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This video compilation goes over 4 level-design elements of Sonic the Hedgehog games and how games throughout the series have dealt with these scenarios.
The video covers 4 gameplay scenarios at the following timecodes:
0:00 - Sonic's interactions with downward inclines
1:51 - Sonic's interactions with steep, upward inclines such as quarter-pipes and ramps
4:00 - Sonic's interactions with gradual slopes. Notably, his ability to gain additional height and distance through jumping off of inclines.
6:00 - Sonic's interactions with walls and his ability to traverse them laterally (Wall-Running)
I did my best to give each game in this comparison a fair chance, attempting to find level geometry that was common between each title.
For example: In each title I approached a quarter-pipe first at a walking speed, then at a running speed, then with a Spin Dash (or equivalent speed-increasing maneuver) and compared the results.
This video was created in the hopes that it will facilitate a better understanding of the inherent shortcomings of the current character controller and physics system present in the recent Sonic title: Sonic Frontiers.
This video hopes to promote the idea that taking some inspiration from past titles' controls and inherent physics systems would greatly benefit future titles, especially in the "Open Zone" gameplay format.