#Spyro fangame
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Keen to share this new Spyro fangame in development by Bunbaroness!
She refers to the game as "Spaghetti Spyro." Bunn, known for the incredible Spyro Reignited Trilogy Omniswapper, has dedicated several years to developing this fangame in Unreal Engine 4.
The main goal is to create a foundation for fans to develop their own fangames, as the project will be open source once released. Right now, Bunn is focusing on the engine's detailed features, such as swimming, power-ups, and various breath abilities from all the Spyro games, including Legend of Spyro. This ensures that fans will have the tools they need to create their own games from this foundation.
Check out Bunn's channel here for frequent updates of the game:
#Spyro#Spyro fangame#Spyro the Dragon#Spyro hacks#Spyro the Dragon PS1#PS1 game#PS1 aesthetic#3D platformer#Spyro game#Platformer#Unreal Engine 4#Unreal Engine platformer#Unreal engine game#Spyro 3#Spyro modding#CrystalFissure#Youtube
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this is crazy :O
HOT GIRLS are making Spyro fangames in YOUR area???
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Video Game Flag Wars: Round 1
Now that the National Pride Fusion Flag Wars has ended, we can return to the Video Game Flag Wars! The prelims decided which flag would represent each series, so now the tournament contains one flag per series. This does not include mods and fangames, as there are multiple flags from Hearts of Iron mods and Roblox games in the tournament. As there are so many flags even after the prelims, there will be 32 polls in the first round rather than the usual 16. Let me know what flag you want to win! See the brackets below.
Round 1:
1. Crimson Cult Banner (Thaumcraft) vs. Flag (Roblox BedWars) vs. Salmon Run Flag (Splatoon)
2. Unnamed Flag (Lego City Undercover) vs. Atlantic Federation (Valkyria Chronicles) vs. Homestead Banner (Palia)
3. Middle Eastern Alliance (Squad) vs. Shadowkin (Raid: Shadow Legends) vs Bilge Rat Adventures Flag (Sea of Thieves)
4. Saker’s Flag (Fable) vs. Novistrana (Republic: The Revolution) vs. Arstotzka (Papers, Please)
5. San Andreas (Grand Theft Auto: San Andreas) vs. Kirin Tor Offensive Banner (World of Warcraft) vs. Alliance of Galactic Travelers (No Man’s Sky)
6. Black Revolt (Kaiserredux) vs. Aquileian Republic (Supremacy) (Equestria at War) vs. Rescue Corps Flag (Pikmin 4)
7. Tropico (Tropico) vs. Sons of Liberty (Metal Gear Solid 2) vs. Commune of Revachol (Disco Elysium)
8. Mawkin Flag (Metroid: Dread) vs. Calchaqui (Europa Universalis 4) vs. Kazan Military Okrug (Thousand-Week Reich)
9. King Dedede’s Flag (Kirby: Triple Deluxe) vs. Meat Flag (Slime Rancher) vs. Flag of the Crown (Cult of the Lamb)
10. Communist Australia (Victoria II) vs. Delian League (Imperator: Rome) vs. Ominous Banner/Illager Banner (Minecraft)
11. Patagonian Worker’s Front (Kaiserreich) vs. Castle Siege (Super Smash Bros.) vs. Yara (Far Cry 6)
12. Stag Beetle Flag (Animal Crossing: New Leaf) vs. Fortnite (Fortnite) vs. Livonia (Arma)
13. Gaul Úr (Red Flood) vs. Strong Badia (Homestar Runner) vs. Super Earth (Helldivers)
14. Alam Melayu (Rise of Nations (Roblox)) vs. Tiki Tak Tribe (Donkey Kong Country Returns) vs. Sea Slide Galaxy (Super Mario Galaxy)
15. Great Lakes Government (Kalterkrieg: Shadow of the Weltkrieg) vs. Principality of Kemerovo (The New Order: Last Days of Europe) vs. Joker Banner (Balatro)
16. Shadow Isles Clash Banner (League of Legends) vs. Rebel Corps, Phantom Thieves Version (Persona 5 Tactica) vs. Antarctica (3D Atlas (1996))
17. Generic Flag (Roblox) vs. Standing Flag (Dragon Blade RPG (Roblox)) vs. Zhu Xi's Legacy (Age of Empires 4)
18. Kitakami (Pokémon Scarlet and Violet) vs. South California (Cyberpunk 2077) vs. Watchers (Overwatch)
19. Avalar (Spyro the Dragon) vs. Union of American People's Republics (Red World) vs. Grey Warden Heraldry (Dragon Age: Inquisition)
20. Eusan Nation (Signalis) vs. Aurelia (Ace Combat) vs. Outer Wilds Ventures (Outer Wilds)
21. Columbia (Bioshock Infinite) vs. Sickle Moon Flag (Legend of Zelda: The Wind Waker) vs. Eggmanland (Sonic Unleashed)
22. The Allied Nations (Command & Conquer: Red Alert 3) vs. The Rebellion (Just Cause 3) vs. Federation of the Americas (Call of Duty: Ghosts)
23. Great Lake Revolutionary Council (Extremis Ultimis) vs. Courland (Empire: Total War) vs. Columbia (Crimson Skies)
24. Pontiac Province (Judgement Day: Aftermath of the Red Flood) vs. Communist Iberia (Hearts of Iron IV) vs. International Workers' Armed Forces (Krasnacht: Twilight of the Gods)
25. New California Republic (Fallout) vs. Deep Hollow Valley (Night in the Woods) vs. Victory Flag (Fall Guys)
26. Zheng Fa (Ace Attorney) vs. Golden Deer Banner (Fire Emblem: Three Houses) vs. Warbanner (Risk of Rain 2)
27. Blue Flag (Halo: Combat Evolved) vs. Wario’s House (WarioWare) vs. American Collective (Twilight of the Anthropocene)
28. Niflheim (Final Fantasy XV) vs. Republic of America (Dustborn) vs. American Empire (Pax Britannica)
29. Corvus (Dead Ahead (Roblox)) vs. Banner of the First Fleet (Monster Hunter)
30. Fillydelphia Contingent (Balefire Blues) vs. Federation of Anrakan Isles (Suzerain)
31. Yartar (Baldur’s Gate 3) vs. Hurons (American Conquest)
32. Falkreath Hold (Skyrim) vs. Assassin Jolly Roger (Assassin’s Creed: Black Flag)
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I think a part of the reason why later Mega Man series stopped referencing Classic is mostly due to the in-universe passage of time, as each series tends to mostly reference its preceeding one:
X references Classic a whole bunch, Zero references X but not Classic, ZX references Zero but, aside from the terms Reploid and Maverick still being a thing, nobody even remembers who X and Zero even where in universe, much less Sigma. And then by Legends the world of the past series is completely forgotten with pretty much zero references to anything due to the massive passage of time.
In general I don't really get the feeling any of the sub series wanted to replace Classic or present itself as the "superior" one since even X itself was originally created to run in parallel with Classic. It's only in the early 2000s that things started to shift, with Mega Man as a franchise becoming more and more niche and Capcom focusing much less on Classic and eventually axing the X series in favor of new sub series, and when even that started failing they brough back Classic while axing everything else. And then the 2010s hit and well...you know.
Of course if we're talking fandom perception yeah that's another thing, but in my experience I've only rarely seen people express contempt towards Classic for being the "kiddie one". In fact I've always seen people criticize X for it's story approach and vastly preferring Wily to the likes of Sigma
Keep in mind that the Mega Man fandom is not one that I'm super deep into in the same way that I am with the Sonic, Spyro, Crash and Mario fandoms. Compared to the overwhelming... habits in Sonic's, I can believe that things are probably a little more equal in Mega Man's by comparison, despite my own experiences with it.
But for me at least, I started noticing this when a lot of Classic-based fangames would be made almost for the sole purpose of a big Zero reveal, or having Zero kill the Classic cast, or tying it into the X series in some other overdone way. Then we had Archie Mega Man, which also frequently got praised for its edgy-for-its-own-sake aspects. In hindsight, it's like it predicted the reception to the IDW zombot arc.
As for the franchise itself and how it ended up influencing the fandom's perceptions, I guess we can chalk it up to Capcom operating like Capcom.
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Would yall be mad if i talked about my spyro fangame
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i keep seeing cyriedes’ not-spyro video game pop up in my youchube recommended feeds and im just like
man i wish i could like it but i still hate the guy for being an asshole to everyone when spyro reignited was in pre-release hype mode and also personally directly calling me a bitch
#the man is like. obsessed w/ the aesthetic of the ps1 spyro games to the point of saying anything else is inferior and why even attempt#any other style for it#im both mean and a hypocrite for it but i laughed when his spyro fangame got hit with a c&d and he had to rework it into an original IP like#good i hope you learn your lesson to not directly @ game devs on twitter and yell at them for being idiots
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A Spyro fangame that is being developed by FaithSDK and Pinballdude97. It also includes playable fan models of Ember, Flame and a classic Cynder.
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Back in 2014 I had it in my head that I could make a Spyro fangame. I had a whole offline wiki for individual characters. It starred an Artisan dragon girl named Rikki (after one of the dragon eggs from YotD), and you could also unlock and play as different dragons who could go to different areas because they had different powers. Adult Spyro was also an endgame unlockable who had super flight and could do everything... lol. Totally cluttered wish fulfillment stuff.
This is all that came out of it other than a lot of unnecessarily technical text. But I think I feel more fondly about it than if I had forced myself into the game development process. And I think there should be more value in the totally rhetorical projects that never get finished, instead of pushing ourselves towards some sort of noble burnout all the time.
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now is such a good time to be a spyro enjoyer... spyro 4 will probably get teased this spring... a spyro 4 fangame is also in thr works... glyde is a legend of spyro-inspired fangame thats regularly releasing development updates... and the dawn of the dragon cutscenes are being reanimated by a bunch of super talented animators... im litcherally in heaven besties
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Homeworld color concept
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HOW 2 SAVE THE WORLD: a Spyro Concept Game
So, as a result of my recent obsession with the Spyro the Dragon and The Legend of Spyro games, I have developed a mighty need for a new and better take on the Spyro franchise, since we haven't had any good Spyro games since the Legend series (and no, Skylanders doesn't count). So, for the past couple weeks, I've been developing a fair few ideas for a new Spyro game. The general idea of the game is that it acts like a cross between the Spyro the Dragon games, utilizing their search-and-receiving/platforming gameplay, as well as their good-natured humor, and The Legend of Spyro games, utilizing their combat and upgrade styles, as well as their story building, lore, and character development techniques.
Once it all comes together, you've got a game that seems funny and lighthearted on the surface, but once you start delving deeper into the game itself, you notice a much, MUCH deeper story. Of course, this comes with characters that the players can connect with on a personal level, each with their own fleshed-out backstories.
Now, with all this being said, it's time to get to the main point of this post: the central story mechanics of "How 2 Save the World" by Spyro (and friends). (yes, that's the title of the game. It's amazing, I know.)
How 2 Save the World: Explaining the Elements and Elemental Magic
Basic Elements: Tangible elements which manifest in the physical world around us; Fire, Ice, Air, Earth, Lightning, and Water. - The element a dragon is born with dictates it's scale color: Red and orange for Fire, pale blue and white for Ice, light green and gray for Air, brown and dark green for Earth, dark or light shades of yellow and blue for Lightning, and dark or light shades of blue for Water. - Each Basic element overpowers another; Fire overpowers Ice, Ice overpowers Air, Air overpowers Earth, Earth overpowers Lightning, Lightning overpowers Water, and Water overpowers Fire. - Each element acts as a counterbalance to another; Fire and Earth counterbalance, Ice and Lightning counterbalance, and Air and Water counterbalance. - Each element triangulates with two other elements: Fire, Air and Lightning triangulate, and Ice, Earth and Water triangulate. - When two Basic dragons of the same element mate, their children will ALWAYS be the same element as the parents. - When a Basic dragon mates with a Basic dragon with an overpowering element, their children have a 75% chance to be the element of the overpowering parent, and a 25% chance to be the element of the underpowered parent. - When a Basic dragon mates with a Basic dragon of a counterbalancing element, their children have a 50% chance of being either of the parents' elements. - When a Basic dragon mates with a Basic dragon with an element that triangulates, their children have a 25% chance to be one of the parents' elements, a 25% chance to be the other parent's element, and a 50% chance to be the third element in the triangulation.
Core Elements: Intangible elements that exist everywhere but have no "true" physical form; Light, Darkness, Life, and Death. Each has it's opposite, and each one maintains balance with the other. - Dragons who are born naturally* with a Core element always have purple scales (though they vary in shade depending on which Core element the dragon controls). *(as of today, there are three dragons with unnatural cases Core elemental magic; thus, their scales are not purple) - If a purple dragon mates with a Basic dragon, their children have a 50% chance of being the element of the Basic dragon parent and a 50% chance of being any other Basic element. - If a purple dragon mates with another purple dragon, their children have an equal chance of being any one of the Basic elements. - It is unknown what the circumstances must be for a purple dragon to be born; it is speculated that they come into being when a mother dragon is impregnated while the Barrier is in high fluctuation in the general area. In other words, high amounts of Aether in the area around the unborn dragon will give it access to a Core element.
The Aether: The Original Element; a singular, perfect elemental magic from which the Core and Basic elements originate. - It resided within the Convexity Dimension as a single element under the control of a single sentient being; the Aether Dragon. During it's existence, the constant strain of opposing Concavity energy ripped apart the Dragon and broke down the single element into ten incomplete elements. In a last-ditch attempt to prevent the Aether element from being completely destroyed, the Dragon created an eternal, hyper-dimensional Barrier between Convexity and Concavity, turning them into their own separate dimensions. - It was not enough to truly save the Dragon or it's singular element, however, and now they exist in the form of the Core elements and the Basic elements.
Convexity: The existence of elemental magic; the fusion and/or creation of elements. - The act of channeling the power of Convexity into a single elemental type will cause the element to condense and "solidify", making it much more potent. - Channeling Convexity into multiple elements at once (via a purple dragon) will fuse the elements together into a more "pure" element; a "pseudo-Aether", if you will. - All dragons are capable of channeling Convexity, be it in a highly disciplined, controlled state as the result of copious training, or in the form of a massive, uncontrolled burst, used in a dire situation when all other options seem lost. - This uncontrolled "burst" of Convexity has been dubbed "Fury" by dragons of recent age. It is so named because it causes the user to enter a state of furious rage while expelling a highly potent, condensed form of their elemental magic from their body. This "Fury" only seems to manifest in times of dire need, and it often leaves it's user physically and magically drained afterwards.
Concavity: The absence of elemental magic; the fission and/or destruction of elements. - Only two types of entities have been confirmed to be able to channel Concavity outside of the Concavity Dimension itself: Anti-Crystals (also known as "Siphons" or "Siphon Crystals"), and the purple dragon Malefor (as a result of his over-exposure to the Concavity Dimension). - Anti-Crystals are apparently the only naturally-occurring physical objects that exist in the Concavity dimension. They are essentially points of condensed Concavity energy that only serve to suck Aether out of the Dimensional Barrier. They form in spaces where larger amounts of the Barrier's power has flowed to, as if to naturally balance out the ratio of Concavity to Convexity. Once formed, Anti-Crystals remain suspended in Concavity indefinitely, absorbing and destroying a steady amount of elemental magic, even after the Barrier's power has flowed into a different spot. If enough Aether flows of a single spot after an Anti-Crystal has formed there, the crystal will warp through the barrier and manifest itself in the corresponding space in Convexity. - Once they have entered Convexity, Anti-Crystals will appear "blacker-than-black", completely void of Light, Darkness, Life energy, and Death. They will lack any form of elemental energy at all times, turning into vacuums for elemental energy and any form of elemental magic, instilling the effects of Concavity on anything around them and draining the immediate vicinity of energy. - Despite their black-hole-like effects on surrounding magic, Anti-Crystals can only absorb a steady amount of energy at any given time. While they will remain intact if the area around them has been completely drained, it is possible to overload them with a massive amount of magic at once, causing them to collapse on themselves and vanish completely.
[ALL INFO AFTER THIS POINT IS UNFINISHED AND UNDEVELOPED. PROCEED WITH CAUTION (and a MASSIVE pinch of salt)]
The Heroes of "How 2 Save the World":
In this game, you are given the option of playing as one of four different characters at a given time: Spyro (obviously), Cynder, Ember, and Kindel (Don't recognize that name? Good, because he's original). The player [usually] has the ability to swap between any of the four characters at any given time, but in some cases, you will be locked into the character you're currently playing as for story-specific purposes. This will not only make these instances harder or easier, but it can, and most often will, change the storyline, depending on who you were playing as, or which elements you chose to use. While these changes won't necessarily give you different endings of the game, they can effect interactions with different characters or different situations down the line. For instance, if the character you play as has a bad reputation with a certain group of NPCs, it would be unwise to approach said NPCs while playing as that character, because it could permanently affect your party's relations with them. The character you choose to play as will also affect how you handle combat sections of the game, since all the characters have differing combat styles: Kindel leans heavily towards the attacking side while being bad at taking hits himself; Ember is more defensive than the rest of her team, but she lacks incredible speed; Cynder doesn't have impressive damage output, but she makes up for it with astounding agility; and Spyro is the most balanced of the bunch, with a regulated attack, speed, and defense.
Sometimes, the character you choose for a story event doesn't matter, but the type of element you use to get the job done does. Each character can control one of three elements that they have on hand at a time, and one of the three elements will always be a Core element specific to the character you're playing as: Spyro controls Light, Cynder controls Darkness, Ember controls Life, and Kindel controls Death. Each character has access to these elements from the start of the game (albeit, weaker forms of said elements), but as the game progresses and as you strengthen each character individually, you can eventually allow each of them to access two of the six Basic elements, as well. (To be clear, it it possible to teach a single Basic element to more than one character (as a matter of fact, you would probably wind up doing that anyway, since each character has two Basic element slots, which gives room for eight out of six).)
Spyro: Not too much to say about him; he's the youngest descendant of Fortitudo/Malefor. He's the first purple dragon in centuries, and and he was born with the Core element of Light. He had been the target of Malefor's possession, but after being spirited away from the Ancestors' Temple by Ignitus and Marina, he was spared from The Chariot's clutches and the massacre of the Egg Raid. (Of course, it wasn't one thing, then it had to be another...) Uses for Light Magic: - Breath Attack: "Photon Burst". Spyro fires a mid-ranged burst of condensed light out of his mouth. The beam can hit through multiple targets and it deals more damage at a greater distance. However, it will temporarily stun enemies at point-blank range, which can give you time to put some distance between you and your opponents. - Scale-Glow: - - - Light Fury: "
Cynder: The only young dragon to survive the Egg Raid other than Spyro, her egg was Malefor's second choice. After his forces destroyed the other eggs in her clutch, they stole hers away and took it to the Concave Well, a mountain range that was the home of the largest Anti-Crystal collection on the planet. As a result, the entire area around the Well was were the Dimensional Barrier was weakest. On Cynder's hatching day, Malefor forcibly projected part of his consciousness through the Barrier and into Cynder, warping her physical body and eliminating the element she was born with (presumably Air). Once the possession was complete, Malefor was able to gestate that piece of his soul enough to instate the element of Darkness within Cynder, the Core element that he was once able to control. At the end of the process, Cynder's physical form was shrouded by her new element, turning her scales onyx black. She began to age rapidly as well, in order to compensate for the sudden increase in power. In this new form, Cynder, now known as The Neo Chariot, took command of Malefor's army and proceeded to wreck havoc upon the Dragon Realms, leaving fear, chaos, and destruction in her wake. Thirteen years later, however, her destructive actions were halted by a trio of young dragons (who were technically as old as she was), and through a massive outburst of Convexity, the spark of Concavity which served as Malefor's soul was cleaved from her body, freeing Cynder from The Chariot's influence. Her body returned back to it's true age and her mind was cleansed. However, despite being separated from Malefor, Cynder still managed to retain some residual power left behind after the event. Thus, she still has access to the Core element of Darkness. But how she goes about using it is completely up to her now... Uses for Dark Magic: - Breath Attack: "Blacklight Fire". - Banshee Cry - Shadow Glide - - Dark Fury: "Eclipse".
Ember: Ember, for all extensive purposes, is not a real dragon. While she walks and talks and thinks and feels and generally behaves like a real dragon, she was not born like any other dragon on the planet. She was created at the hands of science and magic. Professor Jameson Moleratton, her creator, had an avid interest in dragons, and it had been his dream to raise a dragon of his own. But, because of the Egg Raids a year prior, it was impossible for him to adopt a dragon by natural means, so he resorted to the next best thing; he deconstructed DNA samples from multiple dragons, and then reconstructed them as he saw fit. He planned to grow a perfect dragon, one of his own creation, and raise it as his own. He was almost successful, but when it came time to splice the new DNA together, Moleratton accidentally overcharged the undeveloped cells with energy gathered from Life crystals. This occurrence did not physically hinder the newborn dragon, however (the most it did was give her pink scales and a generally cheerful personality). But it did bestow the Core element of Life to her, which would later be considered a both a blessing, and a curse... Uses for Life Magic: - Breath Attack: "Overgrow". Ember breaths a steady pulse of mid-range Life energy into the area in front of her, causing plant life to grow on the surfaces in range. All enemies caught in the pulse won't take any damage directly, but they will gradually be entangled by vines and weeds, lowering their speed and attack power. Sustaining the pulse on enemies long enough will cover them permanently, completely disabling them. Disabled enemies are treated like killed enemies, but they take much longer to de-spawn. This can be combined with Second Chance to rack up more minions. Overgrow can also be used to grow climbable vines on walls and ceilings. - - Vitality Aura: Ember releases a mid-range wave of Life energy from her body, which will steadily restore the health of all teammates in range. Teammates will also start receiving boosts to all their stats the longer the aura is sustained. Keep in mind this ability will not restore Ember's own health or boost her own stats, and she will be slowed down while she uses it. It also drains her mana faster the longer it's sustained. - - Life Fury: "Second Chance". Fully heals your teammates and resurrects recently-fallen enemies (not including bosses and mini-bosses). All resurrected enemies will fight by your side for 10-20 seconds. Use this during gauntlet battles and horde battles to give yourself an edge. Combine with Vitality Aura to make a super-powered army of minions.
Kindel: The most abnormal of the unnatural cases yet, Kindel is speculated to have once been an Earth dragon. [to be revisited] Uses for Death Magic: - Breath Attack: "Spirit Vacuum". A short-ranged, single-target attack, Kindel forcibly sucks the life energy out of the enemy directly in front of him. The target is stunned for the duration of the attack while their health steadily decreases and is used to slowly restore Kindel's health in return. - Splash Poison: - Out-of-Body: - Mortality Pike: - Death Fury: "Soul Cleaver". Kindel slashes in a wide, mid-ranged blade arc in front of him,
[TO BE REVISED AT A LATER DATE]
#spyro#the legend of spyro#spyro the dragon#H2StW#how 2 Save the world#by Spyro and friends#fangame concept#h2stw core concepts
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Spyro fans.. you can now play a tech demo of Spyro: Myths Awaken. This one is for you <3
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Check it out!
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What’s wrong with different games in the same genre playing differently? You dont have a run button or the ability to jump on enemy’s heads in castlevania, and you can’t duck in megaman (usually). Metal Gear Solid didnt play like a shooter for a long time, and not every jrpg needs to be turn based or even have a menu. Sonic unleashed doesn’t play like sonic adventure, or any game, so why should srb2? Doesn’t that reduce the benefits from experimentation in game design that got us SotN?
I’ve always bristled at the idea that Castlevania and Mega Man are the same genre, because that usually means the blanket term of simply referring to them as “action games” when, like, 75% of the games on the market today contain “action.”
(Then there are the psychopaths who put Mega Man in the genre of “platformer,” and that’s when blood starts coming out of my eyes)
But I digress.
The thing that you’re forgetting in all of this is the drum I’ve been beating this entire time, and that’s the idea of STANDARDS. You’ve heard the term where something “raises the bar,” right? Innovation is not celebrating somebody throwing darts randomly at a bullseye and clapping even when they don’t hit the target.
Everything has to have a logic behind it, and either that logic is good, or it’s bad. And sometimes the logic is so good that it takes the current standard and elevates it to the next level, usually by improving on a core fundamental of the game design so much that all games to follow in its wake adopt the changes as part of the expected set of features that game has.
So you have Castlevania and Mega Man, as you say, right? They’re both “action games” but in the most granular terms possible, they are almost their own genres. Castlevania is a hyper-difficult gothic horror melee attack game, and Mega Man is a futuristic cartoon shooter with permanent upgrades.
As such, neither really has a baring on the other. What Castlevania does largely does not effect Mega Man, because Mega Man is not a hyper-difficult gothic horror melee attack game, and vice-versa, Castlevania is not a futuristic cartoon shooter with permanent upgrades. Both games have different vibes, both games have different goals, both games have different structures. They aren’t the same thing and therefore do not influence each other.
They are their own standards, essentially. So you have Mega Man 2, and some people say that’s the best Mega Man, so it’s the standard that all other Mega Man games are judged against. There is a wider action game standard, too, but it’s broader and more complex to define, so it’s easier to focus on something as simple as games in the “futuristic cartoon shooter with permanent upgrades“ sub-sub genre.
The thing to keep in mind about Sonic Robo-Blast 2, is that:
It’s a fangame that’s part of a long-established franchise where the core genre is sort of a platformer/racing game hybrid.
SRB2 has been in development for over twenty years, and if you’ve been following it for the project’s entire lifespan (as I have) you’ve seen exactly what it’s going for (which is to say: it’s the sequel to Sonic Robo-Blast 1, a pure platformer)
We also know what features were available in prior versions of the game (proper analog controls that did not require mouse aiming, and even a homing attack like the Sonic Adventure games had).
These three things influence how we judge the logic behind what version 2.2 has done. We can also use this information to compare it directly to games that are its peers – namely, other cartoony 3D platformers, and other Sonic games.
SRB2 version 2.2 implements its mouse-aim-focused controls because it is built on top of the Doom Engine, particularly the Doom Legacy fork. SRB2 has long fought to build a proper 3D platformer out of the Doom Engine. Every major version of the game moves it closer to this goal, with a third person camera, layered vertically-oriented level design, and moving platforms.
But for more than half of its development, a very popular feature for SRB2 has been its “Match” (Deathmatch) mode, which throws all the platformer stuff out the window and brings SRB2 back to the its roots in the Doom engine, with “guns” (weaponized rings) that can be shot at opponents in tight, looping arenas.
And because it’s basically Doom, it helps to play it like a shooter: WASD for strafing, mouse for aiming. The most hardcore SRB2 players even play in first-person, just like Doom. For them, it’s almost not even a Sonic game anymore, it’s just Doom with different weapons and more colorful maps. This, even though deathmatch didn’t get added until three years after SRB2 entered development.
As the game wore on, the old developers slowly left to go live normal lives and new developers were brought in to fill the gaps, some (or even most) of which were the types to play lots and lots of SRB2 deathmatch. They played so much deathmatch that they decided that playing SRB2 like a standard platformer was worse than playing SRB2 like it was a shooter, so they opted to make SRB2 play more like Doom, because that’s what they like.
Except it doesn’t need to. SRB2 is still structured and designed like a platformer. Nothing in the single player campaign explicitly requires you to circle strafe, even though the tutorial makes you practice doing so. The game’s own design is fighting itself, and the people who just want “Doom with different weapons and colorful maps” are winning. It’s making for a worse product to the people who have never touched SRB2′s deathmatch, or plan to touch deathmatch.
It’s their game. They can do whatever they want with it. They can take what SRB2 was and change that, if it strikes their fancy. But that doesn’t mean I have to like it, and it doesn’t mean I’ve given up the right to complain about it. I cared enough about SRB2 that pieces of my artistic DNA are still in that game to this very day. I’m allowed to have an opinion on it.
And that opinion is: it doesn’t want to play like a 3D platformer anymore. It ignores 20 years of analog control standardization and tells you to play a platformer like a third person shooter. It offers a kludgy justification for it by breaking established rules of how 3D platformers work – rules that, might I add, were not broken by previous versions of SRB2.
When Mario does a long jump in Super Mario 64, he jumps in the direction that he’s facing. When Banjo and Kazooie do a Beak Barge, they shoot forward in the direction they’re facing. When Jak & Daxter do an uppercut, they do it in the direction they’re facing. When Spyro does a headbutt, he does it in the direction he’s facing. When Sonic spindashes in Sonic Adventure, he shoots off in the direction he’s facing. When Sonic boosts in Sonic Generations, he boosts in the direction he’s facing. Nobody EVER shoots off EXCLUSIVELY IN THE DIRECTION OF THE CAMERA unless they are holding and shooting a gun, like Ratchet in Ratchet & Clank. But even then, the moment you stop aiming? All of Ratchet’s moves go in the same direction that he’s facing.
I really cannot make this any clearer than that.
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Currently working on some concepts for a Spyro fan game. Dunno why, I just have a lot of free time.
I’m trying to capture the aesthetic of the Classic games, but with the darker feel of the Legend series. No name yet, nor do I have much of an idea for a story.
There’s 5 Homeworlds, each named after a weather condition:
Sunny Shores Windy Pastures Foggy Lake Snowy Mountain Stormy Seas
Each has it’s own fodder, gems and hatchlings to collect.
In this game, instead of eggs/dragonflies/dragons, you have to track down all the missing dragon hatchlings, which have been transported away by the main villain; a Crystallized Dragon who holds a grudge against Spyro and the Elders for forgetting about them (they were imprisoned with the other dragons in the first game but never freed).
I’m don’t have that many ideas for levels yet, so if anyone’s got ideas, feel free to hit me up!
I went for a creepy feel with the bosses for each Homeworld, something that’s oddly unsettling despite the low poly look lmao
I’ll post some more info about it later once I’ve finished some concept art for it.
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