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I bet I could make a better Sonic RPG than SEGA and ST.

Years ago when it's preview was shown; I had predicted Sonic Chronicles would be bad...and I guess mostly, I was right.
It seems SEGA & SonicTeam couldn't take what was good in the series (such as the sense of action and speed most new games have lost) and transition it into a good way for a RPG. I believe I can do that.
Super Mario Bros is doable as a RPG because the series focuses on jumping and adventuring, which a RPG can capture well. However, if you take a look at Sonic instead, action and speed isn't so much easy to do RPG wise.
To remedy this, you would need a battle system that empathizes those elements...so yes, no turn based battle system. More like something XAS styled (such as LoZ or Secret of Mana) where encounters seamlessly transition into battles, and it's simply the same format as sprites on a map, slightly different. So, it's free roaming (although characters are closed off to a specific area, done in the style of invisible barriers) and the characters have moderately fast movement speed to empathize Sonic's sense of speed in the games. Attacks are done with the space key, enter key, and "c" key; each of them different. A "c" key is a weak attack, a space key is a medium attack, and an enter key is an strong attack. Space/Enter/C attacks connect if you press the key directly one tile adjacent or next to an enemy. Skills can be learned by equipping weapons, and accessories; and these skills can be linked to a set of hotkeys; which are 1/2/3/4; and some skills from weapons/armors/accessories are temporary, some permanent. For example, equipping Knuckles with a Shovel Claw weapon will permanently give him the Dig skill.
Taking a design cue from Sonic Battle, at the start of every battle, your asked to choose from three different battle styles: Offensive, Speed, and Defensive. These majorly alter how you can fight in battle.

That's the main foundation and what I have so far for the battle system for a potential Sonic RPG.
 

Jason

Awesome Bro

Maybe they couldn't because they're not the ones who made it?

If you take a look, you'll see that BioWare made it, and not Sonic Team...
 

Jason

Awesome Bro

The thing is though, it WAS decent for a Sonic game, these days the Sonic games have been all shit (Except for 50% of Sonic Unleashed, yeah, the day levels!), but as an RPG, I think it worked really well, and I hope they bring out the second soon... (They're already working on it...)
 
What you're talking about is of course possible in theory: You could take Sonic, handcuff him to a medieval torture device, have your way with him and call it RPG. That doesn't make it an RPG that captures the spirit of the old Sonic games though. The main question here should first be: Why would anyone want to play a Sonic RPG? You totally correctly figured out that the games are about speed. All you described up there would at least require standing still for a frame, or at least being aware of being at a certain tile to do a certain action. Being a fan of the old Sonic titles, I can't really say that appeals to me in any way. I want to run, jump, get angry because i lost all of my rings at some stupid spikes again, have a relaxed time. Not level up Sonic's headspikes.

The reason Super MArio RPG works is that Mario works in every environment - he fights giant apes, rescues princesses, races karts, jumps through galaxies, does the weekly shopping, sets the VCR, you name it - games might be better or worse depending on the theme and your personal liking, but what they have in common is that there's a resourceful and well-designing team behind a sympathic character. Good Sonic games have speed in common, so the second last genre I'd ever think about serving is an RPG.
 

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