Sonic GZD
Sonic GZD
Hello fellow ZDoomers! I'm here to share my story and announce my project.
So now, you might be wondering what Sonic GZD is, right? In essence, it's the gameplay mechanics and ideas from SRB2, with goal of expanding them using ZDoom's advanced features. I was a member of the SRB2 community for a while, and I even provided them with the best md2 character models on their forums to date. I enjoyed SRB2's gameplay a lot, and I was thinking of ways to make it better. Eventually I heard about the debate of moving SRB2 to ZDoom, something which the developers say is impossible. I started this project with that goal in mind, but eventually it kind of evolved into its own independent idea.
So Sonic GZD is now its own project for bringing sonic platforming gameplay to GZDoom. 3d Floors are required for platforming gameplay, so the GZDoom requirement is unavoidable until Randy adds them to the software renderer, which is unlikely to happen ever. Progress so far is good. I have a working Sonic style physics system, each character has their classic mid-air abilities. I have working collision code for objects and enemies which can be used in any decorate object, allowing the characters to interact with things in multiple ways by touching. Rings and monitors are in and working as well.
So now, what am I making a forum topic for? I need some help making fun levels. A pile of code is nothing without good levels to use it in. I myself have never mapped for any doom game, and I'm trying to learn the basics. However a full set of polished levels is a bit beyond my mapping abilities. So that is why I am here in the projects forum, asking interested mappers to help me make good maps.
Oh yes, I almost forgot. Here are some screenshots to help convince you. The mapping work for the first map is Pink_Silver's and the second map is Tribeam's. Note that these levels are still under heavy construction.
Here's a gallery of knuckles in Pink_Silver's Chemical Plant inspired zone, Iris Flood Zone.
Iris Flood Zone gallery
And the other level made by Tribeam. Its a remake of lava reef zone.
Lave Reef Zone gallery
Tribeam has graciously provided me with an SVN repository for Sonic GZD so collaboration is easy.
Anyone interested can contact me in the #zdoom channel on irc.esper.net or with a forum PM.
So now, you might be wondering what Sonic GZD is, right? In essence, it's the gameplay mechanics and ideas from SRB2, with goal of expanding them using ZDoom's advanced features. I was a member of the SRB2 community for a while, and I even provided them with the best md2 character models on their forums to date. I enjoyed SRB2's gameplay a lot, and I was thinking of ways to make it better. Eventually I heard about the debate of moving SRB2 to ZDoom, something which the developers say is impossible. I started this project with that goal in mind, but eventually it kind of evolved into its own independent idea.
So Sonic GZD is now its own project for bringing sonic platforming gameplay to GZDoom. 3d Floors are required for platforming gameplay, so the GZDoom requirement is unavoidable until Randy adds them to the software renderer, which is unlikely to happen ever. Progress so far is good. I have a working Sonic style physics system, each character has their classic mid-air abilities. I have working collision code for objects and enemies which can be used in any decorate object, allowing the characters to interact with things in multiple ways by touching. Rings and monitors are in and working as well.
So now, what am I making a forum topic for? I need some help making fun levels. A pile of code is nothing without good levels to use it in. I myself have never mapped for any doom game, and I'm trying to learn the basics. However a full set of polished levels is a bit beyond my mapping abilities. So that is why I am here in the projects forum, asking interested mappers to help me make good maps.
Oh yes, I almost forgot. Here are some screenshots to help convince you. The mapping work for the first map is Pink_Silver's and the second map is Tribeam's. Note that these levels are still under heavy construction.
Here's a gallery of knuckles in Pink_Silver's Chemical Plant inspired zone, Iris Flood Zone.
Iris Flood Zone gallery
And the other level made by Tribeam. Its a remake of lava reef zone.
Lave Reef Zone gallery
Tribeam has graciously provided me with an SVN repository for Sonic GZD so collaboration is easy.
Anyone interested can contact me in the #zdoom channel on irc.esper.net or with a forum PM.
Last edited by Ashnal on Tue Sep 29, 2009 4:38 pm, edited 1 time in total.
Re: Sonic GZD
awesome 

- Tormentor667
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Re: Sonic GZD
Definitely, this looks great so far 

Re: Sonic GZD
(jaw hits floor)
- Remmirath
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Re: Sonic GZD
Not bad, dude. 

Re: Sonic GZD
The Ultimate Doomer will be impressed too 

Re: Sonic GZD
Of course, Super Sonic Doom was the mod that showed me a small part of what was possible.Parthoris wrote:The Ultimate Doomer will be impressed too
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Re: Sonic GZD
You think recreating the original Sonic the Hedgehog zones in 2.5D would be a good idea? I might be able to do some Sonic 3 and Sonic and Knuckles maps, but that is the only one of the original games I have. I also have two other projects, so work would be slow; and my GZDooM dosn't work properly, as my PC doesn't support OpenGL very well, so they would be only 2.5D, but I would be willing.
- Project Shadowcat
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Re: Sonic GZD
You could probably do some of the zones' levels based on the 2D versions, but I really wouldn't recommend direct ports. You have two dimensions to run, and a third to ascent, take full advantage of them!Drake Raider wrote:You think recreating the original Sonic the Hedgehog zones in 2.5D would be a good idea? I might be able to do some Sonic 3 and Sonic and Knuckles maps, but that is the only one of the original games I have. I also have two other projects, so work would be slow; and my GZDooM dosn't work properly, as my PC doesn't support OpenGL very well, so they would be only 2.5D, but I would be willing.

I was part of that discussion on the SRB2 forums, by the way. Heh.
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Re: Sonic GZD
That's what I meant. I played the direct ports of Emerald Hill Zone. That isn't what I was talking about building. The Pseudo-3D that SRB2 used for it's main story would be the intended design, but based on the theme, style, arcitechture, and layout used in the original games. Ever played the new sonic games? That is the level style I'm aiming for.
Re: Sonic GZD
The new Sonic games aren't really a very good example, though. In all truth, they are a good example of what happens when the third dimension is ignored. Though, judging from what else you've said, I most likely took what you said entirely wrong.
Anyways, I'm curious as to what you could do with the game right now. Have you done any code for slopes/acceleration, etc? Also, what about character/object rotations, for loops and such? (I'm not very well versed in the capabilities of GZdoom in those areas, unfortunately.)
Anyways, I'm curious as to what you could do with the game right now. Have you done any code for slopes/acceleration, etc? Also, what about character/object rotations, for loops and such? (I'm not very well versed in the capabilities of GZdoom in those areas, unfortunately.)
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Re: Sonic GZD
Sorry. My mistake. Bad comparison.Scripten wrote:The new Sonic games aren't really a very good example, though. In all truth, they are a good example of what happens when the third dimension is ignored. Though, judging from what else you've said, I most likely took what you said entirely wrong.
Re: Sonic GZD
Scripten:
As for slope physics, those are still on my todo list. It will require some hacky methods to do correctly, but in time it will be possible. As for loops, not entirely sure if that is possible without doing it Sonic Adventure style (take all control away from the player and have sonic follow a set path). Currently I have some position flickering issues with code I use to keep characters attached to downhill slopes, I need to fix that first before I can tie in slope angle to physics.
As for animations on slopes, its going to be quite limited, since there is no function in ZDoom/GZDoom to tilt an actor's sprite/model. This means I would have to go through my models (Yes they are the same ones I submitted for use with SRB2 almost a year ago) and make entire sets of animations at 45 degrees and 90 degrees, exactly the way the genesis games did it. Tying this into the current DECORATE code will be somewhat difficult, but not impossible. As for running up walls, its in the realm of possibility, but don't expect it too soon. Climbing took me days to get right, and wall running is very similar to climbing, only with varying velocity and a different method to detect when to start it. Running on ceilings will have to take some modified physics code, since friction is not applied when in contact with a ceiling.
My goals are to make a game that is a lot more flexible for level designers than SRB2 is, and with ACS and DECORATE, it is quite possible.
And to Drake Raider:
If you have ever played SRB2, you would know that 3dfloors are pretty much required for great platforming gameplay. While 2.5D levels will be okay, they really aren't what I'm aiming for. Get a new $400 computer and it will run GZDoom just fine ^_^
As for slope physics, those are still on my todo list. It will require some hacky methods to do correctly, but in time it will be possible. As for loops, not entirely sure if that is possible without doing it Sonic Adventure style (take all control away from the player and have sonic follow a set path). Currently I have some position flickering issues with code I use to keep characters attached to downhill slopes, I need to fix that first before I can tie in slope angle to physics.
As for animations on slopes, its going to be quite limited, since there is no function in ZDoom/GZDoom to tilt an actor's sprite/model. This means I would have to go through my models (Yes they are the same ones I submitted for use with SRB2 almost a year ago) and make entire sets of animations at 45 degrees and 90 degrees, exactly the way the genesis games did it. Tying this into the current DECORATE code will be somewhat difficult, but not impossible. As for running up walls, its in the realm of possibility, but don't expect it too soon. Climbing took me days to get right, and wall running is very similar to climbing, only with varying velocity and a different method to detect when to start it. Running on ceilings will have to take some modified physics code, since friction is not applied when in contact with a ceiling.
My goals are to make a game that is a lot more flexible for level designers than SRB2 is, and with ACS and DECORATE, it is quite possible.
And to Drake Raider:
If you have ever played SRB2, you would know that 3dfloors are pretty much required for great platforming gameplay. While 2.5D levels will be okay, they really aren't what I'm aiming for. Get a new $400 computer and it will run GZDoom just fine ^_^
Re: Sonic GZD
This gets the Sonnyboy Seal of Approval.
Re: Sonic GZD
Loops as a whole have always been a bit of a visual gimmick in the 3d games, unfortunately. Even Sonic R, which is technically among the "old school" generation, had fairly automated loops. In my own humble opinion, I feel it'd be best to keep loops out of the picture unless you can make them work. Granted, I'm not in charge of the project, but it seems that having them there just to be there would be counter-productive to what you're trying to accomplish.Ashnal wrote:Scripten:
As for slope physics, those are still on my todo list. It will require some hacky methods to do correctly, but in time it will be possible. As for loops, not entirely sure if that is possible without doing it Sonic Adventure style (take all control away from the player and have sonic follow a set path). Currently I have some position flickering issues with code I use to keep characters attached to downhill slopes, I need to fix that first before I can tie in slope angle to physics.
Anyway, I'm looking forward to this project greatly, despite my critique. Good luck with it all.