General Information
General Information
Welcome to Bumper Engine V2. An in-progress expansion of the Bumper Engine, the ultimate Unity 3D Sonic Framework.
Continuing the combination of Classic Era's momentum, Adventure Era's controls, and Boost Era's high-speed platforming, while adding new moves, levels, controls, tweaks, objects and more.
Right now, this is just a playable, unfinished demo, but be on the lookout for a proper release of the framework in the future.
What's New
- Major changes to feel and use of all moves (bounce, spin-charge, drop-charge, jump dash, etc)
- Rail Grinding. Sonic GT's pathing, slope physics and crouching, with additional rail hopping, trick boosts and pulley rotating.
- Dynamic camera triggers.
- Scripted pathing sections
- Wall running and wall climbing.
- Quickstep
- Upreels
- Rhinoliners and armoured trains.
- Fans
- Death and respawn system.
- 3 Levels
- Tutorial Level (Linear level teaching each possible action).
- Altitude Limit (A remake of the original with changed geometry and hazards).
- Rail Station (Brand new level based on Sonic Heroes. Currently unfinished with placeholders.)
Controls
Keyboard / Switch Pro Controller
Move - WASD - Left Stick
Camera - Mouse-Right Stick
Jump - SPACE - B
Roll - Left Click- ZR
Special - Right Click - Y
Interact - F - A
Quickstep - Q/E - L/R
Power - Middle Click - X
Disclaimer & Special Thanks
Despite the additions, I will not pretend to claim credit for all of the work on this project.
- The original Bumper Engine was created by SuperSonic68
- The animations and base for rail physics were sourced from Sonic GT, with project files released by NotSoGreedy.
- Some particle effects, materials and shaders, along with upreels and hint rings were sourced from Poss Queen's Pinball SDK.
Many thanks to these incredible creators who shared their content with the community, for the betterment of Sonic fan games (which is fun to say).
Welcome to Bumper Engine V2. An in-progress expansion of the Bumper Engine, the ultimate Unity 3D Sonic Framework.
Continuing the combination of Classic Era's momentum, Adventure Era's controls, and Boost Era's high-speed platforming, while adding new moves, levels, controls, tweaks, objects and more.
Right now, this is just a playable, unfinished demo, but be on the lookout for a proper release of the framework in the future.
- Major changes to feel and use of all moves (bounce, spin-charge, drop-charge, jump dash, etc)
- Rail Grinding. Sonic GT's pathing, slope physics and crouching, with additional rail hopping, trick boosts and pulley rotating.
- Dynamic camera triggers.
- Scripted pathing sections
- Wall running and wall climbing.
- Quickstep
- Upreels
- Rhinoliners and armoured trains.
- Fans
- Death and respawn system.
- 3 Levels
- Tutorial Level (Linear level teaching each possible action).
- Altitude Limit (A remake of the original with changed geometry and hazards).
- Rail Station (Brand new level based on Sonic Heroes. Currently unfinished with placeholders.)
Controls
Keyboard / Switch Pro Controller
Move - WASD - Left Stick
Camera - Mouse-Right Stick
Jump - SPACE - B
Roll - Left Click- ZR
Special - Right Click - Y
Interact - F - A
Quickstep - Q/E - L/R
Power - Middle Click - X
Disclaimer & Special Thanks
Despite the additions, I will not pretend to claim credit for all of the work on this project.
- The original Bumper Engine was created by SuperSonic68
- The animations and base for rail physics were sourced from Sonic GT, with project files released by NotSoGreedy.
- Some particle effects, materials and shaders, along with upreels and hint rings were sourced from Poss Queen's Pinball SDK.
Many thanks to these incredible creators who shared their content with the community, for the betterment of Sonic fan games (which is fun to say).
Changing speed is as simple as increasing a few variables. My main focus was on adjusting the framework itself so balance as a game got thrown to the wayside, sorry about that.
Also, if you downloaded the build from September 2nd onwards the controller issue should have been fixed.
Thanks for the review, I'll be focussing more on the framework for the next release but if I have time I'll balance the levels and demo physics too.