Man, it's been a wild ride.
I'm finally ready to release Bridge Island 2 to the world!
It's taken 2 months of non-stop work from me, the dev team, and playtesting team (20+ people have contributed to the mod in total)!
Keep an eye out over the next few hours!
Tried to capture the Unleashed camera feel in Frontiers while also trying to find a negative camera delay value that doesn't make the game entirely break
I'm still very far off but at least it doesn't need volumes for straight lines like vanilla lol
Managed to replicate my original run with vanilla timing so I made a side-by-side
Vanilla's fixed camera is 100% better for visibility, but if you want to sell Sonic's signature speed, a heightened FOV and closer camera with proper azimuth and turning is superior IMO.
guy who makes sonic levels here
The entire reason the boost formula worked for so long was because it was BOTH, it adapted platforming to a high-speed format and that can only be found with Sonic.
This is just the wrong mentality to have when designing for sonic
example/flex:
I've had a lot of "Grinches" come along and argue that loops would be pointless in an open-world.
When you design around a momentum-based moveset, completing a loop can both double your speed and increase the thrill of a journey.
Not to mention they make the world less dull.
I feel like I'm finally cooking on gas with this built-in loop concept.
I wonder what other features I could add to the open zone that mimic the visual style of Kronos?
Any suggestions?
I think a lot of Sonic fans need to learn this:
Even if the song doesn't have a guitar lead or a focus on tempo/drums does NOT mean the song is bad/ doesn't fit Sonic/ doesn't fit the atmosphere.
There's a time and place for heavier songs like the Titan themes.
As far as early tests go I'm pretty happy with this, I haven't applied the correct materials or any foliage yet (thus why it still sticks out a lot) but I think I like this!
Now for my actual Christmas present to you all, taking on a highly requested feature.
No promises it'll make the final cut but I'll damn try to make it look good.
@_itsjustmefr_
Gonna be real, even if she has serious L takes and obviously forgets to switch from her main every now and then, I don't see why that at all validates taking a stab at her appearance at all tbh.
That's just how horrible things happen to ppl
Here's a vid of what to expect later today!
Also a heads up: The mod will come packaged with Legacy Physics, since I primarily designed the level around the higher speed and tighter turning.
If you want to play with another physics mod, I will include a tutorial on swapping it!
Can I say something quick?
If you've ever wanted to get involved in the modding scene for Frontiers, now is the best time!
We've recently seen the introduction of a lot of really helpful and beginner-friendly tools.
If you're interested in modding, I'll post some links!
⬇️
Introducing Diddy's Unleashed Physics.
No more sticky terrain, reaction based-gameplay, no more sliding down cliffs, and easier slope launching off ramps.
I got bored and designed an entirely new level within my test world in order to test steering for physics mod creators.
I have yet to place down any objects but I think I'm doing alright.
Still gotta work on making the heightmap feel at least somewhat natural and removing Sonic Team's "Spaghetti terrain" but this is fun, especially with Project Unlimited.
It's like a sandbox messing with the heightmap!
how does a game get worse if only optional content gets added
like even if that optional content hypothetically sucked it wouldn't make the game worse at all
2017: Mania was great and Forces sucked
2022: Origins had issues, and Frontiers was great
2023: Origins was fixed (+ Superstars) and Frontiers became worse
LITERALLY THIS
People always go "I wish Sonic Team could make better *thing* than modders" in the comments of mod showcases, including mine,
We're literally just hobbyists, we're never gonna reach Sonic Team's level and we don't want to.
You're mostly right aside from one thing.
I believe Sonic Frontiers solved the "walking sim" problem so many open-ended games encounter.
By having a good movement system, eye-catching POIs visible at all times, and nearly 100 smaller platforming challenges on each island-
(1/2)
So...
Sorta hit a mental block rn.
I've placed some loops in areas that you'd commonly pass, but I want to change some other things to make a Kronos that's more suited to momentum gameplay but my mind's gone blank.
I want YOUR ideas.
(1/2)
Fine, have a full level run-through with this shaky ahh cam with 0 volumes or C-stick input.
Anyways, I'm gonna stop working on this now and actually dedicate my time to something that'll actually release lol.
Tried to capture the Unleashed camera feel in Frontiers while also trying to find a negative camera delay value that doesn't make the game entirely break
I'm still very far off but at least it doesn't need volumes for straight lines like vanilla lol
Hi everyone! I was one of the playtesters for the brand new Sonic Frontiers Level Creator tool! With this tool, level modding has been made 10x easier and more fun!
Check it out on Gamebanana and get creating!
Sometimes it's hilarious watching stuff like this unfold due to my projects, I like people having friendly discussions around my projects but y'all out here trying to make some positive guy sound like a clown while making yourselves look just as stupid.
Had quite a lot of people ask me how this kinda cam feels in Open Zone and with Vanilla physics.
Certainly lends itself much better to dodging and weaving around objects, and I don't need to press the right stick once, meaning my right hand is free for the face buttons!
Tried to capture the Unleashed camera feel in Frontiers while also trying to find a negative camera delay value that doesn't make the game entirely break
I'm still very far off but at least it doesn't need volumes for straight lines like vanilla lol
Fun fact! You can "drift" in cyberspace by holding the stick past 90 degrees!
When I go up the undecorated (at the moment) helix (at 0:16), the first time is holding the stick at 90, the second time at (0:28) shows me holding past 90.
Cover's blown, so yes, I am working with
@Proto_arts
to design a new version of Kronos around the physics and moveset of Frontiers Unlimited!
Loops work like a charm with the rolling physics!
I know I said I wouldn't post about my next project too much but I quickly wanted to post this.
I made this by taking an existing ramp model, soft-selecting to give it a tilt and then duplicating x3 and repositioning.
Ta-da! Frontiers Loop.
BRIDGE ISLAND IS AVAILABLE NOW!
Go play it and give me your feedback! I want to make another custom level soon, so feedback of all kinds is appreciated!
LINK BELOW!
I've got one last thing to say before I stop posting here for a while.
I'm working on a massive project that'll probably take up a LOT of my time along with a team of people, and even though it's early days, we've got a pretty buggy heightmap in lol
(1/2)
It's been 10 mins and I think it's pretty evident this game needed a ton more polish, I keep falling out of bounds for no reason and getting softlocked
Game is still really damn fun though, but wait until a patch to play it lol, I can't go 2 mins without being softlocked
Think I'm finally getting somewhere, still gotta bake GI, redo the scenery, fix the wall-run section, corkscrew, boost audio mixing, and make some more platforming-based areas
ATM lots of the major side-routes are pretty hidden and require a good eye to spot the openings
Here's some early sneak peek gameplay of 5-3, I'm pretty happy with how it turned out. Short but sweet.
Still need to add in cameras and stuff like trees and background objects but I'm pretty proud of this one.
i briefly made some custom physics so the boost never goes below 50 speed (the speed which breaks the camera) (edited)
aka meaning... i might release this, but it'd still need to go into every gedit and delete all railcams and make edits to others and i ain't got time for that
#ThankYouFrontiers
This game will probably be my personal favourite single-player game for a long time. I still remember picking up the Switch version on launch and loving it.
Now here I am on the PC version, as part of a wonderful modding community.
Cheers, Frontiers. ♥️
Hollup.
Ima need to voice record something for the gameplay, no way I can explain it in a thread.
BUT I'm incredibly happy I've been proven somewhat wrong!
It's a little basic and there's some long stretches but for a tutorial level... I'm kinda impressed!
Level design looks pretty bad, it's all either straight lines, homing chains, and 80% of the gameplay footage is on rails (either automated segments or literally just rails).
I was expecting it to be that way but i'm still disappointed.
I think that's why I wasn't hyped after.
Didn't have space within the actual area, so instead I placed a loop before it to build some speed!
100% gonna take a stab at a few things you suggested lol
After many-an-hour of trying and failing, 2D finally functions like it should!
This means I won't have to make the split!
(The object placement is very early, I just wanted to show I did it lol, also a look at some fixed sections in the 3D part)
you know those random platforming sections like the ones on Ares that only show up a few times throughout the game?
Planning to make a custom one for Kronos.
I have been up for more than 24 hours working non-stop on this, I haven't added density objects (plants, trees, etc) but in just a single day I'm proud af of this lol
Another quick fix which was commonly suggested!
I made loops a lot bigger, meaning that at top speed, only minor steering skill is needed to complete the loops.
Now that I've got the main technical issues out of the way, I'll get a bit more creative with my next changes!
So...
Sorta hit a mental block rn.
I've placed some loops in areas that you'd commonly pass, but I want to change some other things to make a Kronos that's more suited to momentum gameplay but my mind's gone blank.
I want YOUR ideas.
(1/2)
Ok, so a lot of y'all were talking about skatepark-like elements, and a few of my friends were so happening to go to a bike park (a bit like a skatepark but more natural) today so I tagged along for some inspiration lol
I feel like I'm finally cooking on gas with this built-in loop concept.
I wonder what other features I could add to the open zone that mimic the visual style of Kronos?
Any suggestions?
I love this franchise and fanbase but borderline gatekeeping the very concept of enjoying your time with a game is mental. It makes me question why I make my mods.
I know the majority of you are chill, but sometimes, I think some don't deserve what SEGA and fan projects give us.
People can be positive towards Sonic without being paid off. I’m sick of people using this to attack other creators and I. Can’t tell you how many people (some other creators) called me a SEGA simp simply because I wasn’t bitching every day. People can just enjoy Sonic. It’s
Version 3.0 of the Frontiers Level Creator (which Bridge Island 2 was made with using the new easy-to-use features) is HERE!
Trailer (featuring Bridge Island behind the scenes footage, recorded by yours truly), tutorial, and download below!
I'd like to remind you all to actually experience my mod with the intended physics instead of coming to conclusions on the level over a twitter vid.
Please also read the rest of Trepe's thread other than the first tweet before coming to conclusions on his project as well.
Extended my test level to add a few secrets and new paths. Also added some basic textures with the most shoddy UV mapping you've ever seen.
Also a demonstration of my Unleashed turning.
Here's a pretty early version of what will become 5-1.
This level will focus on your dodging and weaving abilities, shown here is around 1/3 of the level (I haven't finished the rest)
Most decor hasn't been placed but I still like how it looks lol
Hi all.
I've made the decision to split Bridge Island: Act 2 into two stages: one being 3D and the other 2D.
I had to make this decision, because getting a 2d-3d transition to work would be impossible without manually editing the code of 100 objects-
1/2
Man, it's been a wild ride.
I'm finally ready to release Bridge Island 2 to the world!
It's taken 2 months of non-stop work from me, the dev team, and playtesting team (20+ people have contributed to the mod in total)!
Keep an eye out over the next few hours!
The video released today pretty much confirms this is the last Frontiers-related thing they'll do for now.
...and with that, Frontiers and its campaign is officially over after a year and two weeks!
No?
When somebody shows care, you do the normal thing and show some care back. Basic manners.
Kishimoto has gone out of his way to bring something special to fans and to respond to feedback and I think that deserves some appreciation.
Notice no one defend Morio Kishimoto because they believe Frontiers was amazing. No, it’s because he listens to the fans on Twitter. I don’t think people realize how selfish that sounds. The like the fact that they get something out of him. Fans are desperate for control.
Here's an initial draft for the first half of my final main cyberspace level for Project Equinox (the rest of the levels will be mainly created by others, I won't have as much input on those).
It's a bit boost-to-win at the moment, but I'll edit the level design later on.
I mostly did this because we were debating about why he2 games have awful default cameras and need to rely on locking the camera because of said awful camera
Also check out Legacy Boost Physics by kat, probably the closest we'll get to gens physics
5-3 is nearly complete, just need to add some decor like trees and plants and I'll be able to move onto my new level for the project.
Once again, thanks to
@LenamLorbington
for many of these changes!