Sonic dash engine controls3/17/2024 The backgrounds would serve as a point of reference for what angle Sonic is at to prevent players from forgetting which way gravity is pulling them, but the environment itself could offer clues to this as well, such as grass growing upwards or, in the case of the long pipe slopes in Chemical Plant Zone, have the solid yellow bars replaced with yellow and black caution stripes, which not only look more like something you'd see in a place like that, but also serve a functional purpose by always having the black bars be vertical on sloped pipes, allowing the players to see which way is up even when the camera is angled down. This would give the players a much greater chance to see things closer to Sonic's perspective, while being in the air or landing on another surface would reset the view as needed. Rather than have it always hang to one side, the view would slide to the center when standing still, and in the case of loops or running upsidedown or along slopes, rather than rotating Sonic onscreen, the view itself would rotate. I realize this comes with a new issue: what to do about the camera when changing directions, going through loops, etc. In many endless runner games, the character is always to the far side of the screen from where the action is coming from, giving the player plenty of time to react to what's ahead of them. Sonic games at their core are actually twitch games disguised as platformers. My idea is to have the camera lead ahead of Sonic, leaving just enough space behind him to know when something that might be chasing you is catching up, but also giving plenty of time to see and react to what's ahead of him. Zooming out allows better view, but also makes it harder to see Sonic himself. The biggest issue I've had with 2D Sonic games is the camera being left behind when Sonic goes too fast, or not being able to react to what's ahead of him due to the short field of view.
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