This will be my first discussion on the gamedev stack exchange, so thanks for reading. My question pertains specifically to the special/bonus stages in Sonic 3 where the game gives you a convincing effect of running around a checkerboard sphere, collecting orbs as you go, jumping to try and avoid obstacles. Have you played it? Probably not the most enjoyable of the Sonic bonus stages, but fun nonetheless.
https://www.youtube.com/watch?v=_QCmIbYm5Rg
So I was wondering how to go about reproducing this in a modern 3D environment like Unity. I came up with this (very high level):
- Produce a tilemap (however one likes) to store the data about what is on the map
- On init, layout this tilemap in the world along the x-z plane
- Player moves through the world on this x-z plane. This simplifies movement a bit as opposed to having to plot the spherically around a sphere
- UVs could be animated to give the impression of moving along the board
- Curvature of the world could be simulated using a curved shader or the like.
Alternatively, the tilemap could be mapped to a sphere of R radius and then simply animated the UVs on the sphere. Though, this has its own problems such as the poles of the sphere. In this approach you could move the player or the world around the player.
Maybe I am overcomplicating this entire thing? ;)
Thoughts?