IMO something that could set it apart and allow for continuous forward momentum is to let the pushing effect work in multiple directions. So normally you jetpack up, but if you're close to a wall you can point the weapon toward the wall and push off of it. This means that while moving quickly forward you can use the wall next to you to avoid oncoming obstacles without changing the camera direction. Could get a little more Sonic inspired gameplay that way. Also, I hope you plan on being able to boost under water and especially blasting out of the water if you're boosting when approaching the surface.
Keep in mind that character design isn't just for the model, it's for the animations too (which are everything in a game). You can have a great looking character with a lot of personality even while standing still, but if you don't have some good animations for that model you're going to grow tired of it very fast as soon as it starts moving.
(I'm a 3d character designer. Bachelors in Media Arts Animation.) The design stims from the story of the game > A winning story is based on the needs of the niche audience. " Who is your game for? " Understanding that will inform your character design decisions.
I really love the way you take us through your thought process and everything. It's so refreshing, you're inspiring me like crazy. I'm really excited to continue watching you progress. Have a great day Game Courier!
I'm a big fan of super mario sunshine and feel like the movement mechanics are underated in that game so I'm looking forward to seeing more of this project! Looking great so far. Would agree with you tho that the older, simpler models had more personality. Would love to see it go more in that direction art-wise
I have some thoughts on your game. You could add a steam mechanic for interacting with thing kind of like how a train works with coal. Pouring water on coal would create steam with could causes piston to be active, which causes gears to move. This could be used in opening doors like a draw bridge from a castle in the Midville time. This could also be used to bring platform towards you or for puzzles.
Bruv don't be adding the water gun to the game, just make SA2 with the rail system and guns. It can be water guns, but I feel the aspect of the Mario nozzle along with the fast pace of SA2 will make for some clashing gameplay, meaning it has to be fast but also slow and methodical which is what Mario Sunshine nozzle is. If you ask me SA2 with guns (NOT like Shadow The Hedgehog) would be really cool and if you wanted to add Mario Nozzle for the platform aspect of the game then just give the character you are using make it a bird and give it wings and it could flap instead of the hover nozzle shooting water down and forcing the player up, but I feel adding both Mario nozzle and the speed of SA2 would create some clashing gameplay rhythm
even if played like sunshine, if is not mario is not copyright infrigment. There is no copyright in mechanics in games with very rare exceptions and there isn't one in shunshine. Palworld is the contrary, is not the same batle system, is almost copy character design, and still they will probably not lose to nintendo because nintendo copied some monsters as well. Nintendo didn't invented the water gun, so relax
Nice video! For the character design it might help to first sketch out a bit more of the storytelling and worldbuilding of the game, and then design the character to be a functional part of those two? Good luck!
“Mix of Mario Sunshine and Sonic Adventure 2”
My friend, you have my money
truly great games to inspire yourself and that don't usualy get inspired games. Both thogeter can be amazing
IMO something that could set it apart and allow for continuous forward momentum is to let the pushing effect work in multiple directions. So normally you jetpack up, but if you're close to a wall you can point the weapon toward the wall and push off of it. This means that while moving quickly forward you can use the wall next to you to avoid oncoming obstacles without changing the camera direction. Could get a little more Sonic inspired gameplay that way.
Also, I hope you plan on being able to boost under water and especially blasting out of the water if you're boosting when approaching the surface.
Keep in mind that character design isn't just for the model, it's for the animations too (which are everything in a game). You can have a great looking character with a lot of personality even while standing still, but if you don't have some good animations for that model you're going to grow tired of it very fast as soon as it starts moving.
(I'm a 3d character designer. Bachelors in Media Arts Animation.)
The design stims from the story of the game >
A winning story is based on the needs of the niche audience.
" Who is your game for? "
Understanding that will inform your character design decisions.
I really love the way you take us through your thought process and everything. It's so refreshing, you're inspiring me like crazy. I'm really excited to continue watching you progress. Have a great day Game Courier!
Unless you used their code you didn’t “Borrow “ anything. You were inspired by those mechanics.
I live this idea and hope the game is still in the works!
3:14 AYOOOOO 😂😂😂
Game looks fun as hell already, can’t wait for more updates!
Sick video, game looks fun. Looking forward to more
yaaaaaay i literally was thinking of making a game similar to mario sunshine! Cant wait to see how you interpret it!
I'm a big fan of super mario sunshine and feel like the movement mechanics are underated in that game so I'm looking forward to seeing more of this project! Looking great so far. Would agree with you tho that the older, simpler models had more personality. Would love to see it go more in that direction art-wise
Looking super promisssing! I love that you always go for "I didnt know this, so I study it and now I got it working:
Lol! Thats how i do everything
Commenting to boost the algorithm, good luck soldier 👍🏾
I have some thoughts on your game. You could add a steam mechanic for interacting with thing kind of like how a train works with coal. Pouring water on coal would create steam with could causes piston to be active, which causes gears to move. This could be used in opening doors like a draw bridge from a castle in the Midville time. This could also be used to bring platform towards you or for puzzles.
Looks dope
yea, i think that your water mechanics can really be great if you flesh them out!!
great video all around. only one thing can really be said about it:
mary-oh sunshine
Meh-rio sunshine
Subscribed
I can't abide anyone who pronounces Mario that way
Reverse Splatoon
Bruv don't be adding the water gun to the game, just make SA2 with the rail system and guns. It can be water guns, but I feel the aspect of the Mario nozzle along with the fast pace of SA2 will make for some clashing gameplay, meaning it has to be fast but also slow and methodical which is what Mario Sunshine nozzle is.
If you ask me
SA2 with guns (NOT like Shadow The Hedgehog) would be really cool and if you wanted to add Mario Nozzle for the platform aspect of the game then just give the character you are using make it a bird and give it wings and it could flap instead of the hover nozzle shooting water down and forcing the player up, but I feel adding both
Mario nozzle and the speed of SA2 would create some clashing gameplay rhythm
IMHO, too quiet
even if played like sunshine, if is not mario is not copyright infrigment. There is no copyright in mechanics in games with very rare exceptions and there isn't one in shunshine. Palworld is the contrary, is not the same batle system, is almost copy character design, and still they will probably not lose to nintendo because nintendo copied some monsters as well. Nintendo didn't invented the water gun, so relax
Nice video! For the character design it might help to first sketch out a bit more of the storytelling and worldbuilding of the game, and then design the character to be a functional part of those two? Good luck!