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AETHERNAUTS! "Maiden Voyage" - spotlighted!

Archive: 15 posts


"Maiden Voyage" is a pilot episode for AETHERNAUTS!, which will be a tribute TV show on LBP for "space opera." Since it's the Omniverse, and people can dream about pretty much anything, expect this series to jump the shark early and often.

Pics in the spoiler box:


http://www.lbpcentral.com/forums/picture.php?albumid=1096&pictureid=9894

http://www.lbpcentral.com/forums/picture.php?albumid=1096&pictureid=9895

http://www.lbpcentral.com/forums/picture.php?albumid=1096&pictureid=9893


I'm introducing a new "gameplay mechanic" (new to me, not to LBP), and introducing some characters, so expect "Maiden Voyage" to be a laid-back platformer. The hardest platform area can be bypassed by holding a "Crybaby" switch, and Infinite CPs abound. You should be able to finish.


And one last warning: MrsSpookyBuz guest stars in this series as Commander Lisa "Sacks and Violence" Buzworth. Her paint rounds are incendiaries. Stay on her good side.

http://lbp.me/v/qxnqrx
2009-12-28 14:19:00

Author:
coyote_blue
Posts: 422


Visuals: Interesting theme. For a futuristic-tactical-style level I'm glad you strayed from the MGS theme. It was really refreshing to play. It was sort of distracting that all of the switches and magnets were visible, and I know that it was your intention to show them, but I felt like I was playing in create mode, and not immersed in the play of the level. Other than that, the visuals were artistically done, and I loved the use of different fonts. My favorite part visually was actually outside the training facility when you're in the trees area.

Gameplay: The gameplay was nice. As the level is a pilot, I expected it to be chopped up with a lot of introductions to mechanics and things of that sort, and it was. It felt like I was just testing all of the functions in your level, but it also made me excited to play the next part in the series. I had a lot of trouble in the "senseless gun violence" room trying to kill them all without dying, and I had no idea that's what I had to do. Maybe I missed a text bubble or something. It was a short but intriguing introduction to the series, and I'll surely play future installments, especially if I'll get to put the inventory boxes to more extended use.

Story: Your dialogue is extremely well written. The chat bubbles all come at the right times and they don't come across as bulky. Text bubbles in most levels are just a chore to read, but in this they actually made me chuckle a few times, and thus I am glad that they were so abundant.

Score and Rank: 6, 953 and #4.
Rating: Five Stars.
Tag: Brilliant.


I just published my third level, and it's a departure from the series that I started out with. I think it's leagues ahead of my last two levels, so if you get a chance, I'd love to hear some feedback from you. Thanks!
2009-12-28 15:16:00

Author:
Lieufa
Posts: 62


I hope it wll be successful ad engaging like the Lone Ninja series.
I will try it soon
2009-12-28 16:42:00

Author:
OmegaSlayer
Posts: 5112


-I like the idea and style.
-I liked the shooting training, but it would be nice if their was a delay before the platform goes back down. I liked to jump to avoid bullets and having to deal with the moving platform and gas made it harder.
-I'm guessing you are gonna use the choice machine in the next part? Should be a good way to give more options to solve puzzles.
-Quality seems to go down a bit starting at the water part. It still looks good, but the earlier parts of the level seem to have more polish. Understandable since water hasn't been out long.
-Good use of visible switches.
-I thought the last part of training was the best part of the level.
-Over all it was good. Sorry I only have good things to say for the most part.
2009-12-28 19:31:00

Author:
waffledogRTK
Posts: 22


Hey coyote, it's great to see this level published.

It's a really great, fun level and your sense of humour shines through once more. The laughs are sometimes subtle and at other times raucous (which after my fall down the stairs last week, did NOT do my injured back any favours!).

Can't wait for future episodes, and if they feature as much promise as is on show here, then I'm sure they'll be successful.

Well done
2009-12-28 21:27:00

Author:
MrsSpookyBuz
Posts: 1492


Visuals: Interesting theme. For a futuristic-tactical-style level I'm glad you strayed from the MGS theme. It was really refreshing to play.

I'm glad you thought so. Coyote is a Native American god, and a bit of a dork, so I intentionally picked Tacky-Gold-Turquoise-Jewelry...IN SPACE as the color scheme for the base. (I also consulted a color wheel for what matched the Mayan gold.)


It was sort of distracting that all of the switches and magnets were visible, and I know that it was your intention to show them, but I felt like I was playing in create mode, and not immersed in the play of the level. Other than that, the visuals were artistically done, and I loved the use of different fonts. My favorite part visually was actually outside the training facility when you're in the trees area.

Because Coyote is essentially me, as a Curator Creator, I wanted his world to be "More LBP". Hopefully, as the Aethernauts go to different locations, you'll see different design motifs everywhere, which should take the edge off the Tibetan thunderbolt spaceship you're flying around. I'm still tweaking which switches should be visible, and which ones are not. I decided early on to hide most logic networks, and any switches that trigger talking.

The Altar of Sinawava is a real place. I didn't have the rock stickers to truly do it justice.


Gameplay: The gameplay was nice. As the level is a pilot, I expected it to be chopped up with a lot of introductions to mechanics and things of that sort, and it was. It felt like I was just testing all of the functions in your level, but it also made me excited to play the next part in the series. I had a lot of trouble in the "senseless gun violence" room trying to kill them all without dying, and I had no idea that's what I had to do. Maybe I missed a text bubble or something. It was a short but intriguing introduction to the series, and I'll surely play future installments, especially if I'll get to put the inventory boxes to more extended use.

-I liked the shooting training, but it would be nice if their was a delay before the platform goes back down. I liked to jump to avoid bullets and having to deal with the moving platform and gas made it harder.
-I'm guessing you are gonna use the choice machine in the next part? Should be a good way to give more options to solve puzzles.

SHOOTING: I have identified a bug that makes the inner left Buzworth not score points. I will fix the lift platform and instructions tonight. The only reason it moves is because having the gun powerup or CP ON the platform makes the gameplay harder to see. I just had a brainwave as I was typing...I should be able to kill all these birds in one shot.

The Ideometer will be back, but maybe not in Episode 2. It will appear in every Aethernauts episode with an "Away Mission" (and the player, I hope obviously, will be the Red Shirt Who Lives in those situations). My levels are short, it's true...but I don't care. Not everyone can be as good at cramming in content as Miglioshin.


Story: Your dialogue is extremely well written. The chat bubbles all come at the right times and they don't come across as bulky. Text bubbles in most levels are just a chore to read, but in this they actually made me chuckle a few times, and thus I am glad that they were so abundant.

You have no idea how happy that paragraph makes me.


-Quality seems to go down a bit starting at the water part. It still looks good, but the earlier parts of the level seem to have more polish. Understandable since water hasn't been out long.

You are absolutely right, sir. The biggest problem in that section is the ship...it's FREAKING HUGE, and takes up the back layer. The back layer intersects with layer glitch objects. The only way to make the Thunderbolt Axis work is to put in in an empty space. So that means moving the rest of the level out of the way and tying the ship to a piston. A create-mode glitch made this impossible...so the player has to travel through an empty space. I'll probably fix this...sometime...by making the camera look down into the water, where I still have space to decorate without DESTROYING THE LEVEL.

Thanks a lot for the thoughts, all...I'll be by your levels soon!
2009-12-29 00:58:00

Author:
coyote_blue
Posts: 422


Just played the Level...so here goes my Feedback ^^

Overall I really liked the Lev, and your style... here are some Pro and Cons:

Pro: - Really funny& cool story...
- like the style and design
- challenging sometimes, but not to hard...
- some really cool ideas (Teleport, Ship and Crew...)

Cons: - little bit much talking for my opinion (but well it's a pilot...)
- some empty areas ( when the ship launches down in the river...
- some little things not so easy to see ( Switch in the trees)
- to many visible switches

So like i said...all in all i really like the Level. The Story is really cool and sometimes i caught me laughing at the Text Bubbles...sometimes i found it a liitle bit much talking, but well it's a pilot. The Trainig areas are not really new Stuff but a cool version of that thing. I especially liked the Monkey Bars ^^...
Well sometimes there are a little bit "empty" Areas. For Example when the Boat drops down in the River ...maybe some clouds or stuff like that would be nicer than just the plain background...The Area outside with the Trees i liked a lot...especially these little falling leaves...cool idea !!!
Sometimed it?d a little bit hard to find the way there... i had to look 3 or 4 times before i saw that switch in the trees...but that?s ok...

The Teleport is really cool...how u made that ???

All in all really cool ideas ^^ 5/5 + Heart...

looking forward to the next ones ^^...

Maybe u could give me some Feedback on my "Odysee for a Treasure-Chapter 1" Level...
2009-12-29 01:52:00

Author:
MightyMoeJoe
Posts: 27


Thanks, MMJ. The talking is there to stay - it's not a bug, it's a feature. The emptiness is a technical issue - it has to be there, but I'm not happy about it, either.

Teleport is a grab switch, four emitters, a saved object of a blue LED stuck to painted floaty, and a delay. I got the delay from LogicPack (they call it a 6 sec delay in their levels. Grab is directional, and makes the delay piston move. same switch is wired to the text bubble.

When delay retracts, the attached magnet switch activates the CP in the ship. The emitters spit three blue lights and a cloud of black gas. All the emitters are on .1 sec delay - IMPORTANT. If the CP triggers and you die at the same time, you may not get into the ship, but instead appear down in the canyon again.
2009-12-29 03:03:00

Author:
coyote_blue
Posts: 422


Loved this level! Incredible gameplay and concept.

One part I had an issue with is the paintinator battle section - When I jumped up onto the platform the paintinator would rise before I could grab it - so I had to die to get the paintinator. Might be the way I was jumping onto the platform but it happened twice. Maybe mount the paintinator behind the platform instead if having it rise into the air? Or a bit of a delay before it starts rising?
2009-12-29 13:00:00

Author:
CCubbage
Posts: 4430


I want it to not be in the player's way when he's trying to move around the enclosed space in order to dodge. I already moved the thing once to deal with a different, but equally valid, issue.

There'll be two from now on - One in front, one up top, no more motion. That should do it.

Thanks for the tip, Ccubbage. Always a pleasure to see you about.

EDIT: There is now more scenery in the water area. Any more above the water, and the ship will crash into the background mountains upon launch, and destroy the level.
2009-12-29 14:04:00

Author:
coyote_blue
Posts: 422


First, let me start by saying thank you so much for the feedback on my level, it really means a lot to me. The general consensus seems to have been that my bosses were not so great, but you gave me some really good reasons why and ideas on how to fix it. I took your advice and published the updated version earlier today. All but one of the bosses are now suspended with rods and wobbles instead of elastic and bolts, making them pattern based instead of random. I also used your idea about changing the color for the parts where shots are being emitted in multiple layers. Thanks so much for the good ideas.

I thought your level was excellent!

-
In some cases, I liked the visible switches, but in other cases it was kind of distracting (e.g. when they are in the foreground)
I don't think you should get rid of them altogether though, maybe just shrink them down a bit, if possible.

The race in the senseless violence room started before I could finish reading the speech bubbles.
Maybe moving the race start forward just a bit, or the trigger for the mouths back a bit could prevent this, unless reading fast is part of the race too.

+
The dialogue style story line was excellent. It was clever, funny, and entertaining. It added a lot of depth to the level and the characters in it, and made the level a much more enjoyable experience. And I loved the concept for the story. My favorite part was when I was getting into the boat, that was pretty funny.

The design style was awesome. All of the different characters looked really good. The training areas looked really cool and the outside parts were amazing. Good use of foreground and background, and the falling leaves effect was a nice touch.

The gameplay was fun, challenging at times, but never frustrating. It's always good to see parts with infinte CP that aren't too tough. A lot of times infinite lives gets mistaken for infinite player patience (1 of my first mistakes in LBP creation). The final training room was fun and had me laughing.

The teleport to back to the ship was cool, A nice way to end off the level.

You've made a great level, and I plan on going back and playing your Lone Ninja series later on tonight or tomorrow.

I noticed in your level comments that you were holding out for LBP2 for the sequel, but with the date being pushed back to Jan 2011, any chance we may see a sequel in LBP1?

:star::star::star::star::star: <3
2010-09-23 22:36:00

Author:
Unknown User


I really enjoyed the concept and the introduction. I laughed out loud while reading the comments and opening speeches. Only one of the credits grab points worked for me (the upper one.) Unfortunately, I didn't finish. The camera in the cloud part was so shaky it gave me a head ache, I'll try to play it again this weekend when I'm not tired from work maybe that'll make a difference.2010-09-24 00:53:00

Author:
Unknown User


Whoa! Activity!

Yes, there's a chance of getting ONE Aethernauts sequel out before LBP2.

Will definitely look at the race thing, try to break it myself. Alternatively, I'll force the explanation to trigger earlier.

I'll look at the camera bit on Sky Walk. I think maybe increasing the "Player Follow" will help. I use cameras in a directed manner - which might be an overdo with so many running in a close space.
2010-09-25 15:01:00

Author:
coyote_blue
Posts: 422


That was quite an fun level. The training areas looked good and the gameplay of the whole level is great too. The paintinator training part is simple but clever and the box area where you materialize objects like a cake and a grappling hook is funny and satisfying. The end of the level is a blast and looks like we'll be seeing a sequel coming soon. Overall this level deserves 5 stars and a heart.

F4F any one of "The Hero Chronicles" levels.
2010-09-27 00:24:00

Author:
JustinArt
Posts: 1314


I played it today and it was very entertaining. Very nice plattforming, very innovative idea/story, cool plattforming and what I liked the most: the funny dialogs - I love that sense of humor!!!! Awesome work!!! And congrats (even a little late ^^) for being spotlighted :-)2010-09-27 12:30:00

Author:
(___NEO___)
Posts: 206


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