Kim the Fox!!!
What am I doing here?
Don't take it to the bad side, but why about to study the other games tech and applying it on SRB2? It could be cool.
Slopes are staircases that don't look like staircases. What do you want them for?Well, if it's so simple i want slopes in some level. Done.
inb4 every active SRB2 developer mocks you
It's not that simple. Enemy thinkers would most likely cease to function when tracking a player on a slope. ZDooM's(GZDooM's actually) slope code is static. And besides, OGL is buggy enough already. I'd think the priority would be to fix the bugs we already have then add such a potential can of worms.
Unless you're talking about software mode, in which case fuggeditaboutit.
and use existing slope rendering code in conjunction with stair sectors to produce a passable slope.
...aside from a bit of physics rewriting and the probable need for more sprites, can't say as I can think of one myself.
Since when are loops a good thing?Spazzo, it allows for more variety in levels. It allows for a closer approximation of the classic Sonic games. It could even allow loops.
Map makers would have a way of adding vertical variation to their levels without resorting to repetitive jumping, springs, or fake slopes using tiny stairs (cough).Ok, let me put it this way: How would the inclusion of slopes affect SRB2?
If anybody truly followed that logic, we would have no such thing as Egg Rock Zone. There was a time where reverse gravity, zoom tubes, and hell, something as simple as a linedef executor didn't exist.Does a closer approximation to the 2D classic games equal a more enjoyable 3D experience?
SRB2's 2D mode was intended to be an extra trinket. It was never intended to be a full-fledged simulation of the classic games, nevermined a full-fledged feature on its own.
What I'm trying to get you to realize is just how much slopes would change the game. We'd have to redesign the single and multiplayer campaigns, we'd have to fake the physics for a game genre that relies on physics perfection, and we'd be complicating an already complicated set of mapmaking tools (not to mention losing 5 years of development to incorporate their use proficiently). All of this, so that maps can have hills instead of plateaus. Does that sound like a worthwhile use of time to you?
Those are the implications. You can't just think about what new things they bring to the table -- you have to consider how a change like this would affect the entire SRB2 ecosystem, so to speak. We may as well switch engines if we go that path.
Since when are loops a good thing?
Cinefast said:Since Sonic The Hedgehog for the Mega-Drive.. They are the true symbol of Sonic. That you can blister through landscapes at such speeds that you can make gravity your bitch and leave solid ground. That is why Loops are important.
Loops suck and are overrated. If you force the player onto a path, they're just cutscenes. If you don't, then players fall off the sides. If you fence the sides so players can't fall off, they're just not fun either (see Sonic R).
It's an example of a great mechanic in 2D gameplay not working in 3D.