----------------------INSTRUCTIONS------------------------ WASD for general movement Space to jump
Framework used was "Snapshot Engine" by @squidchip -----------------------------Q&A------------------------------- Q: Why does the game look so... weird? A: Before it was canceled, each act of every zone was planned to be developed in four stages: 1.) Model out the general path of the level alongside its accompanying mechanics 2.) Add hazards, rings, keys, and checkpoints 3.) Add walls and general collision 4.) Pretty it up! Finalize all graphical assets. This act had only made it through the first stage of development, hence why it looks visually off in many areas. Places where there would be a wall to hide an effect, spots where the colors would be adjusted, heck- even adding animations to Sonic's sprite- these are all moments that haven't even begun development yet, so as a result the game doesn't look as it's supposed to. Q: Why can't Sonic jump when facing the camera? A: Sonic's animation code was haphazardly thrown together, just to get something that could work temporarily until the final system could be coded in. One effect of this practice was Sonic's jump movement being directly tied to his animation playing, and since we hadn't made an animation where he jumps toward the camera, you get that restriction. Fun fact, he was initially supposed to play his jump animation any time that he wasn't touching the ground, but we obviously hadn't gotten to that stage of development yet. Q: Why is the game so BORING? The levels are all empty! A: The game initially centered around quick, tight, reaction-based gameplay that would find the player quickly maneuvering around hazards that would be found at nearly every corner of the act. However, since we hadn't gotten to that stage of development yet, we hadn't implemented said hazards. Another important thing that has been lost was the key mechanic- which is almost exactly as it sounds. Keys would be spread throughout the level, and the player would have to complete challenges to unlock things such as springs or boosters (all of which are already unlocked in this build). It greatly extended playtime, and helped us get a lot of use out of these admittedly small spaces. So- if you ever complete a platforming challenge and come across a dead end, then there was definitely meant to be a key there.