Sorting out my archives today and found one of the very first animations (over 10 years old) that I ever did. A few years later it gave birth to one of my first Shockwave 3D games I too… ahh the memories.
Looking at it now there are more than a few issues (hey was a newbi back then) mainly environmental however still has a special place in my heart (am still chuffed with the pace of the animation flow, think fluke/tosh/otto) if only I could find the source files…
I’m thinking unity3d online aquatic adventures ahoy….ah new project…
In brief: Super-smooth animation, classic platform game play, improved controls, and extra game modes.
The changes from the original include:
Revamped, updated graphics featuring new character designs, extra animations, better visuals, and added lighting effects in high-definition video.
New original fully orchestrated soundtrack (composed by Arnaud Galand)
Some of the new animations are in fact new moves, allowing the player to roll, rebound of walls, and climb and descend floors quicker.
Some characters are based on their The Sands of Time counterparts, such as the Prince, Princess Farah as the Princess, the Dark Prince as the Mirror Prince, and the Vizier as Jaffar.
The inclusion of one checkpoint per level.
Full 3D, in-engine cut scenes of important events, such as the freeing of the Dark Prince, the Princess choosing death over marriage (if the timer runs out), and so forth.
An optional butterfly that points out correct routes for stuck players.
The game can still be finished if the player takes more than 60 minutes in the default mode.
Two additional modes: Time Trial (finish the game as quickly as possible) and Survival (only one life, one hour).
An optional ghost that allows players to race against themselves from their best time through a single level.
Twelve Achievements, most of which unlock during significant events in the story.