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(about that engine thing) Yeah, those examples were kinda what I was looking for but I was wondering if anyone did 3D boost Sonic (Unleashed and Generations style) yet? Most of the 3D engines I see try to go for either something like a 3D version of Genesis Sonic or Sonic Adventure style Sonic, which is weird considering how popular the boost Sonic games are (at least among the general public)
The only 3D Sonic engines I'm aware of are Sonic World and SonicGDK.
Sonic World is made in Blitz3D, based off of an old, old, old codebase that's probably nearing ten years old at this point. It definitely has its fans, but, like... man, I dunno. To me, it's kind of bloated and weird. Like, at this point it has something like 31 playable characters? And the build at SAGE a few months ago was... enjoyable, I guess, but also really awkward and janky. Like, to watch Ozcrashsonic play it, he's accustomed to the controls and flies around levels like a ninja, but for a newbie like me it was kind of awkward to come to grips with.
It's worth mentioning that there are, or at least were, a lot of other offshoots of the Blitz3D Sonic engine, but I think Sonic World has taken its place as the defacto standard that everybody uses now.
The only other one I'm aware of is Sonic GDK, which is based off of the Unreal Engine 3 UDK. GDK has what you're looking for: all of the boost Sonic fixins (boost, quick step, stomp) on top of... well, a lot of stuff. Sonic Colors wisps, elemental shields, so on and so forth.
Here is a slightly outdated look at something that was made in Sonic GDK that tries to replicate the Sonic Generations look and feel as closely as possible. There's a newer version of that level that's out now that both looks a little better and plays a little better.
This is what base-level Sonic GDK looks like, though this video is also a bit outdated.
I don't think Sonic World is open source, but Sonic GDK most definitely is. I've had dreams of learning UDK and spending a significant amount of time adding a bunch more stuff to Sonic GDK (rails, tricks, porting over every enemy I can find a model for) but that will probably never happen for a lot of reasons, some of which are out of my control.
I think SonicGDK is an extremely accurate translation to 3D for the series
If only more people would use it! Iâm actually sitting here feeling really guilty, because Stunt Race XF has made me wonder what Unity plugins LakeFepard used and how easy it would be to replicate physics like that, because thereâs definitely a Sonicesque quality to his game.
I have the Sonic the Fighters models laying around here somewhere, doing something similar to what he did visually (simple shapes, simple colors) but making it a boost Sonic game is something that interests me. Iâd call it âVirtua Sonicâ.
Of course, at this rate, I will never get around to doing anything with SonicGDK or Unity. So, whatever.
is it just me or is there literally no good 3d sonic levels in fan games outside of sonic generations mods? i'm looking through youtube for sonic fan levels and most of them seem to either just be giant wide open plains with no direction & nothing interesting in them or they're just massive boring tunnels with maybe a few loops thrown here and there. that chishado dude you link a bit back, his stuff tends to look alright for the most part though. what's your take on all this?
3D level design isnât easy. I tried to make some SRB2 maps once and none of them were very good. You have to think about space in a different way, and to some degree, game designers still donât really understand it.
Because thereâs that disconnect, right. When youâre making something versus playing something, you have a different perspective and expectations.
Plus, I assume you mightâve looked at a lot of BlitzSonic stuff⌠which developed this weird sort of fad where people didnât actually make levels for it. They were mostly like⌠playgrounds, I guess. Because most builds of BlitzSonic didnât have enemies or anything, so youâd just get these huge environments where you⌠ran around exploring, and didnât really do anything game-like. Like a Sonic version of Dear Esther, or something.
That versus Sonic Generations is like⌠Generations also had an established structure, right. Something tangible that you can grasp on to and say, âthis is how a Sonic Generations level plays.â
With BlitzSonic and to a lesser extent SonicGDK, youâre a little more free to define whatever you want. And you kind of have to, because thatâs the point. So you end up with people experimenting a lot more, I guess.
Or, alternatively, artists who just want to make environments and donât know how to flesh anything out on the coding end (like add enemies or level gimmicks).
You can even see my example when you look at something like Havok Harbor. Though itâs made from SonicGDK, itâs definitely following the Sonic Generations example, and features the same sort of tangible, focused level design I think youâre looking for. Itâs saying, âthis is how a Sonic Generations level plays, so this is how my game plays, too.â
SonicGDK (short for 3D Sonic Games Development Kit) is an impressive Unreal Development Kit powered Sonic The Hedgehog game creation tool which allows users to create some seriously impressive Sonic games (much better than the tat SEGA have been making lately anyway.)
SonicGDKÂ gives you access to 3 versions of Sonic (Classic, Generic & Modern) with super forms, power-ups, badniks, special moves, controller support, checkpoints, bumpers, spikes and various other traps - basically everything you need to make a Sonic game. Â You will need at least some basic coding skills to great anything good, but going by the variety of impressive games that have already been created with SonicGDK (See GIFs above), it's certainly a powerful and versatile game creation tool. Â Maybe even SEGA could make a decent Sonic game with it!
Download all the Sonic games featured above and the SonicGDK codebase for free!

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Well the thing about UE4 is that you don't have to pay the $20 fee monthly. You can cancel at any time and still use the Engine for however long you want, you just don't get access to updates (you have to resubscribe.) Epic still makes money of the 5% royalty (which, unlike UDK, applies to all profits, not just anything above $100,000.) Anyways do you think GDK will eventually be ported to the new Engine (even though UScript is dead the new C++ keeps most of the same structure for the most part)
Itâs rather shocking that theyâd let you simply cancel your subscription. I actually had to double check just to make sure you were right (you are). Thatâs almost like charging for patches, in a way, at some point. You buy it for $20 once, and then if you need something fixed, you pay $20 again for the latest version.
You could probably just ask Xaklse himself if SonicGDK would be ported to Unreal Engine 4, but personally? I doubt it. C++ might keep a lot of the same structure but itâll probably require just enough work that porting it would mean almost starting over from scratch. Xaklse was supposed to quit working on SonicGDK a long time ago; itâs probably just kind of a âeh whatever Iâll kill some timeâ thing for him now. Porting to UE4 would be too close to the sort of work he should be getting paid for. :P
Of course, thereâs no telling if somebody else wants to port it to UE4. I know some other people years ago told me of their very lofty aspirations of porting SonicGDK to Cryengine. (which obviously never happened, or at least, has not happened yet)
Regardless, I wouldnât hold your breath.
The more I think about it, the more I really like the Havok Harbor tech demo from SAGE, because it's a good example that your Sonic game can still be FAST without:
Being "Sonic Unleashed" fast
Being 50%+ scripting
I usually let Fraps run while I take screenshots, which means that I have lik a trillion screenshots to sift through. So... have some comically bad screenshots of SonicGDK I took while gathering media for today's SAGE reviews. I'm not even sure what some of these are of, it's just the screenshot timer went off at the right (or wrong?) time. Particularly perplexing is the second screenshot, which I think was taken right as I took damage - we're seeing the inside of a cluster of rings.