![]() Seems a bit restricting that the player can only do this in specific places, though.Ĥ. Instead, there are runestones scattered around each stage, and if the player stands next to them with a full set of keystones, they can summon the shield right then and there. Shields are no longer summoned automatically during stages. And I think it'd be a little annoying if the balloon follows the player around, even if temporarily.ģ. There would be major issues with this if the player is moving at a high speed, since they'll have to hit the brakes immediately if they want to grab it. Instead of getting the shield right away, a "balloon" is summoned right beside the player, and they can choose whether or not to break it and get the shield. I happen to like the simplistic 2-button control scheme, so it seems a bit wasteful to dedicate a third button just for shield summoning.Ģ. If they don't summon a shield and collect another keystone, it'll replace their oldest keystone. The player needs to press a hotkey in order to summon a shield. I have a few ideas about how I could tweak this to be more fair:ġ. Not a fun thing to do if you're underwater and you're relying on a water shield to make things easier. ![]() This can cause problems if the player wants to keep the shield they already have, which means they'd have to avoid keystones or else risk changing elements. At the moment, collecting 5 keystones will immediately give you a new shield based on the type of keystone you have the most of - so, for example, if you have 3 Earth keystones and 2 Fire keystones, you'll get an Earth shield. The shield system has been at the back of my mind lately, and I think it needs to change. The keystone bar has been moved to the bottom of the screen, next to the lives counter. Sabrina DiDuro (Strife), June 1st, 2012, on Īnother HUD update. I'll leave both of these as they are for now, since I've already spent a great deal of time on them. That being said, here's the current version of the petals, along with a new item box for them: I would like to sell games someday, but I would prefer to start with something that is 100% my own. If I did, I wouldn't have used another person's original characters or hired people to help me with the music. Basically, I'm trying to do the same thing that Epic Megagames did with Jazz Jackrabbit - pay homage to Sonic without plagiarizing him.Īs for marketability, I never planned on selling the game for money. While they probably wouldn't pay attention to Freedom Planet if they don't pay attention to other Sonic fangames, I'd prefer to be on the safe side since I've spent so much effort on the game so far. To be honest, the first reason I changed the rings was because I was spooked by that SOPA anti-piracy bill and how it might impact Sega's attitude towards fangames. You can even create artificial difficulty curves with the items on offer.įreedom Planet 2 launches a little later this year with tweaks set to calibrate the demo's overall image throughout the month.- Sabrina DiDuro (Strife), January 9th, 2012, on /forumsĪ mix of the 3rd and 1st options for the petal was chosen and the ring item box was changed to match. You'll get the same special build of the stage complete with a spooky boss at the end. Think you can best the performance of those recording the playthrough clips? Go ahead. With 4 character line-up videos taking place across the same section of Dragon Valley, that's what you'll be playing through here. In terms of content, it's more or less a playable version of what we've been seeing over the last month. The Second Freedom Planet 2 Character Spotlight Reintroduces Carol ![]() Whether you played the first and was on the fence about a second, or simply thought the first was too much of a Genesis call-back, the demo might throw you either way. Still clearly taking a lot of influence and inspiration from classic 2D Sonic titles, Freedom Planet 2's demo is here to convince you it's taken all the good without the bad and thrown its own characters and their powers in there for good measure. ![]()
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