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Sonic
Lag aside, I wonder how the engine would hold up to Genesis-era speed-crunching...
I'm thinking if you set up an array for the various Paths of the level, you can zip the player along the Path mindlessly at warp speed until they encounter a Potential Obstacle (array item for a moving platform or one of those crab robots) or they jump...and it'd be pretty cool to cue the player in on this (maybe as a powerup), letting them see their Projected Course and plan their jumps out before their avatar even arrives - if they can figure out their route fast enough they can stay ahead of Themselves, beat the entire level in Pre-planning, then just sit back and watch. At least until one of the other players interrupts their route. Sadly, I'm busy on other projects. Anyone wanna head this one? I'll chime in on the Predictive Pathing Algorithm if I can. |
Sonic + 20FPS = No.
Seems like an interesting idea, but I lack inspiration to script. |
I'll grant it's 1/3rd the Genesis' touted capabilities, but given that TV generally runs 30 FPS and animation's usually closer to 20FPS anyway, one may as well just apply a motion blur and call it a day...
besides, it was 30 FPS on the original anyway... |
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