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Post by marbleycake on Jul 20, 2023 14:51:30 GMT -8
In an effort to be cool and give you a sort of peek behind the curtains, I have gone above SuperJumpman12 's authority and just told him i am making this thread. i did not ask permission. i should have asked permission. as the title states, this is a livethread documenting the development of PA3! we'll do our best to post in here almost like a journal whenever we're working on PA3 stuff. there might even be little teaser images here and there?? WHO KNOWS!! as SuperJumpman12 stated to me as i told him i am making the thread... this is unprecedented for us. and its true! we've been so secretive and sneaky like Valve our whole existence, so this is a total 180 away from what we usually do.
so, that's the basic idea of the thread! we'll post in here when we can (and when we remember to), feel free to chime in too!
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Post by marbleycake on Jul 20, 2023 14:54:12 GMT -8
ON TODAY'S DOCKET FOR ME: Trying to wrap up Hidden Base.
there's like 3 minutes' worth of gameplay and i'm trying to stretch that to 4.
jamming out to the Peshay Studio Set and some Frontiers cyberspace music to get me in the zone.
we'll see if i'm able to get to working on Hidden Base today!
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Post by marbleycake on Jul 20, 2023 15:31:11 GMT -8
Update: so the stage takes me about 4:17 to get thru so far, and in my experience it seems that if its your first time playing thru the stage it'll take about x1.75 longer than my usual time. so doing the math... that makes Hidden Base around ~10 minutes long for newbies?
so holy smokes, i think that's plenty. my plan of attack now is to just wrap up the stage design. and i try to make a distinct effort to have a separation between my normal stage design and "end of stage design." EoS design should be something slower, you can see the goal ring from way out, that kind of stuff. so that's what i'll do! and i even have a plan how to do it, so Hidden Base might actually get done tonight.
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Post by marbleycake on Jul 20, 2023 18:20:57 GMT -8
UPDATE: the stage layout for Hidden Base is done! still gotta place down enemies, decorations, and design some interiors for the final section, but there's officially a start and an end to the stage now. it is effectively done
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Post by marbleycake on Jul 20, 2023 18:29:30 GMT -8
Hidden Base has been fun to make because internally, we've defined Act 3 of the game beginning with Hidden Base.
in other words, no more hand-holding and easy recoveries from your mistakes. these stages will get difficult.
did a full run thru the stage just now and got this time (keep in mind i still have to add enemies and obstacles to the last ~30 seconds of the stage, so this could easily be in the 5-minute range for me
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Post by marbleycake on Jul 21, 2023 8:57:59 GMT -8
because i'm in a mech stage groove and wh1tecat3 asked for it, next on the list is Mission Street. SJ12 is already putting some decorations together (like the buildings from the stage) and stage design will probably commence this weekend. today i am very busy
but we're about halfway done thru making all the stages across the whole game, it's kinda nuts how many stages we've been able to make so far when the most we'd ever done was, like, 8 in PA2. we could have almost two PA2s with the amount of stages we've finished now x_x
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Post by SuperJumpman12 on Jul 22, 2023 3:02:04 GMT -8
finished up importing some of the buildings from mission street. i kinda like how they turned out, even if they aren't 1-to-1 with how they look in the game. importing stuff from sonic adventure 2 is always a hassle, but these in particular were a huge pain. i use SATools to rip meshes from the game, but they don't cleanly import into roblox as-is. sometimes the textures are mapped incorrectly, sometimes it'll have vertex paints (which is cool, but roblox handles vertex painting differently than sa2's engine does, so the colors mix poorly. i usually either remove it entirely or do my own), sometimes it'll be full of flat planes that i'll have to thicken in Blender because roblox hates parts with sides the size of 0... the worst part was definitely doing the windows. i have to crank the color3 value of the texture up past 255 to make them glow, but you still can't edit a MeshPart texture's color3 for some reason. so instead, what i had to do was upload the mesh as a MeshPart, create a new part, insert one of those old SpecialMesh objects into it, copy+paste the mesh id into it, place a normal texture on it, make sure it lines up perfectly with the MeshPart, and THEN edit the color3 that way. lots of fun! (sarcasm)
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Post by SuperJumpman12 on Jul 22, 2023 3:34:18 GMT -8
(....although i should say, SATools is extremely helpful in that it recently got updated to where you can just choose a model from a list and export it to .dae. ripping models from SA2 has literally never been easier. THX SATOOLS)
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Post by marbleycake on Jul 22, 2023 19:36:49 GMT -8
UPDATE: VERY good progress on Mission Street today! did a bunch of decorating and got around the first ~30 seconds of the stage done. lots of works still to be done. but its good when you have a big project that you can chip away at bit by bit and continually make progress, no matter what
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Post by marbleycake on Jul 23, 2023 13:26:59 GMT -8
So for those who don't know: like how Sonic Team used San Francisco for inspiration for SA2's city levels, we're using Boston as our inspiration. The Zakim Bridge, Prudential Center, 200 Clarendon, and the TD Garden are all featured in Beacon Highway in fact! As well as other references Bostonians would recognize.
I bring this up because so far in Mission Street, we're going all in on the Boston inspiration and checking out real streets and city views as inspiration, and so far this is coming out REALLY awesomely.
Remember this fun fact to impress other PA3 players (and this is true): part of Mission Street that i've made so far is inspired specifically by Peterborough Street in Boston.
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Post by marbleycake on Jul 23, 2023 16:11:55 GMT -8
UPDATE: good weekend this weekend! the first ~1:05 of Mission Street has been completed, and this stage has been A TON of fun to design so far.
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Post by SuperJumpman12 on Jul 26, 2023 0:48:27 GMT -8
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Post by marbleycake on Jul 29, 2023 19:23:28 GMT -8
made some more good progress on Mission Street today! i've decided this might be a shorter stage. and by "i," i mean me after SuperJumpman12 kept throwing the idea my way and it finally stuck.
i'm aiming for a length of around 3 minutes. something that'll take me 3 minutes to play. right now i'm at around 2 minutes and i have a good idea of how the rest of the stage should pan out (again, thanks to SuperJumpman12 coming up with some ideas), so I think Mission Street will be complete sooner than later...
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Post by marbleycake on Aug 1, 2023 19:13:27 GMT -8
RARE MID-WEEK UPDATE! Mission Street takes about 2:30 for me to play thru so far. added some good chunks into the stage today! hoping to finish it soon still. SuperJumpman12 and i are betting that we can start and finish Meteor Herd in one day on Sunday
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Post by marbleycake on Aug 6, 2023 12:14:32 GMT -8
MORE WORK ON MISSION STREET ACCOMPLISHED YESTERDAY! but today... today SuperJumpman12 and I are going to try our hardest to start and finish Meteor Herd. one day challenge
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