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Save planet Mobius from impending doom from the nefarious Ashura and Dr. Eggman. This game is based on a darker perspective of the Sonic the Hedgehog universe. You will have to find objects to use, solve puzzles, and interact with a number of NPC characters to progress through the story. Experience a new Sonic adventure; where past meets present for a battle to save the planet.

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January 2024 Progress

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After a long delay in news and several setbacks, the core characters, (Sonic, Tails, Amy, Knuckles) now have a full set of animations which are currently being added to the game. Further work on implementing new features into the codebase and updating the melee system beyond the spin dash attack, stomp and knuckles punch combos is ongoing with the inclusion of Tails gadget weaponry and Amy swinging of the hammer.

More updates to the physics code and revisiting the tech demo has been underway in recent months refocusing on the Beach area, adding new exploratory areas and planning for how each character could interact with the environment along with updating the art style to be more inline with the current official Sonic games and tv shows stylized cartoon visual style.

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For latest news and updates follow our progress via our Discord server.

August 2023 Progress

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This month has been cram packed yet again with more development and features to the Ares framework. From developing the originally planned multiplayer game types that did not get featured back in the 2008 release of the Tech demo; to a rebuild of the Sky Sanctuary level.

Update 1: Rebuilding a classic


Sky Sanctuary is progressing rapidly featuring a massive update to areas that once felt sparse and bringing a much needed polish thanks to the technology now available in order to establish a much more vibrant and rich zone. The update is based around the architectural style of the official games Sky Sanctuary Zone whilst still retaining that original familiar layout.

Already new areas are starting to be incorporated for further exploration of this much loved classic. The goal of rebuilding this zone is to showcase some of the character skills in the next Sandbox demo whilst answering fan requests to see a modern reimagined version of the ADR level.

Discord members get to see latest screenshots and live streams of its creation.
For a nostalgic refresher check out Xaklse's playthrough of the zone

Update 2: Game types


For those new around here, the Ares framework is built in regards to being a multiplayer first game. This allows for Single player and Multiplayer to be played online with friends or alone. If you have been following the games development from the UT2004 modification days, you may remember game types such as Emerald Hunt and Onslaught. The foundation base code for these game types has been laid down and variants of CTF, Domination and Assault is already in process with CTF already built for the Battle for Mobius section of the game. (Our multiplayer section in the menu). Pitting the Freedom fighters (Furries) against the Eggman Empire.

Stay tuned for our next update later next month!

Comparison renders of the new Sky Sanctuary layout against the original Tech demo version.

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July 2023 Progress

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This month has been cram packed with a ton of new development work and features to the Ares framework. From updating existing functionality, new character skills, updates to existing material shaders, new level tools to an exceptional amount of 3d modelling work.

UPDATE #1: Framework Update

Here are a few of the new implementations we have added to our Ares framework:

New Character skills:

    • Gliding: Forward velocity increases the longer the character travels in the same direction. Slows down when rotation is changed.
    • Burrowing: The ground material below the player dictates if the character can perform the burrow skill in that specific location.
    • Climbing: Allows for 8 degrees of freedom when climbing on specific world geometry.
    • Flying/Hover: Functionality for Super Sonic and Tails.

Character skills update: - Sonic

    • Homing attack: Now uses a frontal cone trace for targeting.
    • Overhaul of Light Dash functionality.
    • Updated Stomp land visual effect.
    • Rebuilt box kicking functionality. Kicking now pushes box forward instead of using a gravity force flinging it into the air.
    • Updated Super Sonic logic.
    • Overhauled and simplified Wall jumping logic.
    • Created Boosting visual effect in UE5.
    • Camera now zooms in towards the character whilst boosting and back out when boost button is released.
    • Overhauled Grinding functionality.
    • Rebuilt Character animation blueprints into sub-states for ease of use.

Bonus stage - Slot machine:

    • Converted the UE4 Blueprint bonus stage system created in 2021 over to a full C++ code implementation.
    • Flashing timed neon lights when character enters the the slot chamber.
    • Fruit machine drums spin upon character entering the slot chamber.
    • Score system built with same award system as Sonic 3 & Knuckles.
    • Stage spins initially to the left.
    • Touching the Reversal actor spins the stage in the opposite direction.
    • Touching the Goal actor, causes the player to be locked in place and the stage spins around them before exiting the stage.
    • 2D based directional bumpers.
    • Intro/Outro Bonus stage screens coded.
    • Perimeter blocks change color when touched. (Initially blue, yellow, red). Upon turning red, after 1 second becomes a Goal actor. An early implementation video can be seen here.

Framework updates:

    • Update to Chaos Emerald shader material to resemble actual gem stones.
    • Boss Damage system created and overlay material effect applied.
    • Wearable items for hero characters re-coded for UE5.
    • Underwater volume functionality and water shader created with caustics.
    • Drowning functionality created.
    • One way platform: Jump up from below like in classic platforming games.(For 2D gameplay only)
    • Moving yellow blocks created as a place-able level item. (Those seen in Chemical Plant Zone)
    • Stomp Platform. (As Performed in Crisis City Zone)
    • Pressure Spring - Steam. (As seen in Metropolis Zone)
    • 90 Degree Rotating ledge. (As seen in Metropolis Zone)
    • Pressure Spring - Rotating flame jets. (As seen in Flying Battery Zone)
    • Moving Vertical bar. ( As seen in Sky Sanctuary Zone)
    • Speed track: Gravitates player to the centre of the playable track when speed is above a specific threshold.
    • Locked speed path: Sets player to move along a specific path by a determined velocity (think Greenhill tube tunnels).

Some screenshots and model renders from this months change log.

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UPDATE #2: Looking for an Animator/Rigger to join the team.

We are seeking a Character rigger & animator with experience in either Blender, Maya or 3DS Max.

More information can be found regarding this role on our discord server. This link that will take you straight to the #open-positions channel: Discord.gg

UPDATE #3: Discord members

From time to time we will be hosting development streams via our discord channels as we create the levels, characters, new functionality and creation of new music and effects in the live streams just for our members.

2023 June Update

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Banner for the June 2023 update


Welcome to a new update from The Ashura team! Let's get to it! First off, let us introduce one of our latest team members - Wingzzzzy as our new Community Manager! We know we have been a bit quiet for a while but today you will find out a bit about WHY we have been quiet.

UPDATE #1: REFRESHED OUR DISCORD AND WE ARE NOW ON TWITTER


We are now on Twitter so feel free to give us a follow and to get updates on various stages of our development as we continue to work on our framework to be able to bring you a great experience at the end of it all. Twitter.com Drop us a follow.

We have also restructured our Discord server so feel free to stop by, talk to the community and join in on adding ideas and suggestion to our ongoing development! If you want to join here is the link Discord.gg .

Also drop a like on our Facebook page while you are at it Facebook.com.

UPDATE #2: FRAMEWORK UPDATE

Here are a few of the new implementations we have added to our framework:

New level Gimmicks: • Saw blades on rails. • Up/Down pillar. • Ice/Flame jet blasters. • Destructible blocks. • Push Switch (Floor). • Push Switch (Wall). • Disappear/Reappear Blocks/Platform. • Rotating Platform. • Retracting Platform. • Treadmill. • Wall projectile Spawner. (Labyrinth Zone style) • Rebuilt Electro-Shockers from Scrap Brain zone. (Sonic 1) • Shrink ray cannon from Metallic Madness. (Sonic CD) • Animal capsule. • Rebuilt zipline with Cable component • Swinging platform.

THIS IS A TEST LEVEL WILL NOT BE IN THE FINAL GAME



UPDATE #3: Want to Contribute?

We have mentioned it on our Discord, but we are open for ideas when it comes to levels! If you feel you have a good idea for level, gimmick, enemy, don't hesitate and tell us all about it!

We are currently asking our community to come up with wacky and fun level ideas as well as gimmicks and enemies so don't hesitate to send us your suggestions!

Add your ideas through this link: In our suggestions channel on our Discord server.

The time limit is late August, and the best idea will be put into the game! That is all for now and make sure to enjoy your summer!

Best Regards

ADR Staff

February 2023 Update

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It has been sometime since a last update and due to work schedule and RLM things have slowed down.
Just want to inform everyone that the project has not been abandoned and work is still being done on the game, just at a slow pace due to other commitments.