I was thinking about how the loops should be designed in my fan game to ensure that they work properly. In the 2d Genesis games, they weren't much bigger than sonic and he could get through with relative ease as long as he had enough speed. As im going for a non-automated, non-scripted, natural feel with a properly implemented physic engine to accommodate for the complexities of 3d space, the loops would need to be modified. Sonic Adventure originally made every loop scripted because of hardware limitations. Also going through a loop that small would just make the experience dizzying from the camera angle and frustrating as at higher speeds, you could fall off if you didn't have enough control over sonic. So they took control away from the player, reducing every loop from an obstacle to a spectacle. So what if the loop were slightly bigger gradually looping the camera at a slower pace to give the player's eyes more time to adjust to the change in camera angles. The more they go through this loops, the more they will adjust and by the later levels their eyes will have been used to the loops. And what if we make them wider, to accommodate for any control adjustments. The idea is that if you increase Sonic's turn arc, at speed, you should be able to stay on the loop long enough to make it around. No sonic adventure/sonic 06 90 deg turns art the speed of sound am i right? Lol What do you think? #sonicteam #sonicthehedgehog #sonicfanart #sonicforces #sonicmaniafanart #sonicmania #sonic #conceptart #doodles #sketch #eggman #badnik #sonicadventure #sonicadventure3 #stageconcept #sonic3 #sonic3andknuckles