February 2024 Devlog - A minor distraction (?)
This devlog was originally supposed to be about Gameknight999 Rebooted until my submission to a certain joke game contest on a certain Sonic fangame website ended up taking up most of my time this month. As such, I unfortunately couldn’t get much done on GKR this month, but hey, I’ll make sure to get some good stuff ready next time, alright?
Now that I have your attention, how about I tell a retrospective of my experience in that game jam? I can promise it will be worth it. (since this is not related to GK99R, it won’t be tagged gk999fangame_devlogs like usual)
Context
Sonic Fan-Games HQ (SFGHQ) is the number one Sonic fangame website in the world for years by now, and is most well-known for it’s yearly Sonic Amateur Game Expo (SAGExpo), an online E3-like dedicated not only to Sonic fangames, but also fangames of other IPs as well as indie games.
For a while now, SFGHQ has been regularly organizing Really Amateur Games Expo (RAGE), a side-event dedicated to Sonic joke games. Unlike the main event, RAGE is basically a game jam; people have 14 days to make a Sonic joke game following a given theme, and SAGE hosts livestream themselves playing through the games. For example, RAGE 2024’s theme was “Sonic Mania 2”, and the games were streamed by MotorRoach on February 17th.
I originally didn’t intend to participate to that year’s RAGE (I never even did a single Game Jam once in my entire life) until I rewatched past streams of Rummy (former SAGExpo host, very cool guy) playing old RAGE submissions. I told myself “god, it would be awesome if he laughed like that at MY game” and so I set off for my first RAGE, and first real game jam… 6 days late. Only 8 days left to make Sonic Mania 2 from scratch.
A troubled development
My submission was originally going to be called “Sonic Mania 2” until I actually started making the logo; at that time, I settled on the Mania soundalike “Majonga”, for a full title of “Sonic Majonga”. I later added the sub-title “The Trial” after rewatching the RAGE playthrough of Melpontro’s INSANE 2019 submission, to imply that my game wasn’t actually finished and only a trial version of a much larger thing yet to come.
From beginning to end, I had NOTHING even close to a project outline, and work was done in a real erratic order based on what I felt like working on: the title screen was ready before I even started working on the character controller, the last cutscene was done before the first, the second level was the last “scene” made from a chronological standpoint, etc.
This became a problem roughly three days before the deadline, when I ended up having pretty much everything ready, save from the actual levels. I had to rush things real hard to meet the deadline, and the level design for these levels more than suffered from it. At least, from other people’s playthroughs, the levels took a balanced amount of time to clear; not too long, not too short. I still wish I had time to add more stuff in (springs, other varieties of enemies, speed shoes).
Gameplay mechanics
I’ll get straight to the point here: I have no idea of how Sonic physics work, and can’t even work with pre-made Sonic engines (Sonic Worlds, etc.). So, I decided to just not use Sonic physics at all, and make a regular platformer character controller. I am not the only one to do that by the way, “Sonic” games without the physics are commonplace at RAGE. I still ended up referencing this paradox in the actual submission through a non-functional, purely decorative loop with the text “imagine having functional loops in a RAGE game”.
To compensate, I attempted to make the playables as unique as I could as well as add a touch of innovation there and there. Sonic’s biggest changes revolved around the ground spin attack being replaced with the SA2 somersault attack. Due to a lack of time, I decided to make the drop dash and spin dash also go into a somersault. Knuckles cannot climb walls from a glide, but gets a dash punch, ground pound, and uppercut (now also usable mid-air as a makeshift double jump!). I also coded in small physics differences for each character, such as Knuckles having a lower top speed than Sonic.
The game’s real big gameplay addition was Tails going from a semi-controllable CPU follower to a gun minigame; if playing as Sonic and Tails, the mouse will behave as a cowboy shooter minigame, where clicking around the screen can shoot down and destroy enemies and obstacles. You also have to handle an ammo gauge in the top-right, which can be reloaded at any time with right-click. There is also a hastly-implemented combo meter that’s even programmed to not drain while mid-air, so you can theorically keep the same combo going for an entire stage with a bit of skillful movement.
Jokes galore
My number one objective for this game was to put a LOT of references and in-jokes. I often ended up naturally adding in jokes there and there while developing the game, so that wasn’t really all that hard. Most infamously, it is filled to the brim with Scott Pilgrim jokes and references; most notable one is the title screen animation included the movie scene of Scott Pilgrim tying his shoes with Sonic’s head edited in, and MotorRoach’s chat went absolutely WILD when this part came on.
There’s also various references to several past RAGE entries: These go from “Green Hill Man Man” from the eponymous RAGE 2018 submission ominously staring at you in G.Hill Act 1’s background, or sprites of Cory in the House and Bradfordhound appearing inside the gold ring sprites (referencing Dankles’ amazing Cory In The Ded 3.5 game). The one I am most proud of is the SEGA executive from 2022’s “Operation Shadow Shoot” making a cameo at the end of the game, which prompted a reaction in chat from Rummy himself (who previously played Shadow Shoot at RAGE 2022 and lost his mind over it).
Other jokes were simply based on stuff I had in mind at that time. For example, the Sonic eyebrow face plastered all over the game was a Discord emoji I used for a lot of time, and the boss battle theme is the audio of “ytpmv elf”, my favourite ytp of all times.
The future of the game
The game was streamed alongside other RAGE entries on February 17th at MotorRoach’s twitch. In order to keep screentime even between all submission, MotorRoach couldn’t showcase every piece of content that’s available in the game during his playthrough (missing content include playable characters, alternate level routes, etc). So, even if you watched him play the game, there are still secrets waiting for you in there, including a big one that permanently (though subtly) alters your copy of the game.
One day after the full stream of the games, I was so proud of the game I decided to publish the game on itch.io ahead of RAGE’s results, following the example of all my fellas on SFGHQ’s discord. This was not only my first real game jam, but I also somewhat managed to accomplish my original goal: while Rummy wasn’t the one playing the game, he still had a really positive reaction to it, and that’s absolutely priceless to me.
I originally didn’t really intend to update the game after the game jam (I thought I would just finish it, submit it, watch the reactions and never think about it again), but I had so much fun working on this and am really proud of what I had done, as flawed as it is. I genuinely want to keep working on this! First thing I will have to do though, is cleaning up and refractoring the engine (preferably from the ground up on a blank slate) as it was thrown together hastily with no regards toward working on a large scale.
This project won’t have a major impact on my work on Gameknight999 Rebooted, as the latter remains obviously my main project; nonetheless, I still want to dedicate Majonga’s future expansions a bit of my time, and will thus work on both projects side-by-side for the time being. Don’t worry, GKR is still in the works, and I can say with certitude that I should have some nice stuff to show by next month!
Post closer
If you somehow read through all of this, I sincerly apologize for not adding any images. Otherwise, I don’t really have a really good way of closing things out, but if you wanna try out the game while waiting for the next GKR devlog, it’s available on itch.io right now!