angel island 95% repaired under the blocked city opening for the stagger engine game

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angel island 95% repaired under the blocked city opening for the stagger engine game
another Stagger thing
have fun looking at this on mobile lol
her name isn't going to be shade in this story because of kenpenderisms, but the idea of another echidna clan is taken directly from sonic chronicles for this.
also instead of having weird sci-fi armor, I'm making this echidna clan have a cultural style that parallels the knuckles clan style. which is Maori, because it's ocean based, and this game takes place in an underwater ruin, and it's criminal that the only bit of Polynesian culture is Jungle Joyride, considering how much the Sonic cast just finds little islands. (also I'm from New Zealand)
I think it parallels Knuckles well, with the Knuckles clan being the Mountains, and the (rename nocturnus) clan being the ocean
I'm having fun with this story, and Knuckles gets alot of spotlight. and I like adding onto echidna lore. I do have to redesign (and rename) 2 more main characters. Imparitor Ix, and Nestor the Wise, who is a woman now and canonically dead lmao, I'll give more context when I make those pieces, but don't expect them to be put soon, wifi still being stupid.
WIP that probably wont be finished, but the Sonic Stagger Engine takes place in an abandoned ancient mega city that was built underwater, similar to atlantis, the game starts off on an egg fleet in space, that sonic and team destroys and it falls onto earth, the destruction of it opened up an entrance to the ancient city, also activating a core that explodes and shoots a beam into angel island, shattering it and sending the pieces into the city aswell,
the destruction of the core means that the entire city will begin to flood, team sonic has to try and save whatever is in the city, while also keeping eggman away from the magic stuff inside, they save the wisps that eggman was transporting, they find the chaos emeralds and master emerald fragments (that also fell in) as they also unlock more secrets and lore to the lost civilization. the city is the main world, and the game is structured kinda like a 3d hollow knight
Idea for the Stagger Engine
the game is a 3d platformer metroidvania, there are warp rings that take you to stages, in the stage, there are wisps, you can only use a wisp in the main world when you have freed a wisp in a stage. and the wisp can then give you the ability to get to the special stage rings hidden in the main world. entering a special ring would then give you the emerald and a new ability, the special stages are all about escaping quickly, the only thing that's scored is time. the emerald challenge level is entirely focused on the new ability.
also every time you free a new wisp, it'll let you know that you can now find and use that wisp power by showing a little popup on every wisp you haven't used before
retrying a special stage costs rings that you earn by completing a stage, every retry costs more and more rings until you get kicked out, and you lose the emerald. you get kicked back out to the last saved checkpoint with 0 rings. you either have to search around the open world for rings in the platforming areas, or redo a stage to earn more rings as a backup for failing. but either way, you have to do the platforming challenge again just to get back to the emerald ring.
also enemies in the main world that are close to a special ring will have that ability. with there being enemies that try to stomp onto you and crush you when near a blue emerald (I haven't actually decided on what emerald gives you what ability yet, this is just a random example)
you can make combos with emerald abilities, like using a bounce on an enemy in the air will kick them downwards. every combo is recorded in the Miles Electric, or Miles Mini, but you have to experiment and discover each new combo and ability, when you do that, the combo will be recorded so you can see how to do it again, and you can try it out in the training room. you can also spend rings to discover combos for you, filling out the miles electric's combo tree unlocks a special thing (keeping it a secret lmao) also with the miles electric, you can spend rings to charge up a collected chaos emerald, leveling it up (you can do this 3 times, but its very expensive) for example, the blue emerald bounce lets you do it 3 times- each bounce getting higher- before you uncurl and you lose access to some other arial actions (like srb2 max control sonic) but upgrading the emerald will increase the amount of bounces you can do, from 3 bounces to 5 to 7, and it'll increase the speed and power for the slam
seaside hill will be the first level in the Stagger engine!
(edit): no it wont
I really like when water in Sonic is fun, so of course I want to mess around with water stuff asap, and seaside hill has always been my favourite stage because nostalgia, Heroes always my favorite (only) Sonic game as a kid, it's the best Generations level, the music is SO GOOD and it is a completely blank slate with lore, so I get to do some Sonic world building!! :D
also the inside of the temple is water palace from sonic rush, so I get to do some fun indoor level design like hydrocity has!! :D
edit: it will be... kinda, you actuall start off inside water palace, you then get a kinda tutorial, and then you escape water palace out into ocean palace, then you fight metal sonic as an introduction to the combat mechanics, and then act 2 starts you off in seaside hill, which you then run on water across the ocean to the wreckage of an egg fleet and you go underground into a new area that will be the hub world for the rest of the game
my wifi (again) is being a bitch, so this is just some stuff I made that I can't be bothered putting into seperate posts
Shade the Echidna redesign for the Sonic Stagger Engine thing, because I couldn't help but write a story for it
Omega for Sonic Ivory
also played around with Blender a bunch and WOAH LOOK COOL IVORY SHADOW (and Stagger engine model) both are just edited from the DS Olympic games, forgot which one lol
playstyle chart for Sonic Stagger Engine
the vertical playstyle is alot more about climbing high, tails' moveset allows him to go up significantly moe than knuckles, and amy has much higher jumps, and a hammer spin slowfall. amy's wallspin lets her move upwards, instead of forwards like sonic's. vertical levels are less about speed, and more about discovery
the horizontal playstyle is alot more about going forward, sonic's run keeps him charging through a stage at high speeds. and knuckles' glide (functioning like ray's glide) gets him across gaps, more than it does get him up to high skips.
both playstyles allow for both fast vertical and horizontal platforming, but one moveset will always be better for one than the other. for bigger levels, maybe there could be a tag team system, where you switch from sonic to may mid level, to get to someplace high, fast, before you switch back to sonic.
also Vertical - Ground is better at combat, while Horizontal - Ground is better at platforming and speed. the opposite is for sky. with Horizontal - Sky being better for combat than speed, and Vertical - Sky being better for speed than combat. both versions are still good for and combat, but fighting robots with knuckles will be noticeably easier than with tails, even though tails can still destroy them at about the same pace (its hard to explain bc I don't really have examples yet)
sonic stagger thinggg
Wisps function like elemental shields, getting hit doesnt cause you to lose rings, but it also removes the wisp entirely, they also have their actions bound to R2, and stop you from being able to use your insta shield
you can collect wisps, some have a meter and run out when an action drains from the meter, or the meter goes down over time, or you only lose the wisp when you take damage (these are the best ones). if you take a wisp to the end of a level, you get a color coin, you can add 3 of any kind to your Wisband, each color coin has a different upgrade that gets added as a passive effect, there arent upgrades for all of the wisps, but some wisps will give you the same type of coins, some coins are more overpowered and can take up 2 slots on the band (you get 3 slots), speed and flight characters have slightly different changes to their upgrades, but the all function the same over characters in the same type, so sonic and amy would have the same wisband upgrades, but the same color coin would be changed to a different upgrade that suits the flight moveset for knuckles and tails
Wisps ==
Boost Wisp, functions like normal boost (action drain)
Drill Wisp, functions like knuckles' battle dig attack; you go underground, you cant see yourself, but there's a little drop shadow for where you are, symbolizing you're underground, the longer you go underground, the higher youll shoot out of it when you surface. you can use this dig to quickly avoid obstacles, or for example, there's a hallway with laser gates completely blocking the way through, you can dig under to bypass that (I hate locking paths off by powerup, so maybe that'll just be an introduction area that teaches how the wisp works) it can also be used the same way on walls and cielings, and it can be used as a slam that does more damage the higher you fall from (damage drain)
Laser Wisp, shows a reticle on the wall your facing, and it will teleport you there, it has a set distance, but you can use it to skip wallspin sections, it also uses the homing reticle and keeps the lazer beam in the entering direction, it can also rebound off of enemies to do a lightspeed attack but you have to aim it differently, it works a lot like shadow's chaos shift ability in sonic dream team (action drain)
Burst Wisp, gives you a dire dash, it shoots you in the direction you hold, if you hold no direction, it bursts up this also keeps your momentum, you can also hold it to charge, giving you a bigger burst, you can charge 3 times, a 3x burst uses all 3 of your normal bursts, but it launches you as high as 4, and a 2x burst, launches you as high as 3, so it could be good to do 1x burst upwards, then a 2x burst forwards sometimes (damage drain)
Spike Wisp, makes sonic's jumpball bigger and does 3 damage, also increases the damage done by spinblade, and makes wallspin lossless, so you dont lose height, its parallel. it also keep ALL of sonic's momentum up an incline or wall when curled, as opposed to before where you lose all of your momentum and traction in a ball (damage drain)
Hover Wisp, when held down, sonic floats, he keeps his momentum, but he loses it slowly over time, you can pair this with different moves to change the trajactory, like doing it right fter a bounce to go upwards fast, or after a ring rush (action drain)
Cube Wisp, alters the slam attack to make a shockwave, the shockwave freezes all enemies in cubes, the cubes make them take more damage, also, just having the shield can turn blue rings into platforms, when you get close enough (damage drain)
Eagle Wisp, gives sonic the flight characters glide (time drain)
Lightning Wisp, allows you to create a burst of lightning that staggers all enemies, also doing a homing attack does damage to surrounding enemies because of the lightning burst, and the magnetizes silver rings as an idle effect, but it sucks up gold rings caught inside the burst, this is so that you can still use a neccesary ring rush without ruining it, just because you have a wisp (time drain)
Ghost Wisp, lets you walk through enemies without taking damage, it can also phase through walls that would normally only be able to be broken by knuckles or amy, and obstacles like spikes (time drain)
the wisps are designed to be extensions of your moveset, instead of how they can function in sonic colors, where the effect of one completely halts your flow and makes you focus in that type of gameplay (like the colors hover wisp (I don't like the colors hover wisp)), so in theory, you don't have to slow down with any of these wisps, which helps because the game uses momentum, and having a wisp that doesn't blend well with that momentum wouldn't be very fun