User talk:Scarbo/SRB2 clone

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Some things you forgot

  - Only Sonic, Tails, Knux playable in unmodified game
  - XWE-like character editor
  - 3D model support
  - Make ports of great mods such as Mystic Realm, and JTE
  - Access to SRB2FFH over wi-fi (so we can have our mods)
  - Replace Open-GL with something better, like DirectX 10 
  - Option to use software renderer
  - Don't make it until 1.1 releases (i.e not for a veeery long time) so that they have more to
base it off of
  - Non-Screwed-Up bots (remember how they're always running into walls and getting stuck? Thats
what I mean)

Your welcome. --§HoneyComb§

EDIT: Also, interaction between consle and PC versions. --§HoneyComb§

What use would it be to port Mystic Realm and JTE, that's for SRB2. Sega can create their own mods. And I use SLumpEd instead. :P Sega is not going to mess up the artifical intelligence either. In my idea, there will be only one renderer, the "SRB3 engine". They should build would have to build a new engine from the ground up, making sure that map editing is simple enough, but sophisticated enough to be called 128-bit. For example, grass textures could be just as easily placed, but it would have its own programming to make it look more real. Each texture and flat should have its own specific programming, and that's not something that Doom Legacy is capable of. –SonicMaster 17:48, 1 December 2007 (PST)

EDIT: This also means that "SRB3", or whatever they wanna call it, will not normally understand the SRB2 levels unless the Doom Legacy engine is placed in there for backwards compatibility. The SRB3 levels CAN'T work on SRB2, either, nor does it need to. –SonicMaster 17:53, 1 December 2007 (PST)

I think it would be better if Sega just ported SRB2 so we could still use all the great stuff we already have. And besides, why work on making a sequel if the original itself isn't even done? =P --§HoneyComb§

EDIT: We already can. They won't take that away from us. ^_^ –SonicMaster 18:50, 1 December 2007 (PST)

- Don't make it until 1.1 releases (i.e not for a veeery long time) so that they have more to
base it off of

Ported it? No one would buy it because this version is free. There has to be a reason to buy the clone, can't just port it, not to mention Sonic Team Junior is porting this to the PSP, Xbox, and Dreamcast.

There has to be many new elements like the ones I listed. The best possible Sonic game would be not to port this, but to create an entirely new engine. This opens up more possibilities, especially the better graphics. There would be a reason to have SRB2 and its currently hypothetical spiritual sequel. –SonicMaster 18:35, 1 December 2007 (PST)

I think part of the fun from SRB2 is the simple graphics, and mandatory 3D models would screw that up. Also, I would still like a full port more than SRB3, and again, why waste time on a sequel if the original itself isn't even done yet? Maybe they could make a Sonic Mega Collection- type thing, but with the SRB series, and SRB3. But still, they would have to wait till 1.1 was done, to add SRB2 to the collection.

--§HoneyComb§

EDIT: Also, have an option to use software mode, because I think OpenGL is ugly. --§HoneyComb§

Yes, I too want Sega to make one after 1.1 is released. If they hire SSNTails to be the producer, the game would come out right. He knows what Sonic fans want more than Sega does. I personally think that putting things like the Liquid Shield, Inferno Shield, Old-school-type Sonic music (in awesome sound quality) and End Level Sign will help it still feel more like old-school Sonic. No true 3D Sonic game except this has its levels divided into Acts, so that would make it feel more old-school. The moveset should also be the same. And about graphics rendering, there should be 'only one renderer, the SRB3 Software Renderer. It will have some of the nice OpenGL effects that naturally happen when professionals create a graphics engine. Why would you need another? Plus, if the levels are made like Doom Builder, it will dramatically decrease the memory needed for the level and potentially increase the graphical capabilities of the Wii.

There will still be reasons to have SRB2 as well. –SonicMaster 16:54, 2 December 2007 (PST)

EDIT: This will be a console game, not a computer game. The whole way editing works will be different.

OpenGL only? EWWWWWWWW. The renderer should be more like SRB2's software mode than OpenGL. I think ditch the old school look too. Make it look like new games, but play like the old ones. Like, Sonic 1 Genisis: Remix. Also, SRBMC comes readily back to mind. We want SRB2 on consles too. They should have an SRB2FFH-type place to upload mods for both SRB2, and your so-called SRB3. Which brings me to another point: Do you think SSN would even let Sega clone SRB2 in the first place? And I highly doubt that STJr would willingly join up with Sega, as stated in an SRB2MB topic somewhere. --§HoneyComb§

It will have only the GOOD OpenGL-like stuff (lights), but it will still look more like SRB2 Software Mode. I actually hate OpenGL for the disadvantages. Cardboard sprites, etc. won't happen. And SSNTails wouldn't let SRB3 happen? The only reason I would think of him being against it if Sega chooses to make SRB2 cost money and if he thinks that Sega would screw it up. They would screw it up unless they hired him or something; however, it would still come out as a good game. It'd just be a disappointment.

But if Sega lets SRB2 be free, hires SSNTails, and has SRB3 play very much like SRB2, I don't see why he wouldn't like it. –SonicMaster 18:25, 4 December 2007 (PST)