User:Athena Hawkins/THE SCRAPYARD

Concepts that I planned on that can be taken w/o permission. If a concept is taken, I must be credited for creating the concept in some way.

Sonic the Hedgehog Designer
Essentially Sega's answer to Nintendo's "Super Mario Maker". While taking inspiration from their rival of the past, StH Designer takes a fairly different direction. While still based on the concept of creating and sharing levels, the way Designer handles it is arguably more complex -- and yet easier to use. Players can create levels in two ways: draw out the basic layout of a level using the pen option and let the game draw a clean layout over it judging by the way the player's lines were formed, or attempt putting together tiles of a level provided by the game. The former is easier and allows levels to be designed quicker, while the latter is much slower but allows for clean, precise level-making without having to correct potential mistakes made by the game.

As for level themes, players can utilize tiles from Green Hill Zone, Star Light Zone, Chemical Plant Zone, Casino Night Zone, Mystic Cave Zone, Oil Ocean Zone, Stardust Speedway Zone, Hydrocity Zone, Icecap Zone, Flying Battery Zone, Death Egg Zone, and Studiopolis Zone, with other zones available for purchase as DLC content. Players can also change these levels' appearances by going into a menu centered around the tile collections and choosing general color schemes for the level chunks. For example, with a few clicks, the Green Hill "grass" can be recolored blue and the Chemical Plant "muck" can be recolored red. Players can optionally edit elements of the individual level chunks to add their own little bits of art to the level. The flowers in Green Hill, for instance, can be replaced with bushes. The creativity doesn't end there: level chunks can be crossed over into other levels to allow for some really unique experiences. Backgrounds can also be edited, as well as in-game music (by editing notes).

Imagine "Green Hill" with some "Chemical Plant" elements.

While there aren't any "game styles" in this title, there are some elements that replicate something similar. The player can choose to have the visual style of Sonic 1 and 2 or that of Sonic 3 & K, and the visual style chosen also impacts the soundfont (particularly for the music). Not only do the characters' sprites change, but the monitors are restyled to fit the choice the player made and the color palette and depth changes between styles. Although the monitor appearances change between the visual styles, the Fire, Electric and Bubble shields are available in both styles and can be used. As in Sonic Mania, some of these shields have been altered to have extra uses: for example, the Flame Shield can burn down the bridges in Green Hill and burn icy barriers in Icecap.

Objects can be placed anywhere in a level, and there are several to choose from from the many different zones available. You can use the bridges from Green Hill, tube transporters from Chemical Plant, pulleys from Mystic Cave, and hovering platforms from Flying Battery -- in any level, and their appearances change to fit in with said level. Tube transporters in Green Hill are more nature-themed and made from wood rather than glass, and Flying Battery's platforms in Hydrocity take on a more regal look and are moved by elevator-like devices. Rings can be placed in levels and there are several preset options to make adding rings a breeze -- players can choose "loop ring preset" to quickly put rings inside a loop in a level and "slope ring preset" to line up rings along a slope. To end a level, players must either pass a sign post or defeat the zone's boss. In some cases, a custom zone may have a boss in its first act that counts as a mini-boss.

Eggman is handled quite differently in this game as well as bosses. Players can take the basic Eggmobile and attach weapons to it from across the available zones' bosses. Bosses take eight hits to defeat as per standard except if they're a mini-boss, where they take six hits. Eggman's AI updates with his boss arena: he usually tries to stay somewhat far from Sonic (while still in his range) and tries to attack him with a weapon. A Knuckles-exclusive weapon can be added to the boss to keep with the tradition that Knuckles' gameplay is typically more difficult than Sonic's. An example of a boss created with the "Eggman Maker" is the Mystic Cave boss, which has the "catcher" weapon from Casino Night Zone.

When players are done with their level, they can name it and upload it after ensuring that Sonic and Knuckles can both beat the finished product. Optionally, the player can choose to accompany it with a "second act", which makes the level feel more like a full zone. Players can optionally choose transitions for the level -- little "cutscenes" that happen before the act and after it. Additionally, they can also add a sequence where Knuckles presses a button to mess up something in the level, assuming the player is controlling Sonic or Tails.

Minor details

 * When level chunks that are totally different clash together, the game will automatically correct it by editing either chunk to flow seamlessly with the rest of the level.
 * Any Sonic the Hedgehog game purchased on the V² will have its music readily available for the player to use in Sonic the Hedgehog Designer. 3D Blast, Spinball, and CD are not available on the V² so their music must be purchased in-game (albeit at a fairly low price).
 * The game, released for the V², always comes with a controller with a touch screen in case players want to do editing on the level with a stylus rather than through the control stick.
 * Players can stack their zones together and release them as "bundles" -- full games. When the last zone's boss is defeated, an altered ending of Sonic the Hedgehog 2 plays.