![]() in terms of structuring it to actually feel like the 2000s era Sonic game in terms of layout and presentation, which I do commend, but this project is not an exception to the rule in regards to the gameplay criticism I just described.Ĭlick to shrink.I think the more physics-focused fangame stuff + heavy emphasis on manual camera control (ideally with a mouse) are the most fun, even when it's just a demo map - fucking around with momentum physics and mastering them is incredibly satisfying. ![]() It's most egregious with sandbox stages (which are far too large for something that's as extreme in structure and simple in scope as the Boost gameplay), but even with slower linear stages like the remade White Jungle stage, you can see how none of the three mechanics I just listed aren't designed in mind with the platforming situations that stage carries.Ĭlearly a lot of work has gone into this project, esp. There are way too many 3D Sonic fangame engines that have linear fast-paced mechanics, like the boost, the slide, and the skydive but place them in a platforming setting that by default requires slower movement and mechanics to work that those mechanics aren't built for. Honestly, this is a key component of a broader complaint I've had with several of these more prolific 3D Sonic fan engines / proof of concepts.
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