This week I finalized the camera system, by giving it borders like in classic Sonic games. However mine are a little bit wider, but at higher speeds the width will flatten, thus centering Cherry into the middle of the camera.
Also unlike Sonic games, I wanted to be able to move the camera around with right thumbstick / mouse. The idea came from a game called Blasphemous that I played recently, where you can do exactly that. And so, as you can see on the upper-right preview, you can look around and when pressing up to look up, or down to look down, you can look even further!
Also unlike Sonic games, you can unroll yourself mid-jump, and then enter a "precise landing" state. This state has high air resistance (restricting momentum) but also high air control (easy to reposition yourself mid-air). The idea came to me when I read about the game physics in classic Sonic games, I realized that when Sonic lands on ground, his "ground speed" is set to "X axis speed" which can cause slippery landing. So I came up with an idea to make precise platforming easier :)
Not shown in the preview GIF, but you can also roll into a ball mid-air to attack enemies, so you don't accidentally land on enemies when vulnerable. For example, that annoying situation happens often in Sonic the Hedgehog 1, in the Spring Yard Zone.
I just finished drawing the Springs, which will be the first game object I'll implementing next week. They'll work the way you'd expect like in Sonic games, but I created a third type of spring, that can give you an item like in Sonic Heroes, when you jump on it 3 times.
Honestly, making a proper full game is going to take substantial amount of time, but your continued support is appreciated, thank you! I have one illustration in the works that should be complete soon before the end of the month :3