Chaotic Chao
horns Horns HORNS
Edit: This should've gone in the suggestions board I didn't notice, haha...!
Double Edit: Nevermind, the suggestions board is only for singular posts and not threads so it's too late anyway =S
I know the gametype isn't used very often, but I've been making a lot of emerald hunts lately and I feel like it could use a couple of mechanics to make it much better.
The first is simple: hint balls. Just like the ones in Sonic Adventure, you'd touch one of these floating orbs and it would fly toward the closest emerald piece (and totally ignoring collision). This would be great for bigger emerald hunt maps and could keep players from tearing their hair out...unless you WANT that. Totally optional, after all.
The second thing is a bit more complicated. In Sonic Adventure 2, the emerald pieces/keys/chaos emeralds always spawned as far away from each other as possible so you wouldn't have, for instance two emeralds right next to each other (which can very easily happen in SRB2). I think the game would benefit from doing what SA2 did by having the spawning calculate by distance - one emerald spawns in any random location, then the second spawns as far away from the first as possible, then the third spawns such that it chooses a spawn point as far away from both as it can calculate. This way there won't be situations where you can beat an emerald hunt level in 10 seconds because the emeralds all just so happened to spawn within 6 inches of each other despite there being like 100 other spawn points...
Last and probably least since it's the most unnecessary I think, is that it would be cool if emeralds could occasionally spawn inside enemies. Both Adventure games did this. Maybe a flag or something you could check on an enemy to validate it as a possible spawn point?
At any rate, just some potential improvements I thought of.
Double Edit: Nevermind, the suggestions board is only for singular posts and not threads so it's too late anyway =S
I know the gametype isn't used very often, but I've been making a lot of emerald hunts lately and I feel like it could use a couple of mechanics to make it much better.
The first is simple: hint balls. Just like the ones in Sonic Adventure, you'd touch one of these floating orbs and it would fly toward the closest emerald piece (and totally ignoring collision). This would be great for bigger emerald hunt maps and could keep players from tearing their hair out...unless you WANT that. Totally optional, after all.
The second thing is a bit more complicated. In Sonic Adventure 2, the emerald pieces/keys/chaos emeralds always spawned as far away from each other as possible so you wouldn't have, for instance two emeralds right next to each other (which can very easily happen in SRB2). I think the game would benefit from doing what SA2 did by having the spawning calculate by distance - one emerald spawns in any random location, then the second spawns as far away from the first as possible, then the third spawns such that it chooses a spawn point as far away from both as it can calculate. This way there won't be situations where you can beat an emerald hunt level in 10 seconds because the emeralds all just so happened to spawn within 6 inches of each other despite there being like 100 other spawn points...
Last and probably least since it's the most unnecessary I think, is that it would be cool if emeralds could occasionally spawn inside enemies. Both Adventure games did this. Maybe a flag or something you could check on an enemy to validate it as a possible spawn point?
At any rate, just some potential improvements I thought of.
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