Sonic's White Glove Diaries -

Updated and maintained by Johnny 'Sonikku' Wallbank and A.J Freda.

4th June 2000 -

The direction of SRB2…

 

Well, tomorrow I have exams to deal with, so updates to the page are going to be slow… so this will be the last update for a week or two…

 

So, where is SRB2 heading?

 

Two and a quarter years ago, when I started SRB2 (yes, it’s been a long time since we started the project in March 1998) I had originally planned it to be a more improved sequel to SRB1, and now that I had ‘The Games Factory’ (TGF) as opposed to Klik & Play (K&P - which, believe it or not, was a lot, lot worse than TGF) I could begin to use more advanced tricks that I couldn’t use with SRB1. (I only used TGF to ‘compile’ SRB1, as it was too large for K&P, which has a maximum frame limit of around 280, I think… after this point it says something like: “ERROR: Too many frames.” or something like that.)

 

As the game progressed and evolved into more advanced engines, I had bigger plans for it. I was actually planning to include Capture the Flag in SRB1 (as mentioned in the badly-written ‘help’ file, along with the Lift Zone being called the ‘Doom Zone’, I believe.) – but instead thought it’d be better to include this, and other multiplayer modes in SRB2. With the ‘C’ version of the game, it seemed more possible to do this, but the project, as mentioned before never got too far before we moved to 3D on October/November 1998.

 

With 3D, the project could go further still, especially with A.J Freda’s knowledge of the DooM engine, and we begin to build more and more on the project.

 

The end goal will be to make an enjoyable fan-game, which can be customized with relative ease (thanks to the DooM engine) and will stay enjoyable for a while (as opposed to SRB1, which was about as enjoyable as a headache, which wasn’t too easy to customize and wasn’t even enjoyable in the first place, let alone playing it for the second time, save to finds the game’s many secrets – the only good point I find about SRB1).

 

A.J Freda has his own ideas about what SRB2 should be like, mostly to be as faithful to the original games as possible in 3D, rather than 2D (expressed especially in his Sonic sprites, which are VERY faithful to the original games.)

 

Anyway – I’ll see you after the (evil) exams are over!

 

Next time: …After the exams, please…