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Post by hookonsonic2 on Feb 10, 2011 15:55:07 GMT -6
Well, the only games I can think of that had flying types would be Sonic Adventure 1 with Tails, and Sonic '06 with Silver. Here is how Tails flies around:
Whenever you are airborne, press A (jump button), and you will start to ascend for a few seconds. After you are done ascending, you will descend at a slower rate than most other people. I can get videos of Sonic Adventure 1, which has tails flying around.
I'll do Sonic Colors ASAP.
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Post by Isentar on Feb 10, 2011 16:36:02 GMT -6
Ignoring the physics problem, I will give a general idea of the differences between types. As said, this will have minimal mentioning of physics, or objects in the game.
Flight: Fly types will be able to jump higher than others, and will be the ONLY ones with a double jump option. They will have faster airborne acceleration than others, by about 20%. Once a Fly type has double jumped, they may press the jump button again to fly. Based on flight method, which will be explained in a different post, they will generally stay in the same position while slowly losing altitude. Using the joystick (or D-pad) they will instantly go to the standard rate of 40% maximum speed, and will be able to accelerate to 60% max speed. Pressing the jump button again will cause a slight altitude gain, while holding it will cause altitude loss. After holding, one may release the button to fall at normal speed. There is NO time limit on flight, but there is an altitude limit. Some areas will not be flight-accessable, versus others will have an alternative, like underwater, for example. Fly types will not be able to fly if they are holding a normal/heavy item. (Based on a system of light; normal; heavy weight items.) Their running speed follows the same as Speed types, with items.
Power: Power types will be able to carry any item with NO effect, except for heavy items, which will result in a 40% decrease of maximum speed. They will also be able to throw items for a distance, rather than dropping them. In a similar way, they are the ONLY ones that can pick up and enemy, but at a 60% decrease of maximum speed and acceleration. Power types will also be able to charge through and enemy attack, or enemy themselves, with a 50% instant speed decrease, if they are running at at least 80% of maximum speed. The attack button must be held, and this only lasts for one enemy/attack. Power types are also the only types that can completely cancel out an enemy attack, with no effect on their location or speed. That is, they will not be forced back or slow down if they attack-cancel. Power types cannot pick up bosses, or charge through them. However, they will be able to shove them, and the same goes for heavy items. Shoving allows a Power type to move an item, but leaves it completely vulnerable to attacks. Shoving causes a 60% decrease of max speed.
Speed: Speed types will of course be able to run and accelerate faster than other types, on the ground, by about 20% acceleration increase, and a 40% max speed increase. The same goes for aerial acceleration, with the exception of Fly types. However, they will deaccelerate just as fast. Speed types will be able to execute a jump boost, which puts them to 40% of maximum speed. If at 40%, it will bring them to 60%, but if already at this, the jump boost does nothing, except for the possible option of an attack. If a Speed type is at at least 80% max speed, they will jump with a 50% height increase. If at 80% of max speed, Speed types may go into a spinroll or spindash with no effect on their present speed. Speed types may run at max speed with a light item, 20% less with a normal one, and 60% less with a heavy item. Speed types will be able to change direction almost instantly, at any speed. They will also be able to go in a complete reverse direction, with no speed change, if they execute a dodge.
These may be subject to slight change, but if we could, let's try to keep the types standard to this. Ask me about any specific characters that my be different than this, and I would be happy to create a stats reference for them.
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Post by hookonsonic2 on Feb 10, 2011 18:49:09 GMT -6
It might just be me, but it seems like you took a lot of these ideas from Sonic Advance. Let's remember that those games are much different from today's Sonic games. I'll show you a video of Sonic Colors so that you can get an idea of how Sonic's physics are. I can show Tails's physics too, if you want.
EDIT: It seems you've incorporated a little bit of Sonic Adventure 1, with power types being able to lift objects. I must say, lifting enemies and being able to just run through them has never been done in a Sonic game. You still need to hit them either while jumping, or with an attack of some sort (Knuckles' punch).
EDIT 2: Here is a YouTube video that I made, which demonstrates some of the physics of the game, including water. I can do more if you want, no hassle.
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Post by Isentar on Feb 10, 2011 20:25:20 GMT -6
It is just you. None of these are from Sonic Advance, as far as I know. It's all based on my creative imagination, except I stole some ideas from Spyro on the Fly and Power types... Not much though.
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Post by Isentar on Feb 10, 2011 20:26:14 GMT -6
Yeah, the video is unavailable... Are you sure that it's working.
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Post by hookonsonic2 on Feb 10, 2011 20:45:55 GMT -6
Well, its still in the process of uploading. I just put it up so that I wouldn't have to do it later. It should be ready around 10pm tonight. If you need any other Sonic videos, just ask.
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Post by Isentar on Feb 11, 2011 17:27:57 GMT -6
Also, you do realize that with the Power type thing, they won't destroy enemies, unless you want them to. It'll just prevent them from taking damage.
Are we using maps, or paths to the goal?
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Post by hookonsonic2 on Feb 11, 2011 17:47:22 GMT -6
Umm, I think we're going to have a sort of Star Fox 64 type of layout, where you can choose which planet to go to. Also, like in Sonic Rush Adventure, I think we should try to design a type of Blue Typhoon battle level between each new planet.
For individual levels, there will just be a goal ring at the end. I think each planet will start off with each team (team hero, rose, dark, etc), and then it will split off further. This way, players can play both sides of the story. I'm wondering if it should be like Sonic Adventure 2, where you just decide which story to start playing with in the beginning.
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Post by Isentar on Feb 11, 2011 17:49:57 GMT -6
No, I mean, will there be a definite path to a certain goal, or more of a broad area that you have to bounce around in. Take the Valley of Avalar, in Spyro: Dawn of the Dragon (if you can) as an example.
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Post by hookonsonic2 on Feb 11, 2011 17:55:03 GMT -6
I get what you're saying. I think it would be best to do what most Sonic games do. We'll have a definite path to the goal with extra back ways and other little pathways, which will usually have extra items or bonuses of some kind.
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Post by Isentar on Feb 11, 2011 17:56:14 GMT -6
Okay, then you can forget the Power ability from before, I'll edit it to something else. That was thought of in the case of you can wander.
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Post by hookonsonic2 on Feb 11, 2011 18:00:47 GMT -6
Alrighty then.
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Post by Isentar on Feb 11, 2011 21:09:07 GMT -6
Eventually, when I've written it out and irradicated the flaws, I'll give either one GIANT post or three smaller posts about the type differences. This is preliminary, and thus not entirely accurate.
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Post by Isentar on Feb 12, 2011 15:53:06 GMT -6
Your video has been removed by the user. Are you doing another one?
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Post by hookonsonic2 on Feb 12, 2011 18:46:21 GMT -6
No. My internet connection is not very reliable, so it crashes quite a bit, which ruins my uploads and prevents them from finishing. I'll have to wait until I can make it work correctly.
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