time gear
Eternity in an hour
Some of these questions might have been asked and answered before, and I apologize if that's the case, but there's a few things I am curious about that I am hoping you guys could find the time to answer. If not, it's not really a big deal. I also don't consider it important that every single question be answered. With that out of the way, my questions are as follows:
- How long prior to 2.2 was it planned to have unlockable playable characters, and what did the decision making process look like for choosing who those characters would be?
- Was it a difficult decision to make when you reached the point that you committed to re-doing most of the level design entirely for the 2.2 update?
- What sort of design mentality goes into developing new, original badniks?
- What is the design philosophy that is used to make each Zone unique and interesting?
- What sort of mentality is followed when structuring the difficulty curve of the main campaign?
- Sonic's Thok has become iconic over the past few decades in association with the game. Are there any plans to change it, remove it, or give it to a different character instead of Sonic? If so, why?
- Circuit is no longer available in the vanilla version of the game. Is there any chance of SRB2 Kart being implemented into the final version of SRB2 as a replacement? Or would you rather keep the two things separate?