DevLog #5 - General Game Updates


Hey everybody, what’s up? Randomocity Gaming here today with another DevLog for Sonic Colors Demastered. There’s a decent amount of info I want to go over in this one so let’s get to it.

Thank You For Playing v0.2.0!

First off, I want to give a big thank you to everyone who has come out and given v0.2.0 a try since it debuted at SAGE 2023. We got lots of kind comments and helpful feedback from a variety of players, including popular gaming YouTuber SomeCallMeJohnny who streamed it on his Twitch channel! We did the math and the v0.2.0 demo has been downloaded by over 2,500 PLAYERS across all platforms since its release! On behalf of myself and our composing team, I just want to say, “thank you”. Seriously, you guys are awesome.

Progress Update:

As we move into the new year I have big plans for the future of Sonic Colors Demastered. I wanted to start by doing a better job at keeping you guys in the loop about how the game’s development is progressing. My current goal is to try and post DevLogs weekly, even if there isn’t much progress to talk about. Time will tell if I’m able to stick to that goal but I’m certainly going to try my best.

With that out of the way, let me give you an update on what I’ve been working on since last September.

Sweet Mountain Zone: Mission Stages

The mission stages for Sweet Mountain are progressing smoothly. The basic layouts for Missions 1 & 2 are finished and the levels have been fully greyboxed in-engine. A final pass still needs to be done for enemy and item placement and, subsequently, the final art assets need to be added to the stage as well. You can see a preview video below showcasing the trick-focused nature of Mission 1:


Violet Void Wisp and Magenta Rhythm Wisp

Every color power has a working version implemented in-engine EXCEPT for the Violet Void and Magenta Rhythm wisps, which are the last two.

Violet Void:

The Violet Void wisp functions almost identically to the way it does in Sonic Colors on the Nintendo DS. Players can press any direction to slowly float in that direction and can suck up items, enemies, and obstacles along the way. The more debris you suck up, the larger you get, increasing both your suction radius and speed. This wisp will make its debut in Asteroid Coaster and will then be retroactively unlocked in Sweet Mountain. I’m nearly finished with Violet Void’s functionality and once it’s completely done I’ll be able to do the design work for Sweet Mountain Mission 3.

Magenta Rhythm:

The Magenta Rhythm wisp is a wisp that was not present in the original Sonic Colors. It was present in Sonic Lost World, but functioned in a way that was confusing and rather janky. In Sonic Colors Demastered, the Magenta Rhythm wisp has been completely redesigned. It will now give Sonic the ability to jump towards and stick to “rhythm panels”, which are similar in nature to the “trick panels” from Sonic Adventure 1 & 2. When Sonic sticks to a panel, it will trigger a quicktime event where he will have to tap buttons to the beat of the music to progress to the next panel. Miss a beat and it will drain the color power gauge. Miss too many and the power will deactivate, causing Sonic to lose his grip on the panel and fall. Manage to get through all the panels and you’ll access areas of stages that were previously unreachable. If you manage to hit every beat with perfect timing, you might even get a special reward!

Development on the Magenta Rhythm wisp’s functionality has not been started and will likely take some time but I’m excited to get it working and think it will make for a very fun power-up!

Conclusion:

Well folks, that’s all the updates I’ve got for today. I’ll catch you all next week; and remember, don’t fall apart, speak with your heart!

(NOTE: All information presented in these DevLogs is subject to change. There is always a chance the final version of the game will differ)

-Randomocity Gaming

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