What About the Special Stages?
We should be saying that to you because you're doing an awesome job on this. Question though, what are you going to do with the Special Stages? If I remembered correctly, you move automatically while collecting rings to meet the ring requirement.
Hey, thanks:D
I've been giving the special stages some thought for quite some time. One of my first ideas was to have the entire track made out of a speed pad but a quick experiment showed me that was a really bad idea. The player keeps flashing due to the temp inadvisability and though the player stays on the same pad it keeps making its whooshing noise.
Another ides involves an invisible poly object following behind you, moving you forward and keeping you from going backwards. My worry about that is it crushing you against stairs.
I could always make the player really punch the clock so they don't even think about moving backwards.
Then there's always "Who cares if you move backwards" After all this is supposed to have a pretty different feel from the original game. To make it even more interesting I don't think there's' going to be any invisible borders keeping you safely on the track. MWAHAHAAA!
What I would really like to do is keep the gateways as to how you get to special stages, where the gateways are in the zones and transport you there to return you afterwards. This may not be possible but if it is then there will also be a new Sonic edition for Tails and Knuckles to venture through. The gateways to which will be in new hiding places. If this works I would use dummy sprites of the characters for the gateways:D
However, I've recently read a thread on not being able to make more than the original number of special stages. (which is 7 and I plan on making 21) This is due to how their numbered and configured, so this might not work at all.
As always, I'm open to suggestions!
---------- Post added at 03:49 PM ---------- Previous post was at 03:31 PM ----------
I have a feeling that Volcano Valley will be epic.
Volcano Valley's gonna knock your socks off.
I've started changing some color schemes to breath a new life into the game. At this point the only thing I'm really trying to keep as accurate as possible are the original tiled running spaces and their heights relative to each other. (it wouldn't be 3D blast without this element staying intact) As well as rings, enemy placement and stuff like that. Everything else is fair game. To it, VVZ is not going to be a bunch of red and brown walls (like all other volcano zones in existence) NO!
VVZ is going to be harsh inhospitable, unforgiving environment with toxic vapor wafting over pools of magma. I'm changing it's main color to dull greys and blacks while lowering global light. All this is going to make the magma really glow! I'm going to sprite ash particles and place generators everywhere. There's going to be violent eruptions around the player, throwing magma all over the place. I'm going to work the thok barrier so the whole thing looks like its taking place in the jagged mouth of a massive volcano.
Essentially, VVZ is going to look like all the hell from Silent Hill. I can't wait to get started:D
On a side note; I'm a huge Geology geek so I'm approaching VVZ with my art, my knowledge and a passion for getting cute cartoon characters into trouble. I may even throw in some terrain changing tremors like Marble Garden Zone.