The Formula For The PERFECT 3D Sonic Game

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  • Опубліковано 4 сер 2024
  • Professor chaomix here today to give the rundown on what the PERFECT 3D Sonic gameplay formula would look like!
    ---Table of Contents-----
    0:00​​​​​​​ Intro
    1:20 Disclaimer
    2:04 Level Design
    5:05 Player Controls
    7:54 Level Up System
    8:43 Multiple Playable Characters
    9:24 Style System
    10:53 Extra Modes
    12:09 Conclusion
    ​​​​​12:43 Outro
    13:31 End Screen
    Intro song by Hyper Potions:
    / hyperpotions
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  • Ігри

КОМЕНТАРІ • 526

  • @chaomix
    @chaomix  3 роки тому +95

    Let me know your best ideas for the perfect 3D Sonic game!

    • @kyomdrift4319
      @kyomdrift4319 3 роки тому +6

      I would love a rush styled game where the boost is earned via maintaining momentum for a period of time

    • @aidanshowers8366
      @aidanshowers8366 3 роки тому +5

      I would like a breath of the wild open world style game with the boost and momentum based physics. Multiple playable characters with unique gameplay and costumes from different games.

    • @MrJudai321
      @MrJudai321 3 роки тому +3

      And good music and Final boss

    • @Scroteydada
      @Scroteydada 3 роки тому +4

      06 handled the light dash by letting you keep the momentum of it. Basically the boost but situational and not overpowered.
      It would be Adventure gameplay up until you see a ring trails and then whoosh

    • @Scroteydada
      @Scroteydada 3 роки тому +2

      I'd bring back the tag along character system from SA3.

  • @thetruej7872
    @thetruej7872 3 роки тому +254

    Sonic should have a gear system + costume selection. Imagine picking his Riders or Adventure looks or customizing Sonic in your way with old & new clothes.

    • @dragonick2947
      @dragonick2947 3 роки тому

      I thought you said Game Gear costume selection. It still sounds cool, though.

    • @shadic4356
      @shadic4356 3 роки тому +4

      Y'all saw the announcement?

    • @thetruej7872
      @thetruej7872 3 роки тому

      @@shadic4356 what?

    • @shadic4356
      @shadic4356 3 роки тому +1

      @@thetruej7872 take a look

    • @KaiserMattTygore927
      @KaiserMattTygore927 3 роки тому +13

      Yeah, i'm surprised they've never done this before.
      imagine being able to put soap shoes on all the characters or use the aesthetics of past powers ups (like the crystal ring, bounce bracelet etc)
      would add some extra replayability to the game.

  • @littleguystar
    @littleguystar 3 роки тому +210

    It's always bugged me that they drop everything that goes wrong and blame it on the gameplay and ideas instead of themselves
    Just build on the established foundation we've seen work!

    • @jdawson7877
      @jdawson7877 3 роки тому +24

      and when new idea does work like the wisp and classic and continue to bring them back even if they no reason to be there.
      that's the problem with sega they only look at the surface level they never try to dig deep and try to understand something work and did not work

    • @lynxfresh5214
      @lynxfresh5214 3 роки тому +27

      Sega is infamous for their mismanagement of the Sonic franchise, to the point they always have to do things in extremes rather than in moderation.
      I mean they've given up on the riders, storybook, Sonic 4, etc sub-franchises while ignoring the positives in those games while milking anything that gains almost universal praise (cough... cough... "classic" Sonic).
      Tl;dr The Sonic (games) franchise doesn't adapt it reacts.

    • @jdawson7877
      @jdawson7877 3 роки тому +13

      @@lynxfresh5214 and they can't seem to listen to criticism properly.
      People compain that stories in sonic are too dark now while i prefer a serious story in sonic games i cool with a lighthearted sonic game every now in then but the problem is that sega went to far in the other direction and stories in 2010s were really childish.
      People said that sonic friends were taking too much spotlight away from sonic so sega went too far in that direction too far in that direction too now sonics friends barley do anything. characters like tails, knuckles, and shadow have been so badly flanderized and the rest of the cast barley show up and cream is pretty much gone.
      Sega keeps going going too far in the other direction and ends up creating new problems they never try to find a balance.
      Why is it so hard for them to find a blance between seriousness and comedy and why is it so hard for them to give sonics friends roles in the stories even when there not playable.

    • @lynxfresh5214
      @lynxfresh5214 3 роки тому +19

      @@jdawson7877 Because Sega sucks in general when it comes to handling business decisions hence why Sonic 3 had to be split in two, why Sega no longer produce consoles, why Sega Us and Sega JP have had bad blood with each other for years, etc.
      Meanwhile franchises that Sega has very little (direct) creative control over are flourishing: Yakuza, Phastasy Star Online, Persona, etc (it truly makes you think doesn't it?).

    • @theradionicrevival8068
      @theradionicrevival8068 2 роки тому +3

      @@jdawson7877 tbh as a long time fan, a part of it does just come from the fans themselves.
      A lot of them as a collective are honestly pretty indecisive when it comes to what they want; partially due to the obvious fact of everyone wanting different things and only 1/10000th of them actually understanding how game design works. Often asking weirdly specific and unspecific demands to be pulled completely out of thin air.
      Not saying that SEGA is blameless btw, just that the fans don’t make it easy. The lot of them truly believe that making a perfect game is as easy as it reads on paper rather than execution.

  • @Anthony13USA
    @Anthony13USA 3 роки тому +211

    This game also NEEDS to have SA2's rail grinding. I'm sick of rail grinding being a completely automated setpiece. The balancing mechanic could have a meter similar to Tony Hawk games. You'd be able to crouch on the rail to accelerate, which will make balancing harder the faster you go, but also give you more points. The rails would also be used more sparringly in the levels, mainly during moments where the level transitions downward to better facilitate gaining momentum.

    • @rd_ctrlr5311
      @rd_ctrlr5311 2 роки тому +10

      Okay -- but add mid-air tricks when jumping from rails and you've got me sold 1000%.

    • @tabbywarrior
      @tabbywarrior 2 роки тому +5

      I never figured out how to rail grind in sa2. I much preferred the Unleashed approach, where balancing was a visual thing rather than a necessary thing.

    • @Anthony13USA
      @Anthony13USA 2 роки тому +4

      @@tabbywarrior You tilt the analog stick in the direction you're turning. That's it.

    • @banethebird
      @banethebird 2 роки тому +7

      Actually, we all need one thing.
      The chao garden.

    • @templecatt
      @templecatt Рік тому +3

      I loved rail grinding in SA2, it felt so fun and natural. you have to be quick-minded to lean in the directions so you maintain your speed. we need rails with momentum!

  • @ShaimingLong
    @ShaimingLong 3 роки тому +113

    I actually really like the idea of having a boost. I just don't like the overly heavy reliance on it in the boost games, especially with how bland it's done in Forces.
    I feel like the boost should be more of a risk vs reward style mechanic rather than a de facto "hold this button to move" gimmick.

    • @reallyweeby5529
      @reallyweeby5529 3 роки тому +13

      Or maybe this...
      You know how slow as hell Sonic was in Sonic 06? Well, there was a feature where if you had this collectable blue gem, you could use it to make Sonic faster which is basically what the boost is. Expect, you could use it to run in any direction instead of being limited to just running in a straight line. That's what the boost always should've been like in my opinion.

    • @nickblake8767
      @nickblake8767 2 роки тому +1

      since hes complaining about it being too easy as just a "press for speed" button what if the challenge was more control than normal boost but still less than normal speed like, in an open field being able to turn like 30 degrees at most before stopping without any stuff like drifting. but the kicker is the boost is momentum based, the boost is 1.x (maybe 1.15 or 1.25) times the speed you we're going at when you started boosting meaning just boosting from a standstill doesn't give much more speed but if you spun off the top of a curve down it than uncurled and boosted you would get a pretty big sum of speed added and the challenge would be getting through the level while trying to keep this roided up mach speed up and keeping the meter up while getting benefits like breaking really hard walls but losing all the speed or running on water and maybe even more dangerous liquids or maybe super high launches off a ramp up to a separate path plus the massive points with the "style system" and being able to at the push of a button use all the kinetic energy to unleash an attack that would make you lose all the speed but do a stronger attack the faster you were going to speed up combat areas. just a thought i had, i know its probably generic shit but its epic asf to me.

    • @vr_lottle1
      @vr_lottle1 2 роки тому +1

      @@nickblake8767 TOO MUCH SIENCE

    • @SkyBlue-gb3qx
      @SkyBlue-gb3qx 6 місяців тому

      @@nickblake8767 you have some good ideas, allow me to share some of mine
      I think we should rework the idea of a boost “button”. Rather, call it the boost bar or boost meter. It could be designed similar to how it is in ps2 unleashed, or like a mix between that and Spider-Man miles morales. The main gameplay would be momentum based with a style meter and a parkour system that gives you full freedom to do anything, and the boost meter fills up by going at fast speeds, beating up enemies with the combat system and chaining tricks. The things you can do with the boost meter can vary. You could use it in combat to boost special moves or do exclusive ones. You could used it as a little speed boost like the one in spark the electric jester 3. You could even use some to boost other traversal moves like a boosted spin dash, drift or bounce. This would rocket sonic to never before seen speeds whilst retaining the best of both worlds. Boost management and chaining tricks would be key to getting around fast so you can boost your moves and do crazy things, like bounce over super tall buildings, or boost your air dash to reach that platform int he distance and vault off it. The best players would do this and more, routing their path as they go, thinking as fast as sonic to reach the highest speed possible. They could even forgo the limits of a speed cap, and have us momentum crackheads hooked, getting on the game everyday trying to reach anew level of speed.

  • @Theredblood
    @Theredblood 3 роки тому +132

    "the werehog sections should be splitted in 2 or more acts" that is literally the description of Sonic unleashed for Wii/ps2

    • @allenwantstodie7378
      @allenwantstodie7378 3 роки тому +2

      yea but the level design was more boring

    • @Theredblood
      @Theredblood 3 роки тому +5

      @@allenwantstodie7378 i was pointing out the fact that the levels are splitted and easier to go trough, they may be boring with the level design, but the levels are easier to go trough and they don't feel the same as a big 30 minute level

    • @allenwantstodie7378
      @allenwantstodie7378 3 роки тому +1

      @@Theredblood yea that's true they're not as much of a drag to go through

    • @Scroteydada
      @Scroteydada 3 роки тому +3

      Those levels were so much better in that version. The platforming, environment variety, everything

    • @allenwantstodie7378
      @allenwantstodie7378 3 роки тому +2

      @@Scroteydada not so sure about that but ok

  • @MajoraZ
    @MajoraZ 3 роки тому +34

    Your ideas here are pretty similar to the specific pitch I have in mind for my dream Sonic game: It's similarly building on the Adventure games, namely SA2, as a base, and further emphasizes and fleshes out it's trick system and parkour influences. I'll go ahead and post what my ideas are, in case you're interested:
    - Core movement and level designuses SA2 a base, where the player accelerates fast and responds instantly to inputs, and where the level design has the player is moving fast as a baseline. However, with significantly more shortcuts accessed via doing cool trick or chaining actions together, as well as way more branching pathways in the level itself. Think Final Rush's split paths, but even on non grinding stages. Additionally, even if speed is a baseline and not a reward for mastery, there could be a momentum system where tricks and smart use of the terrain could up the speed cap (perhaps tuied to a style meter: higher the meter, higher the speed cap) and allow the player to go even faster, which in turn could allow the player to get higher score bonuses and use fancier animations and access more shortcuts and alt pathways if they hit a ramp or or a vault pole at that higher speed state; and maybe the multipliers are higher when you're in said higher speed states.
    - Increased emphasis and fleshing out of the score system, so it's a full style system a la the Tony Hawk games or DmC: Both more variables for what gives points and how they chain: EX: The speed at which you first hit a grind rail and how long you stay stable on it, and if you jump off that grind rail and land on another one in a row, etc adds up your score bonus. Likewise, the amount of homing attacks in a chain, or if you seamlessly go from a grind rail to a homing attack and then hit a vault pole all add up based on the amount of cool stuff you do in succession seamlessly, and in turn, having a wider variety of pose, flip, flourish, etc animations: Doing a jump at the right time at the end of ANY (not just some) rail gives you a pose, with the pose and bonus dictated by your current speed, how close to the end of the rail you time the press, etc
    - Likewise, more movement tools, namely stuff themed around parkour: Grinding, Pole Vaulting, etc is good, but do more:The ability to wall run and jump, grinding off of the edges of platforms and other geometry, not just rails;, being able to use the bounce like the drop dash to keep momentum; etc. Something that could be cool, but would require level geomettry designed around it, would be the return of being able to curl up in a ball, where it acts like *skating*: You build momentum off of downward inclines, but also can then use that momentum to roll up inclines, up walls, etc. maybe Shadow could have it active at all times due to his air shoes, or when Blaze does it she enters her fire spin and bounces around like a top, etc (On that note, if there are multiple characters, they should use the same speed gameplay and just have slightly different movement tools/attributes)
    - To tie into the increasing emphasis on mechanics and ideas from Skating games, Parkour, etc, double down on the aesthetic of Sonic Adventure's concept/promo art, giving the whole game a stylized, graffiti/punk aesthetic. Sonic, Shadow, Blaze, Knuckles, etc could have redesigns like they did in Riders; the game would have a Cel shaded look, influenced by Jet Set Radio or even Arcsystem work's styles, where characters look 2d and animations use squash and stretch to distort proportions to actually animate like the noodley and perspective heavy Sonic Adventure promotional art, etc.
    - Take ideas from Spark the Electric Jester 2: Give Sonic/Shadow/Blaze etc a parry you can use to soak hits while still moving at high speeds without losing your mometum. Maybe have the Wisps back, but as actual movement or combat abilities you can swap between a la Spark's or DMC's style switching, and use them as a core part of your moveset in an organic, emergent way; not as forced gimmicks the level is designed around, similar to the abilities in Spark. And like in Spark, make it so that loops and high-speed runways aren't automated: even if boost pads are used, you still have to "aim" sonic, and if you aren't keeping him centered on the loop or the terrain when moving fast, he can fly past the edge.This would make loops and long runways much less "hold foward and win"

  • @StarDragonNova
    @StarDragonNova 3 роки тому +37

    Sonic 06 had a style system btw. The better your "combo" the higher the points gained (with a multiplier) as well as a little rank on the right of the screen. This is most noticeable in p-06 as it's easier to control.

    • @ultrascarlet5275
      @ultrascarlet5275 9 місяців тому +2

      That was completely broken in 06 and P-06 fixed it.

  • @cleanfoxboy9225
    @cleanfoxboy9225 3 роки тому +25

    I would like to see a 3D Sonic advance, a momentum based Boost game, you don't boost pressing a button, you boost thanks to the way you use the lvl design from the stage you know, Just like Advances 2-3

    • @TheRealUnkn0wn_289
      @TheRealUnkn0wn_289 3 роки тому +1

      Sonic venture plus on dreams ps4/ps5 really kind of does that

    • @charliekahn4205
      @charliekahn4205 3 роки тому +2

      I also like the idea of rescuing a friend in each zone, and then they become playable characters. It plays well with a possible open-world aspect, and opens the possibility of alternate missions in zones.

    • @cleanfoxboy9225
      @cleanfoxboy9225 3 роки тому

      @@charliekahn4205 Aah just like in SA, but instead of unlocking it by finding them thought the story, find them in lvls. It's like Sonic Battle & Advance 3

    • @charliekahn4205
      @charliekahn4205 3 роки тому +2

      @@cleanfoxboy9225 What I was thinking was that there'd be this expansive map, and all of Sonic's friends have been turned into robots, that you now have to fight to rescue your friends. You essentially have to go through a bit of a zone, fight the boss, and then go fight Eggman there, who rushes over since you destroyed his leader robot in the area, and then complete the rest of the zone, which causes new side missions to be unlocked in the zone.

  • @Sarcasmus
    @Sarcasmus 3 роки тому +70

    Y'know, the style system sort of exists in the adventure games. Not a continuous meter like you suggested, but they do kind of already reward stylish gameplay. I think you're right though, it could be revamped to have more of an emphasis

  • @smurfsareoppressed9584
    @smurfsareoppressed9584 3 роки тому +7

    Interesting choice of words at 3:48. It actually left me a tad bit confused, because "the last thing that we absolutely need" sounded like you were saying that level design based around Sonic's physics isn't a necessity.

  • @Aeoncalcos91
    @Aeoncalcos91 3 роки тому +76

    Not sure how I feel about the 06 character selection. I prefer Adventure 1's way. If I wanted to play with a character, I would much rather just pick them myself. As for the boost, I think it could work, but only with one character, Super Sonic. Not only would it make the most sense for it to be used with him, it would feel more like you earned it.

    • @Mr2Secs
      @Mr2Secs 3 роки тому +13

      I think it'd definitely fit more for Blaze.
      She debuted along with the boost, isn't as fast as the others, doesn't even have a ball form to Spindash ot roll, but rather just covers herself in fire. I think that if it had to be relegated to just one character, it'd be Blaze.

    • @negusdelaney5067
      @negusdelaney5067 3 роки тому +2

      Nah could work with sonic as well like the rush system you play well you get boost but blaze can get weaker version

    • @Kuzamer
      @Kuzamer Рік тому

      I feel like the Amigo System from 06 would work, but I would only want it if there were other main characters other than Sonic. If Sonic was alone, but had Tails and Knuckles as back up, that would be kinda limiting.
      Like, say there's a Sonic Story and a Shadow Story... both characters would have their Amigos who help them out in certain Stages. It would make sense since a game with that many characters would most likely be in their usual groups.
      But if the cast is condensed to Sonic, Tails, Knuckles and Amy, being able to select them individually would work best. Maybe they could have their own unique Stages in that format.

    • @fabionoronhazampieri7639
      @fabionoronhazampieri7639 7 місяців тому

      Or swap liek if it was a lego game

    • @fabionoronhazampieri7639
      @fabionoronhazampieri7639 7 місяців тому

      ​@@Mr2Secsor with shadow since he was based on super sonic

  • @Sarcasmus
    @Sarcasmus 3 роки тому +89

    Who else is STOKED for the 27th?!

    • @PinoyPhill
      @PinoyPhill 3 роки тому +4

      what happens?

    • @DenYT1
      @DenYT1 3 роки тому +7

      @@PinoyPhill They announced an event where they’re gonna live stream game news and other stuff.

    • @sonicadventure3130
      @sonicadventure3130 3 роки тому +5

      @@PinoyPhill Check the sonic Twitter page. There’s an event at 9:00am Pacific time. Exciting!

    • @KoopyTroop
      @KoopyTroop 3 роки тому +1

      Not me jk

    • @sanicmovie4894
      @sanicmovie4894 3 роки тому +1

      @@sonicadventure3130 Darn I have school that time.

  • @camocaplamo4020
    @camocaplamo4020 3 роки тому +6

    We need a gameplay style that can make classic, adventure, and boost fans happy

    • @jackisthebest1365
      @jackisthebest1365 3 роки тому +6

      The Classic fans already got an entire decade from them so no

    • @brendanbleecker9639
      @brendanbleecker9639 3 роки тому +1

      Why not split it into separate games like a boost game, a open sandbox adventure game and a classic game.

    • @camocaplamo4020
      @camocaplamo4020 3 роки тому

      @@brendanbleecker9639 great idea

    • @brendanbleecker9639
      @brendanbleecker9639 3 роки тому

      @@camocaplamo4020 Its perfect way to act like stop gaps so there wouldn't be a drought and it would make yearly releases possible without the expense of quality.

    • @camocaplamo4020
      @camocaplamo4020 3 роки тому

      @@brendanbleecker9639 yeah we could get a boost game, classic/mania game, and adventure game every couple of years

  • @Vintagesonic1
    @Vintagesonic1 3 роки тому +25

    If anyone wondered where Chaomix's intro music was from, well it's from the video called "Hyper Potions - Chao Dance Mix". You can hear it around 14:16.

    • @kellymountain
      @kellymountain 3 роки тому +1

      huh, cool

    • @Terminal_Apotos
      @Terminal_Apotos 3 роки тому +2

      I literally just notice “Chaomix” - Chao Dance Mix

    • @kaistudios5536
      @kaistudios5536 3 роки тому

      Did you just joke around with the time there or no?

  • @castform7
    @castform7 3 роки тому +10

    I think one thing a perfect 3D Sonic game needs is a good sense of speed. I think it's great when I earn my speed and am good enough to keep the momentum going so I think that's pretty vital.

  • @diegoulisescastro3792
    @diegoulisescastro3792 3 роки тому +11

    your voice alone deserves a sub

  • @sonopedia7423
    @sonopedia7423 3 роки тому +28

    Ima pitch an idea. *chaomix island 3d* boom gotta©️ that

    • @kellymountain
      @kellymountain 3 роки тому +1

      ...what

    • @clowwnned
      @clowwnned 3 роки тому +1

      …what

    • @smokestack83
      @smokestack83 3 роки тому

      @@clowwnned he means the game should be called “Chaomix Island 3D” and then says “boom gotta copyright that”

    • @Austinator0630
      @Austinator0630 3 роки тому

      @@smokestack83 ua-cam.com/video/RYBTMs7x41I/v-deo.html

    • @Austinator0630
      @Austinator0630 3 роки тому

      @@kellymountain ua-cam.com/video/RYBTMs7x41I/v-deo.html

  • @orbidyt7863
    @orbidyt7863 3 роки тому +5

    Not a big gameplay feature but I think it would be really cool to see some of eggmans old projects broken and destroyed. For instance the tropical resort crashed on earth. Kinda like how sonic omens brought back a destroyed egg dragon

    • @melon6444
      @melon6444 3 роки тому +1

      Ngl having a stage where you explore the remains of a crashed Egg Carrier or Death Egg would be cool

    • @orbidyt7863
      @orbidyt7863 3 роки тому +1

      Adds more story too. Were do all of Eggmans giant machines go🤔. Unless he recycles which I doubt he does.

  • @tylerherr4288
    @tylerherr4288 3 роки тому +3

    sonic adventure 2 did have a "style meter" type thing
    you do enough cool shit in a row (grinding certain things, reaching certain points and hitting ramps)
    and you get a score

  • @3maic
    @3maic 3 роки тому +4

    Heres my opinion for a perfect 3D game formula:
    *Another chao garden, races, and karate
    *Dark and Light side stories + final story
    *Pick a specific character for another stage (EX. Rouge in a sonic stage with different routes)
    *Multiplayer Fighting
    *Character creator involved in plot
    *Cameos (Big the Cat in the stages, your chao)
    *Bring chao in stages, let them fight woth you for more levels
    *More emblems
    *Bring back minor characters (Espio, Mighty, Silver, Charmy, Victor, etc.)
    *More villains
    *Different paths and endings
    Thanks for reading!

  • @trendybrendy4483
    @trendybrendy4483 3 роки тому +7

    My perfect Sonic game, in 2 simple steps
    1. Make a new Sonic game
    2. Add a Chao-Wisp Garden
    I know you don't like Wisps, but I love their designs and think that the variety of them could lend themselves to similar pet simulator mechanics like the Chao have.
    Honestly an inter-galactic story with the Sonic cast on a space ship with a Garden on board to house the Chao and Wisps found within the levels is my biggest dream.

    • @dram3711
      @dram3711 2 роки тому +1

      Frontiers is the game you've been waiting for!

    • @trendybrendy4483
      @trendybrendy4483 2 роки тому

      @@dram3711 Gosh, I hope so! I'm cautiously optimistic.

    • @thefastcommenter7774
      @thefastcommenter7774 Рік тому

      @@trendybrendy4483 Welp no Chao garden LOL

  • @Far2Sega4U
    @Far2Sega4U 3 роки тому +3

    06 had the perfect template tbh. Open level design like Adventure 1 then the final portion is a boost like section. Having that would be AMAZING, but ofc make sure the game is actually finished 😂😂

  • @spqooon7553
    @spqooon7553 3 роки тому +2

    I’m happy Chaomix played P-06

  • @cpmc1164
    @cpmc1164 3 роки тому +50

    Make it all about chao brutally murdering wisps calling it now

    • @KaiserMattTygore927
      @KaiserMattTygore927 3 роки тому +8

      I for one support our new Chao overlords.

    • @jdawson7877
      @jdawson7877 3 роки тому +1

      Cool idea oh and maybe they can use classic sonic as a skin for the wisp

    • @loziclec.1295
      @loziclec.1295 3 роки тому +2

      That's what's replacing Chao Karate.

    • @isinnedbye
      @isinnedbye 3 роки тому +2

      Chao - the fastest war

    • @Austinator0630
      @Austinator0630 3 роки тому

      ua-cam.com/video/RYBTMs7x41I/v-deo.html

  • @itsstudytimemydudes4345
    @itsstudytimemydudes4345 3 роки тому +4

    one of my absolute favorite parts of a sonic game is nailing cool or fun stunts I couldnt do before, like in Adventure 2, Riders, or Battle. its so satifying to learn tricks in your muscle memory to see the eye candy that results from the effort you put into training

  • @majic144p
    @majic144p 3 роки тому +13

    I'm sorry but the 3d formula peaked with whatever the hell happened in Sonic Unleashed *Wii*
    Pellet Boost for the win

  • @danikvelocity3120
    @danikvelocity3120 3 роки тому +5

    One thing I would like to add is the idea of a mechanic similar to the Shinespark from the Metroid series in order to come to a complete stop while still retaining your speed. The slide would be replaced with an instant brake (Stomp will remain the same). The idea is if you brake/stomp while traveling at high speed, the speed will be "stored". Pressing the Spin dash button would have you boost (This boost would give you very brief invincibility and restore all the stored speed). Pressing the Trick button would make Sonic shoot up with all the preserved speed.

  • @sunflow57
    @sunflow57 3 роки тому +13

    I hope something like this happens, along with a good story mode.

  • @thetruej7872
    @thetruej7872 3 роки тому +2

    Gameplay wise: Adventure or Boost
    Level design wise: Unleashed & Generations like

  • @beuwm
    @beuwm 3 роки тому +10

    you are one of the most underrated UA-camr ever!
    i wish you great luck and make more videos like this!

  • @sdpr_5
    @sdpr_5 3 роки тому +2

    Finally you made another video 😆 i binged them all and was waiting, great content man!

  • @BranFlaixx
    @BranFlaixx 3 роки тому +3

    Eeey, I can really get behind this. Sonic embracing the genre of action games is something I totally agree would be great. It's the main reason I love everything about SA2, and some aspects of Heroes. I always love hearing references to other games and media when discussing Sonic, because it adds a nice level of perspective.

  • @meowsquared
    @meowsquared 3 роки тому +5

    Warning: Way longer than I intended...
    As far as level design goes, I do think a more polished/expanded version of Sonic GT would have a lot of potential. Imagine each area being like a giant sandbox with tons of interactables for your physics-based gameplay. In each area, you have a list of objectives to complete that will add to a progress meter, of which achieving certain levels of progress will unlock certain challenges, which you can complete for upgrades and unlockables. That way, if you just wanna speed to the end and fight the boss, you can. However, there would be a ton of inherent value in exploring the levels and really seeing everything it has to offer.
    Sonic should have a LOT of options as far as his mobility goes. Just like Chaomix said, Sonic should be fun to pilot. His movement should be engaging, prompting you to actively think about how you want to go about the level to build that style meter and keep it high. Personally though, I think these tools should all have situational uses that really forces you to think about what's best used in which circumstance. For example, going down a slope, you would want to spin dash to build up further momentum. In an area with a lot of tall walls or obstacles, you might want to make use of different kinds of wall-running to keep up momentum from an elevated position; bouncing while moving at high speeds might be a great way to set up some serious air time, etc etc.
    I however disagree that boost should be removed entirely. I think it should instead be heavily reworked so that it becomes a reward, rather than something you take for granted. To do this, I propose we replace the boost meter with an adrenaline gauge. The adrenaline gauge would work as a channel that would slow down Sonic's perception of things, allowing you to survey your surroundings and figure out how you want to move around in hectic environments. You would build adrenaline passively by moving at high speeds without crashing and getting hurt or dying. So you would basically be rewarded for your game knowledge by giving you more opportunities to acquire and express more of that game knowledge. Once you reach a certain level of momentum, achieved by building up speed naturally in this physics-based sandbox, you would be able to boost, which would expend your built up adrenaline to MASSIVELY amp up your movement speed. If you crash in this state, you take damage and immediately lose the boost, having to build it all up again. However, keeping up your momentum even further would sustain the boost and rapidly accrue you style points. So basically instead of making boost an easy mode win button, it would actually be the equivalent of activating hard mode to give yourself an opportunity for a better score.
    A level up system would be fun, but should definitely be something that is earned. Perhaps a further incentive to acquire high scores in levels would be that a portion of your score is converted to points for level ups, which would give you points to invest into a skill tree. The skill tree would pretty much have you customize your preferred Sonic playstyle with bonuses ranging from a variety of stat increases to certain capstone skills that would shift Sonic's gameplay patterns to some degree. If we really want to get creative, these skill trees could build toward some kind of final form of Sonic, which would be represented by his super form changing in various ways as nods to previous games and media. Perhaps a more combat-focused Sonic build with longer range and armor-piercing multi-targeting homing attacks who just mows through waves of enemies like they're nothing, and this aggressive speccing leads to a super form that somewhat resembles darkspine Sonic from secret rings, as a vague example.
    As far as other characters go, I like the idea of Sonic's friends actually being unlockable allies who you can swap in to help you experience these massive stages in different ways for even further replay value. Perhaps you play through the game initially as only Sonic, but are able to complete missions for your friends that build up your bond with them, and upon reaching certain milestones they would become available to play with their own smaller skill trees for you to experiment with. This way, Sega could focus on a comprehensive Sonic experience and worry about his friends secondly without actually neglecting them.
    Also I'm always a firm advocate for chao gardens, and I think in these massive sandbox levels there'd be a ton of room to explore that concept. Perhaps each level would have a chao garden that you could visit, with every level's enemies dropping small animals for you to use in said gardens. That way you'd have a seamless experience of going throughout the level to provide for your chao. If you go to a different level but still want to take care of your chaos, seamlessly, you can just transfer it from a different garden.
    There could even be a multiplayer feature where you can go through these levels with your friends, who would play as different Sonic characters, and they could help you with certain challenges or even just explore with you and help gather resources for your chao garden.
    Speaking of resources, I think a deeper chao system would be a great focus for multiplayer. Perhaps chao would have a skill tree of their own, with small pips per level granting percent stat increases and certain capstone skills requiring a certain threshold of points in particular skills to acquire them. You could, of course, also increase these attribute points directly by giving them certain resources (animals, fruits, chaos drives). The chao could then compete in races, karate, and other games that might be made to add to the experience.

  • @expertzero78
    @expertzero78 3 роки тому +3

    Here's my idea for a formula for a 3d Sonic game:
    For level design, I want to take ques from the level design in the classic games, such as the concept of proper utilization of Sonic's physics and abilities. What this means is that if you use your abilities in a skillful and innovative way, the game will reward you for that kind of use by taking you down easy street or even uncovering interesting secrets. If you don't use the abilities skillfully, you will be punished by taking a harder, slower route from point A to point B. I also want there to be set pieces that drive the player forward in a challenging manner, like the killer whale in SA1 or the Gun Truck in SA2. I also like the idea of a Hub World in between acts and zones. For Sonic's physics and abilities, he should be momentum oriented and have a few abilities at his disposal. These abilities should not be used for cheezing the levels and they should not be situational. I want these abilities to require skill, practice, and be rewarding if used correctly. Also, I don't like the concept of all of Sonic's abilities being assigned to the same button like in SA2. I do like the whole concept of skillful play in the acts connecting to the ranking system at the end of each act as well as gaining new stat-based moves to further enhance the gameplay. Maybe a few other ideas here and there as well as a good story like what we got in Sonic 3&K and SA2, and you have a beautiful Sonic game.

  • @epin_gamer4209
    @epin_gamer4209 3 роки тому +12

    my man already got a beard.
    they're growing up so fast.

  • @SilverSpireZ
    @SilverSpireZ 3 роки тому +3

    Your timing on this video is impeccable!

  • @DavidMajors
    @DavidMajors 3 роки тому +3

    I think the one big point I disagree with you on is level length. I think 5 minutes is a little too short, but definitely no more than ten.
    Unpopular opinion: I still enjoy the Boost mechanic, and think it could be implemented on top of the idea of momentum being part of the reward for skillful play. If your momentum and skill are really high end, you can engage something like a Boost Mode and just go nuts.
    And to this day, I think Sonic 1 got it right. 3 levels, and a boss at the end of the third. That'd be the one exception where I'd agree on shorter levels.

  • @El_Mince
    @El_Mince 3 роки тому +7

    Why are you so good at replicating Uekawa's art

  • @dranoradragonqueen1494
    @dranoradragonqueen1494 3 роки тому +2

    I like most of your ideas and I really like the bring your chao to work and the style addition. The style addition personally feels very sonic and I'm honestly surprised that it isn't already in there as sonic is very much about his own style. I would probably never end up getting an S rank except on accident but it's still nice for those who really want to flex their skills.
    I however kind of liked the boost formula to some extent. Having it as a unlockable or skill that you get latter for late game courses sounds perfectly fine to me. In the early game you're still getting use to the controls and more interested in the adventure. Having the Boost stuff as an unlockable or payable skill still allows those that want it to sort of earn it and feel worth it. Those that don't don't have to get it. Everyone is happy. The levels themselves could have a special boost form that only activates when you have the boost skill on. That last one might be a bit much but it might sort out a lot of issues between the two styles. You have both but only one available while boost is on or off allowing for more replay ability too. Maybe even have different goals for competing these new boost levels then the original map.
    With that thought in mind maybe it's an end game only thing as kind of a celebration of the game that lets you wander back down memory lane one last time in more of a tour kind of style. Maybe even enjoy it as the end credits roll now that I think about it. Kind of a fun thought. Almost like now you know this character so well that you celebrate it to see how fast you can actually go. Again just a thought.

  • @rmt3589
    @rmt3589 Рік тому +2

    Hippity, Hoppity. Your research is now my property.
    Awesome video! Might draw some inspiration for the game me and my friend are working on.

  • @Blu_Moon_VA
    @Blu_Moon_VA 3 роки тому +4

    What if the boost were a secondary ability to the main Adventure style gameplay? You can use it, and it would be the fastest way to complete a level but it'll be harder to control than just gaining momentum normally. If misused, the boost can actually slow you down.

    • @KaiserMattTygore927
      @KaiserMattTygore927 3 роки тому +5

      Nah, combining the two styles does not work, they are not congruent with eachother

  • @cable_g0re
    @cable_g0re 3 роки тому +1

    10:26 dude that animation synced up perfectly with the music oh my god
    also i just wanna comment on the character system you had in mind. I think its a pretty good idea and i like how each character would have their own sort of gameplay style, but i have a few suggestions to make. first of all, dont limit it to just sonic tails and knuckles. i say this mostly because there are so many other characters to mess around with as well. i think it'd be really neat if there was something like heroes where each character fit into a catagory of speed, flight, or power, but each character had little additions to their moveset. for example; knuckles, omega, and vector would all be power characters and would specialize in a different type of movement. knuckles would be able to glide and climb surfaces so he could reach aerial ememies. omega could either have a boost that could propel him up or give a speed boost, or he could become completely immobile but be able to output twice as many projectiles (i cant decide which one is better). Vector could have the ability to swim instead of just falling to the bottom of the body of water, that way he can access waterbound targets.

  • @youcanthandlethedebt
    @youcanthandlethedebt 3 роки тому +1

    I LOVE SA2'S INTRO!:) Chao mix, You're A GENIUS!!

  • @tss3393
    @tss3393 Рік тому +1

    Here's my formula for a solid Adventure game.
    -Hub World: Make it open-world like Frontiers, but associate the stages with the regions of the map like SA1. Give each region multiple stages, which beating them all could unlock a region boss or challenge.
    -Stage Design: Allow for as much gameplay variety as possible. Even if a stage appears to demand linearity (not a bad thing), give plenty of room for branching paths.
    -Rank by Proficiency: Stage ranks should factor in how you play the stage instead of punishing you for focusing on one aspect. Maybe give you a category of rank based off of what you mainly focused on (speed, technique, combat, exploration) and S ranking all of the disciplines would give you a master S rank for the stage.
    -Multiple Characters: Utilize an RPG-like party system in the hub world where you can switch who you control. You'd need to pick your character prior to entering a stage, but it'd be cool to include a party mode akin to Heroes.
    -Stat/Ability Customization: For people who want a challenge, maybe instead of any stats permanently leveling up, you can adjust it with a gauge based off of whatever highest point you've achieved. That way, you can choose how challenging you want things to be without compromising progress.
    -Risk VS Reward Gameplay: Allow advanced techniques to balance enhancing the gameplay with consequences for not getting it right. This is why I loved the rail-grinding in SA2, and I feel like boost could work in the same way. You'd have it available, but use it in the wrong area or throw off your balance with your momentum and it will send you crashing. But if you get it just right, and you'll earn flying through the stage.
    -Bosses: Allow bosses to challenge players on a specific play style. Example, one might need you to precisely aim while using the bounce ability. If you can't get it, then you have the overworld and stages to practice.
    -Story: Make Eggman threatening again! Show us the side of his intellect that is a master schemer/manipulator. No more greater villain to undermine him, no more buffoonery (doesn't mean he can't be funny), I want to feel like this guy needs to be stopped.

  • @SteveCrafts2k
    @SteveCrafts2k 3 роки тому +3

    Here are my suggestions for refining the Adventure Formula:
    Level Design: Sonic '06's level design philosophy is, without a doubt, the best level design Sonic has ever had, at least in my opinion. Not only is it more open than even Sonic Adventure, but it also has branching pathways that, while centered towards Point B, doesn't feel restrictive and superfluous. Kingdom Valley, Wave Ocean, Crisis City, and Tropical Jungle are notable examples of this.
    Gameplay: Momentum-based physics should be in the forefront, although it should be tailored to both fit '06's level design AND increase Sonic's speed.
    Player Controls:
    Sonic's moveset should include the Homing Attack, the Air Dash, the Spin Dash, the Lightspeed Dash, the Bounce, and the Sweep attack.
    Since I will be using the Xbox Controller to measure the button placement of the moves listed above, the Homing Attack/Air Dash will be mapped to the A button, the Spin Dash should be placed in the right button, the Lightspeed Dash should be placed in the Y Button, the Bounce should be placed in the X button, and the Sweep attack should be placed in the B button.
    Finally, it should be available from the get-go, so as to allow the player to freely use the moveset in each level.
    Multiple characters:
    I believe Sonic P-06 did this right. While you can mainly play as Sonic, there should also be sections where another character can be playable, and these sections should be tailored to the moveset to each character.

  • @StarBird06
    @StarBird06 3 роки тому +1

    Wow. That is some PERFECT timing for a video on the perfect 3d Sonic game!

  • @superdeionbro8163
    @superdeionbro8163 3 роки тому

    Yo, Chaomix! Great video, man. Agree with several of your points, especially slowing down Sonic for better overall control. And that Style meter concept is pure genius, man!!
    The only 2 things I could go either way on are the Hub Worlds and Playable Characters tagging in mid-level, but it's an idea that I'd open to if done correctly! (Don't get me wrong, I love jumping adound Station Square and terrorizing the citizens with Sonic)
    I'd also love character upgrades as you go, but personally would prefer if they're techniques the characters learn rather than gadgets (to retain the characters' clean iconic looks throughout the game. I don't want another 'Pimp My Ride' SA2 Knuckles haha!)
    I'd love to see these ideas blossom into an actual game, official or fan-made. Lookin' forward to your next video, man!

  • @ChuckE.CheesesIllinois
    @ChuckE.CheesesIllinois 3 роки тому

    I like all your ideas, you're my favorite Sonic UA-camr

  • @1upGaming1up
    @1upGaming1up 3 роки тому +2

    Here's how I would make a 3D Sonic game.
    Gameplay:
    Playable characters: Sonic 06 had a great idea to switch character during gameplay but it can be better, while Sonic will be the bread and butter of this. Sonic will start out with the Spindash, Walljump and Homing attack find the magical orb that grants Him the light Speed Dash, Light Speed Attack and the Drop Dash, Momentum will play a big role of Sonic going fast once You build that Momentum Sonic will create electrical charges to show that You have achieved that Speed making the game fun for skilled Speed Runners. There will be parts of segments levels where You ether take control of Tails or Knuckles (which I'm going to Piggyback off of Your idea).
    When You take control of Tails He'll have like the Spindash, Hack and Fly, the orb will grant Tails bombs and fake badniks. Think of Tails' gameplay as Half-Life 2's puzzles but with a twist there will be parts of the level where Tails will use His PDA device to hack badniks and take control of them inorder to solve that puzzle, being that physics will play a huge part with Sonic, Tails will also have puzzle solving physics again like Half-Life 2. Once the player finish solving the pizzles in Tails' sections the player takes back control of Sonic
    Now We get to Knuckles. Knuckles will start out with the Spindash, climb walls and ceilings Glide and Punching, when Knuckles gets the orb He'll learn digging, the Knuckles heat, ground pound (where He punches the ground causing a screen nuke), once the player defeat all the enemies in Knuckles' sections the player takes back control of Sonic.
    Hint system:
    For the Hint System I'd like to see Amy Rose give Hints in the levels, touch the question mark and Amy will tell the Player what to do. of couse You can turn it off if You a Sonic Veteran
    Levels:
    I love the fact that the Classics have acts to break up the level into acts, Act 1 will have a midway boss and once You defeat the midway boss a goal ring appears touch it and Act 1 is done and it transitions into Act 2, Act 2 will have the have 2 Sonic sections and 1 Tails or Knuckles section ether Their siltation is blocked off by a gate that needs Tails to solve a puzzle or guarded by badniks that Knuckles needs to Smash once that section is done the player take back control over Sonic and You fight Dr. Robotnik in some crazy contraption or Metal Sonic (in one level), once Robotnik or Metal Sonic is defeated an Animal Capsule appears and Your taken back to the hub world. The levels should be open World but keep the core elements of Sonic like Shuttle Loops, Springs and Pinball Bumpers (Speed Boosters will be optional) Red Rings should be there for reasons
    Hub World:
    I think Sega should ditch the world map and go back to Hub worlds where You can spend Your rings for custom skins for Sonic, Tails and Knuckles and interact with some of Sonic's friends and other NPC and that the Red Rings are needed to access the Level.
    Special Stage:
    The reason why levels should be open world is because Warp Rings will be hidden in the level sending Sonic to the Special Stage to get the Chaos Emeralds, Once You get all the Chaos Emeralds You unlock Super Sonic and the Ture Final Boss exclusively for Super Sonic.
    Options:
    I feel that Custom Skins are important because Players like customization, games like Overwatch, Super Mario Odyssey, The Legend of Zelda: Breath of the Wild and especially Team Fortress 2 has tons of Custom Skins that are cosmetic effects, Want Sonic to dress like Joker from Persona 5 well You can do that or have Knuckles dress like Beat from Jetset Radio there You go or have the SA1 low poly skins for Sonic, Tails and Knuckles. for beginners I think the Speed Boosters should be an options for those who never played a Sonic game and want to get into the series
    As for the story? That's for a different time.

  • @LateNightHalo
    @LateNightHalo 2 роки тому +1

    Less boost abilities, more physics and level focused design.
    The boost formula basically stripped the levels of their abilities to control and contain the player

  • @finnbai
    @finnbai 3 роки тому +2

    Oh my goodness. My brain farted. What if we got a Adventure style game with Mach Speed Sections that play like Boost Sonic. And then we have Lost World bonus stages like "Search for the emerald" or something

  • @Dan-1031
    @Dan-1031 2 роки тому +1

    The momentum gameplay is something that when you look back on the classic 90s games you go like “man, that takes skill AND you go equally as fast as a Boost.” I just think the boost i too op man, but I think its overall speed could be used to be the top speed of a momentum based sonic game. It may the dopamine, but I sure do love going hella fast

  • @SpeedyBlur2000
    @SpeedyBlur2000 Рік тому

    Another thing that I think would be cool with the Chao is that, if you bring one into a level or stage, the Chaos can give you items like speed shoes or invincibility,
    and they can stock up items like in the 2d Mario games.

  • @JeremyBX
    @JeremyBX 3 роки тому +1

    Not that I’m trying to start a conversation but I actually love super long Sonic Levels.
    The best part about 3D sonic levels imo is that once you beat an annoyingly long but very eventful stage and do your sigh of exhaustion, you’re either so satisfied with the content of a single level that you close the game and do the next level Tommorow, or you immediately feel this urge to go back into the levels you beat and improve your embarrassingly long record times.
    At least that was my 2019 experience with playing SA1 for the first time ever. I’m not a speedrunner but SA1 awoke something in me that Mario Kart time trials never could. The levels were long and exhausting yes, but it was fun to try to remember what part of the stage comes next and how to exploit it for record time without looking for UA-cam speedruns. Checkpoints were very helpful too.
    I recommend Sonic GT and Nitronic Rush for that “I don’t like to speedrun video game levels but for some reason i really want to beat this level faster” feeling .
    You don’t get that feeling in games like Sonic Forces where the levels are too straight and physics don’t exist.

  • @surprisinglysetapart2322
    @surprisinglysetapart2322 3 роки тому +2

    Great topic

  • @Dio-zr7ww
    @Dio-zr7ww 3 роки тому

    Why don't you have 50k subs yet? Words actually can't explain how much you deserve it.

  • @Vmeg17
    @Vmeg17 3 роки тому

    My goat is back with another banger video 👀

  • @idipped2521
    @idipped2521 3 роки тому +3

    My formula for the perfect 3D sonic game:
    Multiple characters with different playstyles
    Well-programmed minigames
    Chao Garden
    Elimination of the boost to allow for less streamlined and more open gameplay
    Taking as much time as needed in development to iron out bugs and glitches

  • @KhaosKontroller
    @KhaosKontroller 3 роки тому +1

    These are all fantastic ideas that I 100% agree with.
    Only thing I'm missing is customization. Different skins and outfits for each character, like in Spider-Man or Crash 4.

  • @DoctorBoson
    @DoctorBoson 3 роки тому

    The Sonic GT shout-out is a winner for me; I honestly think that's the best Sonic gameplay since the adventure games. Lock some of the moves behind upgrades or customization, and honestly keep the speed as high as it is and just work on focusing the level design a little more to avoid getting lost. Maybe highlight the nearest checkpoint on your HUD so you're given direction but not discouraged from exploration.

  • @MJGaming57_REAL
    @MJGaming57_REAL 2 роки тому +3

    I think they should have the boost mode from advance 2. It’s way better than the regular boost and is more momentum based.

  • @stripeback2024
    @stripeback2024 3 роки тому

    This is a really good video! Truth be told I was hesitant to watch it because I wasn't sure I'd agree with what you said, but it seems my fears were misplaced.
    One idea I have for the spin dash is making it so the player has to charge it by holding down the button, so just tapping it like in SA1 would result in a short somersault.
    Another thought I had was having the elemental shields from Sonic 3 and Mania as equipped abilities. This would give the player permanent versions of the shields' effects like unlimited air, a magnetic field or protection from energy-based hazards. They would probably have to cost a lot of AP though.
    Not sure what I think of the tag mechanic. I think I'd rather have something like in SA1 where everyone had their own campaign that showed them in all their glory.
    Anyway, great video. I hope to see more like it. Have a nice day!

  • @s.kanessuperbiatv6464
    @s.kanessuperbiatv6464 2 роки тому

    I think aside from racing, a co-op style gameplay is something most of the mainline games have never tried that would fit perfectly. Have each player control a different character type so they have to help each other progress through the level, almost like if Sonic Heroes had all team members controlled by different players.

  • @TheKaiyash
    @TheKaiyash 3 роки тому +3

    good choices. I also appreciate the smart decision of making sonic slower to make levels smaller and more branching. good for hardware/disc space. I myself would love the 06 Gems or Battle attack moves but that might be too extra to put in. costumes for sure
    what do you think of the Riders games? I don't love the 2nd one but I do appreciate the branching paths, music and style

  • @mrbox9654
    @mrbox9654 3 роки тому +6

    Few days ago i played green hill in Sonic generations without using the boost and to my suprise it was pretty fun, it felt like the adventure games but way more speed based

    • @zainthemaynnn
      @zainthemaynnn 3 роки тому +3

      you’re right, now that I think about it even SA dropped the boost system (kinda had one but not really). it’ll make the levels longer and reduce the number of level related bugs. I would love it if they increase his speed through natural means more, like the originals. boost just isn’t that fun imo.

  • @iamlordapollo
    @iamlordapollo 3 роки тому +1

    your style idea was in the rush games.
    im thinking the best formula would be to have a single giant open world hub where you are notified of entering each zone similar to banjo tooie or dk64. sonic's universe lasts alot of cohesion so it would show where mystic ruins is in relation to station square and never lake and every other notable sonic location all in one map. those zones would have act entrances within them, and i think we need 1 act for every style of game, similar to generations but more expansive. one classic/advance act, one adventure, one boost, one riders race per zone, and lastly one boss fight that can be fought with every different gameplay type (except riders). i also want branching pathways, but they should be character exclusive as opposed to skill based. sonic, shadow, silver, tails, knuckles, jet, and amy should all be playable in every gameplay style with unique abilities and their own perspective on the story.
    i also think the villan should be metal sonic who has his own gameplay style and is an unlockable campaign after beating sonic's story the first time. he gains sentience and abandons eggman again and you get to see his perspective in his campaign and change the context of the story. then when you beat his story, i want eggman to find infinite, who has been training like crazy and give him the chaos emeralds. infinite turns on eggman and basically becomes every other god of destruction that betrays eggman. thats when metal sonic shows up to save eggman, and metal works with the heroes to take down infinite for good with every character going super to finish the job, but also having a unique role to play due to their abilities. maybe super metal sonic holds off full power super infinite while super jet races to each city to steal something that will weaken super infinite while super tails notifies civilians and super shadow teleports them to safety. super knuckles fights off rogue badniks to buy time, and super amy and super silver create a safe zone for the civilians to be teleported to. when all the other characters do their jobs super sonic directly confronts the weakened infinite and defeats him. then metal takes eggman and they escape to prepare for the next game.
    tell me you wouldnt play the absolute shit out of that game.
    oh also the chao garden being reached by a teleporter, making it canon that the gardens are floating space colonies where you can see the actual world map through the floor like breath of the wild.

  • @nicksmith7160
    @nicksmith7160 Рік тому +2

    Sonic Lost Adventure ideas:
    Spin boost: Kinda like boost but can be used indenfently but the more you use it the slower you go when you charge it; skills and the Bounce bracelet can increase the timer
    Wall bounce: If you use the bounce bracelet in certain areas like on a wall panel, you can bounce off the wall with realtime ease

    • @nicksmith7160
      @nicksmith7160 Рік тому

      Some more move would include:
      Void bounce:Chaomix I know you hate wisps so I'm going to not ruin your day and update one of them. Void with the bounce bracelet could make you jump a lot higher and make you invincible while going 3/4 of the distance unless you homing attack or get hit some other way (eggman moniter alert!) And we could throw in Dark Sonic as a bonus;)
      Cyboost: yes I've played sonic frontiers so cyboost would make sonic boost/spin boost wilist cylooping and can lead to "remake" some moves like the tornado jump.

  • @emarceeqem4715
    @emarceeqem4715 3 роки тому +1

    I agree with your assessment of boost. Pressing a button to instantly go max speed and lose all my steering ability feels pretty bad.

  • @blackdot105
    @blackdot105 3 роки тому +10

    Aside from your idea of playable characters, I'd say it's all pretty solid. I'd much rather have the levels, as a whole, designed for multiple characters. You could also slightly change how Tails and Knuckles play to theirs usually style, making it more streamlined.

  • @levlev4048
    @levlev4048 2 роки тому

    Hey chaomix you *FINALLY* got you perfect 3d formula!

  • @TC7-Thecomplex7
    @TC7-Thecomplex7 3 роки тому +1

    I actually like the style system of sonic rush, it gives more score to get a better rank, you won't get alot of score if you repeat a similar trick combo, and it also awards you by overcharging the boost meter so it lasts longer.

  • @ucielsan
    @ucielsan 3 роки тому +1

    It would be awesome to have a system of Time Manipulation (Chaos Control) after you get a Chaos Emerald. For example: Slow Time, Time Stop and Even Time Reversal/ Rewind (Just like Prince of Persia games) so when you screw up and end up falling out of the stage you just press a button and rewinds the time up to the spot you want ( if you have enough "energy", of course)

  • @KaiserMattTygore927
    @KaiserMattTygore927 3 роки тому +1

    Here's my recipe for my personal idea of a "perfect" 3D sonic:
    like you I would start with Sonic Adventure as a base ingredient, everything hence will largely be additives and specific replacements.
    1. First thing's first, we will not be adding any boost whatsoever to this game, there is not to be any kind of instant win button in this recipe, its better to just not have this ingredient in this dish as trying a million ways to make it work often ruins the meal in one way or another, its better to forgo this altogether.
    Because of this first step, you don't have to worry so much about having your dish be "too easy", "Too fast", "Too wonky physics wise", "Too short level design wise" or "Too expensive for what you'll actually interact with" Think of boost like a form of trans fats, you don't want that artificial stuff in your meal.
    2. Spindash must be the primary momentum tool, its iconic, its the easiest to balance and I personally think it looks the best and most interesting. Some chefs will tell you that SA1's spindash was overpowered, I tend to somewhat agree with them, however this is largely due to SA1's much smaller level design that as good as that game was, doesn't accommodate as well to this mechanic, instead a compromise can be made. We'll get to the level design ingredients later.
    Spindash should retain its insane speed and momentum, however I propose that we take an ingredient from SA2 where the spindash cannot be spammed so easily, what you have instead, is the "roll" mechanic that tails and Knuckles had in SA1 (IE when you're already in movement, you cannot use spindash, but you can still roll)
    3. Additional Abilities: Sonic's other abilities should compliment and even be able to be combo'd with each-other, Bounce attack, Drop dash, homing attack, light dash, lightspeed attack etc.
    4. Level Design: unlike chaomix, I find Sonic Heroes stage length to be the most satisfiying, I find levels that are 3 minutes or less to be more of a "snack" as opposed to a rich meaty stew that we're trying to prepare here. For one I'd say 5 minutes should be the MINIMUM for a regular non-first time casual playthrough. I like levels I can sink my teeth into and use my abilities in conjunction with eachother to speed it up, I do not believe in arbitrary UPPER limits for time in games any way (its why I detest timed missions, even in sonic)
    A missed oppurtunity for SA1 was not using the Beta Windy Valley stage, that I find to be among the short list of "near perfect" stages, lots of momentum from ramps, slopes and interesting level geometry. other stages I like both outdoor and indoor examples would include Final Rush (for its verticality flourish) and Crazy Gadget (for its tricky platforming and surprisingly fun and variable stage gimmick for taste)
    Because we don't have boost, nor do we have other overly gimmicky fillers, our stages should be quite a bit more varied in length, height and width from itself and each-other, however we will have no "snake intestines" here, no stages that are basically just hallways, aspects of that can be used in short amounts, but you must treat that like you would treat adding salt to your dishes, too much and the meal is inedible.
    5. Gimmicks, the concept of a gimmick isn't necessarily objectively bad, its just what it is and how it is used. We will not have any "Forced perspective 2D" sections in our game at any point, not even the very few times it appeared in the Adventure saga (IE parts of Sky Deck and the "X is chasing you down a slope" sections)
    However, I am totally open to semi-divergent gameplay styles for extra flavor, such as treasure hunting, platformer shooting and more puzzle-like platforming. However, they must all hold to the same over-all core gameplay standard and utilize the same button layout for consistency.
    Even though these games are often targeted towards children, it should not be assumed that they can't perceive slight differences in speed between characters, this leads to my argument, that while the characters should have different speeds, turn rates, jump heights and acceleration, it doesn't need to be extreme, just slight mild percentages. the problem with the Mechs in SA2 and Amy in SA1 was that they went too far in differentiating the characters. having different abilities to accent their platforming or combat is enough.
    6. Shooting Sections: SA1 and SA2 had fun but flawed shooting sections, shadow the hedgehog had a better... "idea" for them but fell far shorter in its execution in my opinion. The obvious and most perfect answer, would be for shoot characters (gamma, omega, eggman etc.) is to have gameplay more like Ratchet and Clank, pretty much emulate that and you have a solid meal.
    7. Treasure Hunting: Having more layered slightly larger levels and more than 3 things to search for per stage along with the "multi-Emerald Radar" is a must.
    8. Graphics and Presentation: I'm well aware that many love this series due to its flourish, that's fine, but I prioritize excellent and replayable gameplay and level design over pretty graphics, you can always add the garnish later, you can never add the foundation after the flourish, Always focus on the foundation first.
    9.Story: The best stories in the franchise were "shockingly" enough, somewhat to mostly serious. no more baldy-mcnosehair, or some such baby nonsense, sonic can wise crack here and there, but a real threat to their status quo MUST arise, no more jovial, team rocket style Eggman, a Deem Bristow style Adventure eggman must return, whether he's the star of the villain show or is again superseded by the monster of the week is up to the story you're trying to tell, but it must have real stakes, real consequences and should challenge the protagonists in some way, no jokes and easy homing attacks will get them out of the "sticky Wicket"
    10. Music: I hate 2010's style laser-y "woo woo" happy go lucky music, no more of that thanks. More focus on "butt rock" or some such more "heavy" music.
    If you can combine all these ingredients you will have an excellent sonic dinner for years to come :)

  • @The_NJG
    @The_NJG 2 роки тому

    I love the idea of the Style Meter, it would make the game extra fun for me because I love increasing numbers.

  • @fabionoronhazampieri7639
    @fabionoronhazampieri7639 7 місяців тому +2

    If the speed was supposed to be something earned by skill then imagine when you finally reach top speed you get in boost from(it works just like the boost in sonic advance 2 and 3 but invencible) it would give the player another reason to go fast

  • @ordinarydork2515
    @ordinarydork2515 Рік тому

    Another thing that could be cool is having a freeplay mode after beating each level, whete you can use any set of chatacter fitting in each gameplay style. For exemple in a level where in the story we must use the main trio, You could have Shadow for the spead parts, Vector for the fighting and Cream for the exploration for exampls

  • @xtrabit05
    @xtrabit05 2 роки тому

    ive been watching you for a month idk how i want subbed yet

  • @bigdro5227
    @bigdro5227 3 роки тому

    I have no idea how I haven't seen your channel till now

  • @_HPX_
    @_HPX_ 3 роки тому +2

    I don't think the SA1 spindash should be nerfed. It's a literal translation of the spindash from the classic games, and I think its utility, no matter how dramatic, should be core to the power fantasy of Sonic, to say nothing of how satisfying it is to master. They really ought to commit to making good on the promise of Sonic CD's intro, and I think embracing the SA1 spindash is a step towards that direction.
    Ideally, level design would lean into it and encourage you to think creatively about how you reach an area. Sonic should feel extremely acrobatic, maneuverable, and powerful. He's a force of nature.

    • @charliekahn4205
      @charliekahn4205 3 роки тому

      Why not just make it not give you any extra speed initially when moving like in 3D Blast and SRB2?

  • @sossisthenotsossig
    @sossisthenotsossig 3 роки тому

    Another thing to add the bow on top. If you’re in the hub world, you can play as any character you want. Sonic, Tails or Knuckles.

  • @haruhirogrimgar6047
    @haruhirogrimgar6047 3 роки тому +3

    Perfect new Sonic Game: Sonic Riders 1 but with the Gravity Ring instead of the Drift and level design to compensate.

  • @samuelpierce2.088
    @samuelpierce2.088 Рік тому

    Late to the party, but here are three general gameplay concepts for a Sonic game I’ve come up with in the past (all with semi-unique names):
    1. Sonic Turbo - This game takes the Modern Sonic boost formula we’re all familiar with, and tweaks it a little so that it works within the framework of a sandbox-style freeform racing game, a la the Midnight Club series, mixed with some mechanics from the Burnout series.
    The basic goal would be to go through all of the levels by coming in first in a variety of events, with each event emphasizing a different style of racing. Sprint and Circuit races for those who want a more traditional racing experience; Eliminator and Rampage events to satisfy the destructive cravings of the Burnout fans; and Stunt Runs for those who like to be stylish.
    As for what tweaks will be made to the Boost formula…the biggest change is that the strength/force of the Boost is now scaled based on the number of Rings you have; In other words, if you want to maximize how quickly the Boost gets you up to and past Sonic’s normal top speed, you have to collect a lot of Rings. Moreover, the terrain itself now has more influence over how effective the Boost will be, especially if you don’t have a lot of Rings. If you’re going uphill while using Boost with only a modest amount of Rings, Sonic will still be slowed down, especially a very steep inclines (35+ degree angles).
    As such, you’re heavily encouraged to learn how to maximize the effectiveness of the Boost while you work on collecting more Rings and winning races.
    (The various levels themselves should also act as diegetic guides that teach the player how to play the game at maximum efficiency.)
    2. Sonic Speed Brawl - This game can best be described as an arena brawler/platformer hybrid where you can take control of one of three characters - Sonic, Tails, or Knuckles - as they try to stop Eggman from conquering the world, only to be captured and forced to fight each other (via some kind of mind influencer device) for the chance to face Eggman one-on-one.
    And the way you do that is by beating the other two characters to a pulp in one of multiple different arenas created by Eggman, as well as completing smaller objectives within the arenas themselves (this can include things like turning on a series of generators, collecting keys to open a big locked door, etc.).
    Each character has specific abilities that change the way you approach completing the objectives and beating up the other characters. For example, Tails can fly and pick up various objects scattered around the arena to hurl at the other characters; Knuckles can glide and use his powerful melee attacks to deal heavy damage to his opponents and destroy certain obstacles that can grant him access to hidden rooms, shortcuts to various sections of the arenas, etc.; And Sonic can Spin Dash and use his sheer speed to launch himself off the arenas’ geometry and reach areas other slower opponents can’t get to.
    (If this sounds kinda familiar, it’s because this idea was heavily inspired by the 1999 Aliens vs. Predator game. So there’s that.)
    3. Untitled Rouge Game - This is by far the one I consider the most interesting of the ideas I’ve presented thus far.
    It’s a 2D stealth/action-platformer hybrid, where your main objective is to complete a set of missions using Rouge’s various abilities, and a suite of gadgets that let you choose how you go about completing each mission (some of which will require a specific gadget in order to be completed).
    Completing these missions grants you various rewards, such as Cash, Precious Gems, etc. that allow you to purchase more gadgets, as well as unlock alternate costumes Rouge can wear while in the levels. (Completing some of these missions will also reward you with specific items that help to further the story in some manner.)
    Speaking of story…this game’s plot will largely be centered around Rouge acting as a spy for GUN and infiltrating locations to learn what Eggman is up to, along with a smaller side story that focuses on her trying to balance her career as a jewel thief, with running her own casino/resort in one of the cities in Sonic’s world, and how it all ends up colliding with her job working as GUN’s spy.
    These story elements will also influence gameplay, as one of the ways you can unlock more costumes and gadgets is by playing the various games at the casino. And like with the mission objectives, you can choose the way you approach winning the games, either by playing fairly or by using sneaky techniques to cheat your way to victory.

  • @leonardocouto3109
    @leonardocouto3109 3 роки тому

    One more thing: 100% the game should have an award of its own level. You mentioned the point levels at Generations; one thing I love in that game is that you can get Super Sonic when you end the game's story, but wouldn't it have been just INCREDIBLE if, when you 100 it, you unlock HYPER SONIC? It would have been just AWESOME to bear through the whole game and then acquire Hyper Sonic just to blast through the levels at hyper sonic speeds, without the same worry about my rings depleting, because they take less time to go away.

  • @hammerkirby5243
    @hammerkirby5243 3 роки тому

    Perfect timing foe this video given we're 2 days away from knowing when the next sonic game is going to come out. lol

  • @pkmntrainerred4247
    @pkmntrainerred4247 Рік тому +1

    I think boost still works if kept as a separate thing,
    Sonic has been given all the speed one would want with the press of a button and it's the player's job to utilize the speed on the right time and dodge all obstacles properly while maintaining the breakneck speed.
    It gives a kinda different but fitting appeal to Sonic, just in a different way.
    Tho I still think adventure formula needs to return.
    So I think we should have both boost and adventure in current Sonic but existing as different series.

  • @carriedahm1564
    @carriedahm1564 2 роки тому

    Point system: the point system is a system that is kind of like ranking, but it depends on how many ring you gets. It allows you to buy accessories for characters and at a higher price, power ups that last for 3 acts

  • @isaiascastillo644
    @isaiascastillo644 2 роки тому +1

    I feel like that the boost should still be in, just a different way of getting it. I was thinking maybe the more style points you get, the more it fills your boost meter giving a reason to get style points other than a better rank. And maybe to make it appeal more to casuals, there could be an easy mode where there’s no boost, or a harder mode with the idea I talked about implemented.

  • @dappershinx9234
    @dappershinx9234 2 роки тому

    Hear my idea for making the most of fast-paced levels: branching paths. No not high and low paths to the same goal, but that too. Imagine you play through half a level and then there is a branching path, and perhaps one of them is impossible to reach without abilities unlocked later in the game. Then the second half is completely different, the end goal ring judging you based on what it takes to get there specifically, treating it like a different stage. This can be used to explore a broader branching path of different stages and advance the story in a unique way, possibly discovering secret paths to special stages.

  • @occamsaturn
    @occamsaturn 3 роки тому +1

    I personally really want a fully open world Sonic game
    to me, it's bizarre we've never seen it, considering the success of games like Spider-Man
    Sonic's power is very comparable to that as far as mobility, and reaching top speed through city streets or even running up the sides of buildings would really fulfil a lot of my Sonic dreams
    combine that with playable Tails and Knuckles, some sort of overarching collectible (like Power Moons in Odyssey) and the power-up/gear upgrade system mentioned in this video with some metroidvania aspects and you'd have my dream Sonic game

    • @occamsaturn
      @occamsaturn 3 роки тому +1

      also, piggybacking off of the chao companion concept, being able to bring your chao along and have them actually assist would be really dope
      make them very slow and weak initially, so while you CAN bring them along at low levels it'd end up being more like an escort mission than traditional play, but they get a really big bonus for joining you in the field versus bringing back animals/drives for them
      as they level up in Stamina, their health increases-health being the amount of damage they can take before they have to go back to the garden, and probably take a decent hit to their happiness level
      as they level up Run, they get faster and more capable of keeping up with the player
      Power gives them more and more combat capability
      and Fly can have them floating alongside you or even become an assist that can carry you over gaps or to high platforms, like Tails for Sonic in the 2D games
      a high-Swim chao could even save you from drowning!

  • @draggo69
    @draggo69 3 роки тому

    Nice!

  • @spanky812
    @spanky812 2 роки тому

    I agree with all of this, hopefully frontiers uses some of these ideas

  • @kaistudios5536
    @kaistudios5536 3 роки тому

    OFFICIAL SONIC ANNOUNCEMENTS, BABY!

  • @patrickallen13
    @patrickallen13 3 роки тому

    Chaomix knows what's up

  • @sonicadventure3130
    @sonicadventure3130 3 роки тому +1

    Speed Highway from SA1 is a good example of the branching aspects you say the adventure series lacked.

  • @Junkyardproduxtions
    @Junkyardproduxtions 3 роки тому +1

    I like the overall concept. I think all of Sonics tools can be used save for the boost mechanic unless we replace the spindash or give them meaningful differences. Maybe an endgame reward to incentive you to replay it in a time attack mode. Otherwise I'd just change the wording on the style meter. I'd say the game should let you keep track of what rank your at and highlight anything you do to increase your standing. And if you're numerically eliminated from the rank then the game should let you know either pausing it or just a quick warning, i.e. a crossed out rank appears for a half second or in the pause menu it elongates your current meter to show you the ranks achieved so far in the act and then ahead of it are the ranks that are/aren't available.
    Thank you for coming to my tedtalk.

    • @TheRealUnkn0wn_289
      @TheRealUnkn0wn_289 3 роки тому

      The spindash thing is done on sonic venture plus on dreams ps4/ps5 seriously it's good I played it and it feels better than even official sonic games and some fan games

  • @winnerthecoolguy2009
    @winnerthecoolguy2009 3 роки тому

    Nice background music bro😁😚👌

  • @CharCharArray
    @CharCharArray 3 роки тому

    This is a really good take on the direction 3D Sonic games should go

  • @HelperUnknownGB
    @HelperUnknownGB 7 місяців тому

    I feel like Spark the Electric Jester 3 did something like this, including the Style Meter. That’s what I call a masterpiece of an indie game.

  • @SSJKamui
    @SSJKamui 2 роки тому

    A style meter in that form bears the danger that you pre carve one singular best way to play the game. The player sometimes would need to be able to choose which tricks he wants to do. For example use a ramp or a rail and so on.