and bops finished and get this baby completed already.
Let me know what you want to see changed. Happy gaming.
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