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Base environment is complete! Decorum will be worked on with the mares!
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Music compositions for the Distant Dreams, while coming, are low priority for the next build.,
I´m focused on Altitude Amusement right now, and it´s looking to be ready when it should be.,
I´ve yet to start on the Grades and Progression part of the update, but that´s mostly code-based and can likely be knocked out in a good afternoon.
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Development detour: Completed the Dream Gate!
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From hills to forests and factories, send your records into the sky!
This is the Sonic into Dreams... Grades and Progression Demo!
- Rank from F to Rainbow A in all three (soon to be four) currently available Dreams!
- Get another Emblem per Dream by reaching Rank A!
- Rank C or better to unlock the next Dream!
Coming next with Version 1.0 (the real one, I promise): Altitude Amusement!
"As the sun empowers those who do not feel they have enough to move on, the moon guides and nurtures them to allow for a better tomorrow. That is the role I play in this world."
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"You know the stars that line the night sky? My dream is to be able to leap into the sky and grab them! Like most everyone else in this world, there is no "grand destiny" written within the script for us... We gotta compose it ourselves!"
I bet y'all are wondering how all these seemingly unrelated drawings are actually related to Development, so I'll be addressing that now!
These are all for a long-running Dungeons and Dragons campaign of mine, which is now nearing the end of it's second year. Once it's all said and done, I aim to develop a custom campaign pack based on it, complete with routes for each of the main characters, as well as the custom characters themselves: Lucas, Sydia, Frostbite, and Ember! The current working title for this is Four X Fate.
I've learned a ton about LUA and SOC since I started way back in 2022, and it's been a wild three years, with only more to come. Heck, if it turns out to be bigger than SRB2 can handle, it may become its own thing entirely (with of course, creative liberties taken with any parts that could raise copyright concerns)!
Worried about the rest of my stuff?Here's what's going on with those:
Holiday Heroes Plus has got a long way to go before release, mainly in the way of how the Seasonal Saviors parts are being handled. Holiday Heroes by itself, the remaster and expansion of the Halloween and Christmas Tech Demos, would not make it through the Submissions system as many projects have already achieved the same objective to a higher degree of quality and polish. I have no problems with this, as it shows me just how far one could go with such a simple premise! Therefore, Seasonal Saviors's current and future stages will be integrated within Holiday Heroes's campaign, while attempting to bring both even closer together in terms of quality and enjoyment value. This will be done in a "traditional" DOOM episodic format (you know, as my original concept intended), and your favorite text-and-image cutscenes will return with a rewritten narrative. Please look forward to the completed addon, but remain patient!
Lucas the Tiger has been merged into Project Four X Fate.
Personalization Palace is finished. I had even greater plans for it, but out of respect of Bandder's original vision of the project, those will be incorporated elsewhere, be it my own Encore version of the map later on down the line, or extra/secret content in another project of mine.
Sonic Dream Blast is what I'm currently chipping away towards, after a much more successful release than I was expecting! Version 2 will feature the last three stages, remastered Dream Battle maps from "the archives," and QOL all around! Maybe you'll see that around Christmastime. :3c
That's it for now. See y'all again later this month!
The target date of Christmas for Sonic Dream Blast v2.0 might be pushing it a bit. There's a lot of things of my mind. Nothing bad, I assure you! I simply think it's better to take my time with it. Target dates are nice, they cut down on procrastination to maximize work efficiency. However, they don't mean anything if the quality ends up being subpar! As a very special person once said "A delayed game is eventually good, while a rushed game is forever bad." I already told you most of my plans, so I've no need to restate them here.
In the meantime: Merry Christmas and a Happy New Year! :3
Looking back on 2025 as I head into 2026, I realizeI probably did the most stuff across the board this year compared to any other year!
I'm glad I'm finally getting the time to work on my personal projects, especially after how rough most of the year turned out to be.
It was some really troubling life stuff that has no place in a forum like this, but what's important is that it's over now.
Now, I look forward to 2026 and everything afterwards. Lots of stuff planned, and even more to do.
- The first thing you should be seeing is Sonic Dream Blast v2.0! I've already got about half of the update done, that being the Dream Battle Maps for Multiplayer. I know Multiplayer Modes aren't exactly the most popular pick on the Master Server (at least, the last time I checked), but it was still fun pulling them back out of the archives and updating them. Speaking of, I found out that these were originally done by an "Ian the Hedgehog," who has since abandoned the WAD, and stated as such in the original thread, which I will link here: https://mb.srb2.org/threads/nights-battle-mode-battle-with-nights-physics.30065/
They'll also be credited in the update post when it comes out. Regardless, I'm looking forward to sitting down and getting the Singleplayer Stages and Revisions done within the earlier half of the year.
Currently, my focus is enjoying my holiday break from classes and everything else. :3
As for now, Happy New Year, and I'll see you next year for Sonic the Hedgehog's 35th Anniversary!
What'd y'all think of the Surprise Update for Personalization Palace? As I stated back there, it was a surprise for me too. I loved the concept and wanted to do more with it. However, that doesn't seem to be a very high probability since Bandder took his leave from the community. Going back to Personalization Palace after about a year and a half of developing it with Bandder intending to clean up some of the loose ends left behind in the transition to a standalone release, I don't feel an "Encore" version of the map is quite what I want to do to express the passion I had for the project
(mind you, I'm still quite passionate about all of my projects)!
Instead, I want to do a "Farewell" or "Tribute" content update to the map itself as a follow-up to the recent patch, leaving as much of the original map intact as possible. While I lingered in the community creating a few NiGHTS maps for the OLDCs as they came and gone, actually, well, collaborating with Bandder and the others on the experience that became Personalization Palace really showed me the joy of working with others, allowing me to leap out of my comfort zone and well, take any opportunities that showed themselves by the reigns.
That is what I want to make this a tribute to. It may have also gotten me into some troubling situations, but hey, you gotta live to learn!
With a whole week of downtime before classes start again for the semester, too, I got nothing to do, or lose as a result either! :3
So yeah, that's what I'm doing. See ya later~!
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Some of the work I did today. Mainly even more small map edits (like the recent patch) to make the place look and play nicer.
Did some file cleanup and organization too.
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Work on the new content should begin either tomorrow or the day after.
Minor updates to the Palace Gardens and major updates to the Volcano Lobby.
Also built a new area: Aquatic Alcove!
Outside of the map, I also gathered together all the music files, recompressing them to cut down on the addon's download size. This includes new music for prexisting and future areas too! I plan on getting another area or two built tomorrow, including a brand-new lobby in the Eastern Region of the Palace.
As promised yesterday, here's the new level and Extra Lobby! A play on words between its extra-large scale and it also being, well, an additional lobby!
The new level is quite large too, split into two sections with three extra Power Stars to collect: a poison-polluted plain and a funky factory. Fang the Sniper also shows up here, so kick his tail to reclaim his Power Star!
Of course, up next is the Extra Lobby stages. There are three planned, with a special area or two as well. I'll be seeing you soon!
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This is what was done today: We've got Starlight Bridge, Torre de Luna (The Moon Tower), and the Mirror Hall!
It looks like the last two Extra Lobby stages will be done tomorrow. After that, it will be time for testing and bug fixing!
It's amazing what can be done during a free week. I wouldn't be surprised if Spring Break in March allows me to get Sonic Dream Blast v2.0 done!
One of the two remaining Extra Lobby stages were done today, that being Castle Caverns.
The main aesthetic here comes from the Final Demo Era Castle Eggman Zone Act One: Make your way in and out of the enemy-filled cavern, crossing the bridge to complete your objective of getting that Power Star!
Last but certainly not least will be the Idyllic Isles, an island-hopping romp based on the stage of the same name from B3313.
I already said as much in the last post, but I've really enjoyed this last week of work to truly bid farewell to the Palace.
From new areas and stages, to cleaning up and adding to old ones, I truly hope this explorative experience comes to mean something to you all, just like it did to me working with everyone to help me get this far.
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Not quite done for the day, but the Idyllic Islands are coming along real nicely, you'll get your pictures once I've finished and cleaned them up a bit.
Personalization Palace now has 40+ Power Stars to collect from the new content alone. I also went back and made some minor revisions to the Final Area, most notably, adding two extra bosses alongside three more Power Stars throughout the gauntlet.
Expected Playtime: 30 to 45 minutes. Remastered as a standalone experience from Round 1 of the 2024 OLDC, Personalization Palace is a Super Mario 64 Beta-inspired romp through an expansive world that changes based on how you play! If you're so...
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