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I started working on Sonic: The Fated Hour in 1999 at the age of 16. In the intervening years, it has seen a lengthy and drawn-out development cycle as I've repeatedly delayed the project either to recode it from scratch (to improve the game's code base or due to data corruption/loss) or to focus on other projects. I am now back to work on this project full-time, having either canceled, postponed or finished all other projects. I want to finish it, once and for all, before I end up working on it for ten years solid.

Report RSS September Update

It's a couple days late, but here's the monthly update.

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So after I completed the TFH SAGE demo, I decided to take a little time off. It was 3+ weeks of "crunch time" to get that demo out, right in the middle of a lot of other hectic activities, so I needed a breather. I figured a couple of weeks - I ended up taking over a full month. Whoops. The good news is that I can feel the familiar, "I need to start working on my game" itch again. The bad news is that it is September - Mid-September, in fact. Halloween is fast-approaching and that means I'm gearing up for whatever I have planned this year, as I usually try to celebrate the holiday in a special way. Last year, I did an all-day live webcast of various Halloween related music and audio content (stories and the like) called The Graveyard Shift. This year, I think I'm going to try and do music on a Shoutcast stream, and, if I can manage it, a video stream, as an alternative, with old Halloween specials and stuff on it.

That might not take all of September and October to set up, but it's going to be taking up some of my time. I also, sometime ago, received an offer (a paid offer) to make a short game for a guy I know. I'm not entirely sure how that one's going to pan out, seeing as it's been months since I last heard anything regarding it, but I'm not ruling it out, yet, either. And paying customers over-rule fangames. Hopefully it'll get going sooner rather than later, because I could use the money.

Anyway! That's not to say there hasn't been any work done on the game. Below is a video I've attached of the tweaks I've been making to the engine for quality's sake.


The SAGE demo level has officially become the new environment to test the game in, seeing as it's a better place to field-test things in an actual game environment. There's a lot of text in the video itself that describes most of what's up, so I don't think I need to spend too long explaining things. I was sort of considering doing another release of the demo, but at this point, that's pretty silly, so it's going to be left as it is.

That's all for this month's meager news update. As always, keep an eye on the profile for Sonic: The Fated Hour for all the latest screenshots and video. Maybe next month I'll have something more substantial?

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FJS
FJS - - 839 comments

Looking good

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Keptron
Keptron - - 509 comments

Combo bar disappear too fast :S But still great the update

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the00gazza
the00gazza - - 9 comments

This takes all the issues i had with the first ones and fixes them. The wall kicking was a bit tricky sometimes (fixed). Homing attacks on enemies didn't seem to work (fixed). Combo idea is great as well.

Good Update

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