Hey, Gotta Step It Up! A Sonic The Hedgehog Producer Quest

What is your favorite game this timeline's Sonic Team has made?

  • Sonic Versus Sonic

    Votes: 0 0.0%
  • Sonic Aether

    Votes: 8 11.8%
  • Super Sonic Racing

    Votes: 1 1.5%
  • Sonic Adventure: Chaos Rising

    Votes: 2 2.9%
  • Chao Garden

    Votes: 5 7.4%
  • Sonic DVD

    Votes: 15 22.1%
  • Sonic Strikers

    Votes: 0 0.0%
  • Project: Shadow

    Votes: 0 0.0%
  • Sonic Adventure: ARK Crisis

    Votes: 5 7.4%
  • Sonic: A Snowy Heart

    Votes: 4 5.9%
  • Chaotix Inc.

    Votes: 2 2.9%
  • Super Sonic Racing 2

    Votes: 0 0.0%
  • Agent Omega: Extermination

    Votes: 1 1.5%
  • Sonic Heroes

    Votes: 0 0.0%
  • Sonic: Resistance

    Votes: 3 4.4%
  • Sonic Adventure: Phantasm Requiem

    Votes: 2 2.9%
  • Sonic Genesis

    Votes: 0 0.0%
  • Metal 'N Surge For Hire

    Votes: 1 1.5%
  • Sonic Adventure: Synthtic Invasion

    Votes: 3 4.4%
  • Sonic High School

    Votes: 8 11.8%
  • Sticks: Concrete Jungle

    Votes: 0 0.0%
  • Dynamite Roses

    Votes: 0 0.0%
  • Diamond Cutters: Whisper In The Dark

    Votes: 0 0.0%
  • Sonic Chronicles: Gizoids Of Resurrection

    Votes: 1 1.5%
  • Blaze Tales: Pirate Pile-Up

    Votes: 2 2.9%
  • Metropolis City Builder

    Votes: 2 2.9%
  • Eclipse's Cooking Adventure

    Votes: 3 4.4%

  • Total voters
    68
  • Poll closed .
Voting is open
[X] Plan: Sol Guide us!

We're getting +30 to the Functionality roll. God I hope that we roll well enough for that to help. I don't even know what the +s to Story and Visuals are but I'm not as concerned with those even if I'd like them to improve.

Frankly, I'd just like to know roughly how second-phase rolls work. It doesn't seem like they're added on top of the original result, judging by the last project, so I don't know how any particular result will affect it.


Also, tomorrow I'm gonna be writing up submissions for "Freedom Fighters" and "Diamond Cutters".

Oh, unrelated but, here's a fun fact that a lot of people(not necessarily here, just in general) seem to have been misconstrued on:
Sega does actually own the right to all Post-SGW(including ones who were introduced prior but survived until after) Archie characters, they won the case. They just don't WANT to use them, probably on principal at this point.
x.com
 
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Segata Sanshiro Sonic Vs Sonic
Segata Sanshiro: Sonic Versus Sonic

The commercial opens up in a busy Tokyo train station.

"The 8:15 train to Shinjuku is now departing." Said a polite monotone voice over an intercom.

A train is then seen leaving to the dismay of a frenzied and sweating salaryman who panics upon seeing it move. "WAIT! WAIT!" He hurriedly calls out, but to no avail as the train picks up speed and he can do nothing but collapse at the edge of the platform, reaching out as if trying to pull it back.

"Late on my first day, I'm never gonna keep my job!" The salaryman cries out in pain to the world.

"Not if I have anything to say about it." A deep and authoritative voice says off screen.

A theme song plays with the Salaryman turning and looking in shock at the imposing figure of Segata Sanshiro. "Segata Sanshiro!" The Salaryman says in surprise.

Segata Sanshiro turns around and crouches with his back to the salaryman, "Hop on!" He commands.

With little other choice, the Salaryman reluctantly complies as he climbs on Segata's back, and then yelps as Segata is shown jumping onto the track in high speed pursuit of the train, with his theme playing.

"~SEGATA SANSHIRO! SEGATA SANSHIRO! SEGA SATURN SHIRO!~"

A comedic sequence is shown of Segata Sanshiro blitzing through the rail line and hopping on various trains to get through Tokyo, mirroring Sonic's gameplay from Sonic Versus Sonic, with the Salaryman hanging on for dear life.

It then abruptly cuts to gameplay footage of Sonic Versus Sonic, "From the Arcades to the Sega Saturn, Sonic the Hedgehog faces off against his nemesis Metal Sonic in this exciting, high speed 3D marathon. Do you have what it takes to be the fastest?"

After a small compilation of gameplay footage, it cuts back to Segata Sanshiro who leaps off the tracks and lands a great distance away in front of a generic corporate building.

The Salaryman climbs down and checks his watch in amazement, then prostrates himself in front of Segata Sanshiro. "Arigato Gozaimasu Segata Sanshiro!" He then looks up at the martial artist in wonder, "You saved my career Sanshiro-san. How can I ever repay you?"

Segata Sanshiro then thrusts a Sega Saturn with an attached controller in front of the Salaryman, ending the commercial with his signature catchphrase. "Sega Saturn Shiro!"
 
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You get a +5 to reception and profit rolls.
Frankly, I'd just like to know roughly how second-phase rolls work. It doesn't seem like they're added on top of the original result, judging by the last project, so I don't know how any particular result will affect it.
The same way as first-phase rolls, really. This quest is at heart a narrative one, so for both phases the rolls form the skeleton for what happens in the update.
 
Hmm youre right. It's just that from what I read its the fact that Breezy seems kinda untoachable atm. Also was fishing for a potential set of sequels, but I DO like what you said.
You could also go with a mystery aspect and have Breezy appear more like a 'normal' buisness owner for say the first game or even the second. Possibly revealing her nature as an antagonist in the stinger.

Perhaps have a loyal subordinate or even a rival of hers act as the supposed big bad of the first/second game instead? Bonus points if they are are a snake or rat or some other stereotypically treacherous animal.
 
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You could also go with a mystery aspect and have Breezy appear more like a 'normal' buisness owner and first and only reveal her nature as the big bad in the stinger of the first game.

Perhaps have a loyal subordinate of hers act as the supposed big bad of the first game instead? Bonus points if they are are a snake or rat or some other stereotypically treacherous animal.
This honestly sounds like something Breezie would do as part of a longer con.
 
You could also go with a mystery aspect and have Breezy appear more like a 'normal' buisness owner for say the first game or even the second. Possibly revealing her nature as an antagonist in the stinger.

Perhaps have a loyal subordinate or even a rival of hers act as the supposed big bad of the first/second game instead? Bonus points if they are are a snake or rat or some other stereotypically treacherous animal.
This honestly sounds like something Breezie would do as part of a longer con.
Yep.

I also threw in the possibly of the first game big bad actually being a rival of hers… either one I feel works.

I think this idea would work for a sequel instead.

The main thing behind the Chaotix game is to establish a overall big bad for this spin off series if the first game prove successful. That not only the the detectives find out Breeze was the true big bad of the game, thus establish her a money grubbing and amoral CEO, but a badnik made by Dr. Eggman, to connect to Sonic Franchise, but rebel against him while the Chaotix want to bring her down they lack the evidence and clout to bring her to justice. So they have to take satisfaction on their small victory.

Late series however she could try to con the detectives to work for her or even be they ally in some instances and they stumble in one of her schemes and so on.
 
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Lessons Learned From The Sega Saturn
Sega Saturn: A case study in development difficulties and lessons learned
The Sega Saturn, released in 1994, was a console that promised to push the boundaries of 3D gaming. However, it quickly became notorious for its programming difficulties, which contributed to its commercial struggles.

At the heart of the Sega Saturn's programming challenges was its complex architecture. Unlike its contemporaries, the PlayStation and Nintendo 64, the Saturn featured a dual-CPU system with a 32-bit main CPU and a secondary 32-bit graphics processor. This design aimed to deliver superior performance but introduced significant complexity for developers.

While it is often perceived that programming for the Saturn was magnitudes more difficult than for the PlayStation or N64, the reality is more nuanced. In truth, the Saturn was not significantly harder to program for compared to the PlayStation and N64, and it was much easier relative to systems like the Atari Jaguar. The initial hurdles stemmed from Sega's failure to provide robust development tools right out of the gate, unlike Sony, which designed tools that allowed developers to extract substantial hardware performance using primarily C language. This approach minimized the need to dip into assembly language, which was often required by Sega and Nintendo for optimal performance.

Sega did provide detailed specifications and documentation for every component of the hardware, consistent with their practices and those of Nintendo at the time. However, the expectation that developers would frequently use assembly language for the bulk of their programming created a steeper learning curve. In contrast, Sony's deep pockets allowed them to create user-friendly development environments that facilitated faster game production, making their hardware more appealing to publishers eager for quicker turnaround times.

Despite Sega's provision of technical specifications, the initial lack of comprehensive development tools and support was a significant hurdle for developers. When the Saturn was launched, many developers were caught off guard by its early release, which left them with limited time to adapt their projects. The documentation provided by Sega, while detailed, was often difficult to navigate, making it challenging for programmers to fully understand the hardware capabilities and limitations.

As a result, many developers had to rely on trial and error, leading to frustration and delays in game development. This lack of support was particularly detrimental for smaller studios that lacked the resources to experiment extensively with the hardware.

The Challenge of 3D Graphics
The Sega Saturn was designed to excel in 2D graphics, a strength inherited from its predecessor, the Sega Genesis. However, as the industry shifted towards 3D gaming, developers faced the daunting task of adapting to this new paradigm. The Saturn's graphics hardware, while powerful, was not optimized for 3D rendering in the same way as its competitors.

Developers had to navigate a steep learning curve to create visually appealing 3D environments. Techniques such as texture mapping, polygon rendering, and lighting effects required a deep understanding of the hardware and significant optimization efforts. The Saturn's VDP (Video Display Processor) chips generated polygons as warped sprites, which differed fundamentally from the methods employed by the PlayStation and N64. This approach was more akin to the 3DO's polygon generation, which also utilized quads, but the Saturn was ultimately more capable in both 2D and 3D graphics.

While the Saturn's architecture allowed for some unique rendering techniques, such as the use of quads (1,1,1,0) for triangle output, it still required processing calculations for the zero vertex, which added to the overall cycle count and processing power needed. This nuance made it debatable whether the Saturn had a significant advantage over the PlayStation in terms of triangle output.

The Impact on Game Development
The combination of a complex architecture, limited documentation, and the challenges of 3D graphics led to a mixed bag of game quality on the Sega Saturn. While some titles, showcased the console's potential, many others suffered from performance issues and lackluster graphics.

The difficulties in programming for the Saturn also contributed to a smaller pool of third-party developers willing to invest time and resources into creating games for the platform. As a result, the Saturn's library was not as robust as that of its competitors, which further hindered its market performance. Notably, Capcom's approach to the Saturn was cautious; while "Resident Evil" was a landmark title, it was not developed with the Saturn as the lead platform. The Saturn version was a port, and Capcom faced significant challenges when attempting to develop "Resident Evil 2" for the system, which may explain the lackluster quality of some of their Saturn titles.

The Evolution of Development: From Sonic Aether to the Dreamcast
During the development of "Sonic Aether," a significant incident occurred that threatened to derail the project entirely. A catastrophic failure resulted in the loss of all hard drives containing the game's code. Fortunately, Sonic Team received crucial assistance from Sega Technical Institute (STI), which provided a backup copy of the game and the code from "Sonic Versus Sonic." This collaboration allowed development to continue, but the setback was substantial; Sonic Team spent nearly half of the project's schedule just getting back to where they had started.

This experience highlighted a critical issue within Sega: the lack of a comprehensive software development kit (SDK) that could empower developers to fully harness the capabilities of the Saturn. Takashi Iizuka, a key figure in the development community, pointed out that competitors like Nintendo had recently released tools such as "RPG Tsukūru: Super Dante," a game-making program for the Super Nintendo that allowed players to create their own classic-style RPGs. Recognizing the challenges posed by the absence of an SDK, Sega made the strategic decision to develop one, assigning the task to STI technical director Robert Morgan.

However, the release of the SDK was delayed until 1996, as Sega opted to incorporate the lessons learned from Sonic Team's experience with "Sonic Aether." This decision ultimately proved beneficial, as the SDK provided developers with the necessary tools to create games more efficiently and effectively.

Sega was acutely aware that their competitor, Sony, had specifically designed development tools that allowed developers to extract significant hardware performance using primarily the C programming language. This approach minimized the need to dip into assembly language, which was often required by Sega and Nintendo for optimal performance. As the generation progressed, it became increasingly common for developers to rely on assembly only in specific instances to squeeze out additional performance. This realization underscored the importance of creating a more accessible development environment for the Dreamcast.

With the release of the Sega Dreamcast in 1998, Sega aimed to rectify the programming challenges that had plagued the Saturn. The Dreamcast featured a more developer-friendly architecture, utilizing a single Hitachi SH-4 CPU and a PowerVR2 graphics chip, which significantly simplified the programming process. This shift allowed developers to focus more on creativity and less on navigating complex hardware intricacies.

Sega also invested heavily in providing robust development tools and comprehensive documentation from the outset. The Dreamcast's SDK was designed to be intuitive, enabling developers to harness the console's capabilities using high-level programming languages like C and C++. This approach mirrored the successful strategies employed by Sony with the PlayStation, making it easier for developers to create visually stunning and innovative games.

The result was a diverse library of titles that showcased the Dreamcast's potential, including classics that would define the console's legacy. The Dreamcast's emphasis on ease of development and strong third-party support marked a significant improvement over the Saturn, allowing Sega to regain some of the momentum it had lost in the previous generation. Ultimately, the Dreamcast set a new standard for console development, paving the way for future generations of gaming hardware and demonstrating the importance of learning from past challenges.
 
Honestly, the ones that are just moderately more accessorized look pretty dang good to me. Red Scarf and Boom-esque, mostly. I think I lean towards red scarf just because it fits the color scheme better.
 
Honestly its red scarf for me if OTL Modern Sonic isnt an option. Boom, Fluffy, Streched and just a jacket arent my cup of tea.
 
I have two ideas regarding Breezie in this version of the franchise.
  1. Either she starts off the Chaotix spin-off franchise already having cut off ties to Eggman or does so in a sequel.
  2. She's basically a hedgehog (robot) David Xanatos. In that she's perfectly willing to genuinely ally with the Chaotix should their goals align. And she's generally affable in her interactions with them.
I got another idea for a character. I was just thinking about how out of place realistic guns are in the hands of Sonic characters and that inspired me. The character would be dressed as a nutcracker and would be wielding what looks like a cross between a musket/blunderbuss and a laser gun. The old-fashioned weapon inspiration would justify limiting the rate of fire and keep the character from being too overpowered. I was also thinking that holding down the jump button would turn the gun into a jet pack that diminishes over a few seconds. And the design is cutesy enough to work in a game for kids. I just don't know if they should be a guy or a girl. Maybe this is Classic Whisper. The "angst? What angst?" version. The nutcracker outfit could be the dress uniform of the overthrown Kingdom of Acorn.
 
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It looks like the votes have come in, so let's get some rolls going. We'll start with the rolls for X-Treme. This'll just be a pair of rolls for "did the development team explode" and "how good is whatever they made." I'll be using a dice rolling site for this update's rolls to see if that's less, uh... mean than SV's built-in one.

Results: 13, 58

They made a mediocre-to-kinda good game at the cost of any good relationship between the different staff.
 
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Let's see how things go for Aether. Due to the winning plan and omake rewards, the total bonuses are: +35 to Functionality, +20 to Visuals, and +15 to Story. That'll also be the order of the rolls.

Result: 83, 49, 38


With the bonuses, you get 118 for Functionality, 69 (nice) for Visuals, and 53 for Story. Hell yeah.
 
Let's see how things go for Aether. Due to the winning plan and omake rewards, the total bonuses are: +35 to Functionality, +20 to Visuals, and +15 to Story. That'll also be the order of the rolls.
Result: 83, 49, 38

With the bonuses, you get 118 for Functionality, 69 (nice) for Visuals, and 53 for Story. Hell yeah.
ILL TAKE IT!
We saved the functionality! I hope that puts us out of 06 territory at least.
Also we got a 69 in the game without Rouge....
Why do I feel like Blaze got a Slight Bust upgrade?
 
So if I were to translate those scores.
The game works Incredible, has a slight above average Visuals and about average story. Hmm yeah that sound like about even for a Adventure era game.

Edit:
Also we didnt hurt our relations with our workers.
Neat!
 
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ILL TAKE IT!
We saved the functionality! I hope that puts us out of 06 territory at least.
Also we got a 69 in the game without Rouge....
Why do I feel like Blaze got a Slight Bust upgrade?

And now I'm seeing Blaze getting the classic Lara Croft treatment because the character designer decided it was the most efficient way to design the character. Keep in mind this is still early 3D graphics. Characters are going to be pretty damn blocky compared to what we have today.
 
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