Forums → Programming Forum → Sonny: Genesis [Sonny Fan Game]
Back when the first Sonny hit the internet I was hooked;
I didn't develop games back then, but it's one of those games
that sparked my interest for the profession.
Now, close to the release of the third installment,
it's time for me to create a tribute.
I have been developing games on and off for a few years now;
In this period I've continued to learn through taking on different projects.
Sonny: Genesis is the next big project I've set for myself.
It'll cover much unexplored territory for me, and is a perfect opportunity to
grow as a developer.
I'll try to update this thread at least once a month with a
#development-update. Keep in mind that I'll be learning through development,
and it probably won't be a smooth road till completion.
Any and all feedback/input is appreciated!
#1 DEVELOPMENT UPDATE (04/08/2016)
(Design process in Adobe Flash)
First time drawing a full humanoid for one of my games!
It was drawn after a sreenshot I took of sonny ingame.
Had to devide him in all these layers to make animating him easier.
(Layers exported from Adobe Flash)
Speaking of animation, I recently aquired a copy of Spine.
I will be using it for all the animations in the game.
It makes my job alot easier cause I will be able to swap different
layers for different bones at runtime!
Animating in Spine was alot easier then I expected!
I am by no means an animator, but I like how these turned out.
Also, the swords are placeholder at the moment; I ripped these of the Sonny Wiki
Next up will be designing armorsets and weapons;
I plan to have most of the stuff drawn and ready to go before I head over to programming.
#2 DEVELOPMENT UPDATE (01/02/2017)
Long time no C#
I never intended to stay quiet for this long,
in fact I planned to make this my most vocal project yet!
So let me tell you what happened...
Development was going great.
A good amount of armor and weapon designs were done;
about 15 full-sets. Most of it still needed detailling, but it was all there.
I had already sketched out how the engine and mechanics would work internally,
and started prototyping them.
Then it happened... My harddrive failed on me.
All the work I did was gone.
Although I never wished for this to happen, I've learned a valuable lesson.
Back up your work!
I'm storing everything in the cloud from here on out.
Let's face it, if this were to have happened near the end of development,
it would have been much worse.
I didn't want to do another update just to explain I have to start over again;
I have some good news aswell.
I'll be re-designing the base character.
I'll have to re-draw it anyways, and I want to improve it over the old one.
It seemed a bit lifeless to me, and I want to change that.
Not to mention the cross on his chest and wierd legs @ivanxxxxxxx already pointed out.
To the winners of the armor design competition, your armors will still be included!
I'll just be adapting them to fit the new design of the characters.
The winners were:
Lot's of great entries were submitted, so I had chosen three winners!
I appreciate the amount of responses to the contest,
I loved it, and I'll definitely have a different contest in the future!
So in this down-time when I couldn't work on the game on my computer,
I whipped out a note-pad and started writing down story ideas.
At this point, it has evolved into a cohesive plot.
There are still gaps to be filled, and zones have yet to be designed,
but key elements of the story are basically set in stone.
This wasn't an easy task, but I'm confident fans of the series will love it *hint*
Gameplay-wise I've decided I wanted to incorporate AOE skills.
I don't have an iOS device so I don't know if Krin has added these to the re-boot,
but it is something I'd like to add to the established sonny 'formula'.
I've also hit the drawing boards again,
I decided to focus mainly on the UI to get my mind back in the game.
Good progress has been made:
(Mimicking the original health and focus bar)
(Different buff/de-buff icons)
Some portrait work has also been done,
but I won't show this for obvious reasons
That's it for this update!
I hope this clears everything up a bit,
and development goes smoothly from here on out!
It's good to see you guys are still around
#3 DEVELOPMENT UPDATE (17/02/2017)
Development is on a roll again;
I've designed the new base character for the game.
(New Character Design)
As you can see it's pretty similar to the original sonny games,
and definitely an improvement over the old design.
I've already finished rigging the new character and started the animations
(New Idle Animations)
The shown weapon is the only item done so far.
The next step will be designing armorsets and adding more weapons.
Just a short but sweet update!
- 31 Replies
Οooh Best of luck! Can't wait
@Doombreed Thank you for your interest!
First 'Development Update' is now live!
You seem to be quick and efficient in designing. If you ever run out of context ideas, feel free to ask
Good Job 😁
@Doombreed thnx for the kind words!
I'm planning on making this a community driven project, so any fan of the series is welcome to give their input.(Story, Abilities, Mechanics) Right now I'm even considering if I should have some kind of armor design contest and have the best one implemented in the game. Though I don't know how much of a response it would get, seeing as there is (sadly) little activity in the programming forum.
Hmm...For story, I think obviously something different than the original Sonny series, obviously. Don't know when is it supposed to take place, but if you are going for something in parallel to the original one, then it could feature the same well-known characters (vera/roald/etc.)
As for abilities, it would be good to opt for a system with the balance of the first game in the classes and the unique abilities of the second game. We all loved the shadow xD Even in Krin's poll, Shadow Sonny won by far.
In the mechanics aspect, it also depends how much you want to stick with the original series mechanics. Some of them are ancient by today's standards but they still work.
@Doombreed I'd definitely like to set the story in the same universe as the original;
Maybe shed light on those characters before the events of both games?
Go with a brand new cast?
I dunno, I'm open to everything at this point.
As for abilities, definitely ;P
I was origionally thinking of having a shared skilltree among classes like the first game;
but now that I've gone over the idea, it would probably favor different playstyles and replayability if each class has one of its own.
I didn't really like the way sonny 2's late game relied as heavily as it did on combos;
but I also don't want to exclude anyone who likes it (my brother).
Designing them won't be easy, and I'll need all the help I can get when I get to that stage.
I'm open to ideas regarding the mechanics; the sooner in development I know, the better. I haven't really given this any extra thought myself, so I'm interested to see different takes on it.
Good luck, I hope you make it as a professional developer one day.
For the mechanics, the very obvious thing Krin failed at in the second game was making speed a reliable way to deliver damage. In the first game it's fine, the assassin class depends on it rather well. But for example the Predator build of the Biological had to be purposefully glitched just to put it on the same level as the others. Krin intentionally programmed every physical Biological ability to have a critical hit ratio x3.1 the one other abilities had. I think he intended to have some sort of speed based highly damaging class like the assassin in the first game but Piercings and speed did not quite work as intended.
Another thing were the bugs of the hot hydro and poison bio builds. Those abilities miss their targets way too often for it to be a coincidence. It is possible that it was meant to be a way to reduce the power of those builds but that also failed.
I'd say since this is a fan-made game, go with a new cast of characters. If you plan on going there, you can show what happened to sonny and he ended up on the ship for example.
@nichodemus Thank you! So do I
@Doombreed Thank you very much for this information!
I think a fresh cast can work really well too, so I'll be doing that then.
It looks awesome! Can you post animations of enemies and player outfits please?
Wow, these look amazing. Great job, keep it up!
Thank you both for the kind words!
I'm designing the outfits as we speak; I'll be sure to add them to the next development update!
I know you have mentioned that you are not an animator, and don't get me wrong , I am not here to criticize, on contrary , I would like to suggest you to look at following layer: leg part from knee to ankle/foot !
It's not consistent with other body parts! It looks good on its own , but fails when it comes to animations! Now , I would not change it , I would just adjust upper part of leg to look fatter! I think that such a move would adjust the quality to much higher level (it would look smoother) , especially when it comes to melee attacks animations !
@ivanxxxxxxx You're absolutely right!
Now that you've mentioned it, it's starting to bother me when I look at it.
I drew them a tad bigger on purpose; The images would basically be swapped with armor, so it would be easier for me. example:
But while this works with armor, it definitely doesn't without it.
Consider it fixed by the next update.
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