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  1. 4. velj
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  2. 2. velj
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  3. 1. velj

    I want to remind everyone that is the engine programmer and made this gameplay possible. She has been the other half of this project so be sure to share your respects.

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  4. 31. sij

    Thank you all for being patient with us as we quietly continue our work. The project is far beyond anything you've seen. It has been a journey and we're looking forward to the day we can share it with the world. 🐦

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  5. 31. sij

    As one final bonus, here's a small test level in the style of Sleeping Egg Zone (The music is Casiowary by Simon Stålenhag, not related). Remember that everything I've shown in this thread is from very old versions of the project.

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  6. 31. sij

    A clip showing a test level model. You can see months of test geometry and experiments everywhere. That is just a fraction of it.

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  7. 31. sij

    A few months into 2017 and you can see my test models piling up. Some things like this section were made for Beryl Palace Zone.

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  8. 31. sij

    At one point, I tested part of Kingdom Valley in the engine. We were surprised at how well the level design already worked, as if it was made for an engine like this, even down to Utopia's specific movement. Or maybe my designs were lining up with theirs as I progressed?

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  9. 31. sij

    Scaling some rooftops.

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  10. 31. sij

    Test model of a building interior.

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  11. 31. sij

    More Beryl Palace Zone test models. The center of pillars are hollow, and broken ones may have things inside. The fractured edges are indeed usable slopes.

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  12. 31. sij

    A model for Beryl Palace Zone, belfries that would be found atop buildings. Features like these could be used in all sorts of ways.

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  13. 31. sij

    Sonic and Flicky hanging out.

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  14. 31. sij

    Unused idle animation.

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  15. 31. sij

    Some engine testing in a new scene made shortly after the demo. Includes the ball model and spin dash animation.

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  16. 31. sij

    Earliest renders of the Sonic model. Also an unused render for the manual that shows Sonic on banked terrain.

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  17. 31. sij

    Speaking of the gem cavern, you may notice in the corner behind that invincible monitor is a suspicious rock formation. There was going to be another tunnel there leading to other rooms. The modeling was actually partially finished, the rock was placed there to close it off.

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  18. 31. sij

    In the secret upper area above the gem cavern, there was going to be a cave cutting through the mountains leading into another large cavernous area, this one designed as the mountain interior. It would've been a shortcut leading to the other side of the level.

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  19. 31. sij

    Rather than a ramp, the path leading into this hole was originally going to lead into an underground Marble Zone section similar to the Labyrinth Zone section. The hole would've been gated off requiring use of paths leading up to it to find and access.

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  20. 31. sij

    Layout sketch of the level. The overall shape is a render of the actual model in its early form. The sketching shows pathways and nodes making a general structure where I would later improvise the details. A lot was cut and rushed for the SAGE deadline.

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