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#1

Cosmonauts anyone?

Archive: 16 posts


I've been starting to think about a new project to followup with after Fireball Island is complete. One of the ideas I had back last April was a techy sort of level set in a spaceport. The gameplay would be appropriately punctuated by mechanical devices, from puzzles to gates and lifts and such. Artistically the color palette would be partial bleach with cool colors. I've included several concept sketches which will be the big inspiration for the artistic design:

http://cache.io9.com/assets/resources/2008/01/SteveBurg.jpg

http://ll.assets.ea.com/nawp/na/u/f/GPO/_assets/corporate_visceral_visceral_us/images/concept_vis_gallery_one_post.jpg

http://www.animationtrip.com/store/features/books/images/conceptart/im_concept1.jpg

http://www.igorstshirts.com/blog/conceptships/2010/energia/energia_03.jpg

http://www.igorstshirts.com/blog/conceptships/2010/eniles/eniles_05.jpg

http://www.igorstshirts.com/blog/conceptships/2009/hong/frank_hong_04.jpg

I'd be interested in teaming up with some of you to make this a cocreate masterpiece. I'll probably start experimenting with vehicles and storyboards soon, but I'm not looking to get seriously involved for at least 2-3 weeks.

Ideas, comments, etc welcome!
2010-01-15 22:10:00

Author:
Thegide
Posts: 1465


Wow, sounds great. If you can capture the mood of some of those images, you're onto a winner. They look like a 'lived-in' world - obviously futuristic and approaching a kind of cyberpunk feel.

Good luck with your project
2010-01-15 22:36:00

Author:
MrsSpookyBuz
Posts: 1492


Sounds cool! I'd love to contribute somehow, but I don't know if my quality is good enough...2010-01-15 22:52:00

Author:
Fredrik94
Posts: 342


Wow, sounds great. If you can capture the mood of some of those images, you're onto a winner. They look like a 'lived-in' world - obviously futuristic and approaching a kind of cyberpunk feel.

Good luck with your project

I started with some concepts earlier this year, but somehow I messed up and lost the prototypes from my moon. But, cyberpunk is the feel indeed. Actually what would be really nice is if I can find someone interested in designing gameplay elements so I could focus on the artistic design... the only real gameplay concepts that come to mind right now are jump pads and jetpacks, mechanical doors and electronic puzzles. Some of the design elements of submarine sabotage seem like they could work well here.


Sounds cool! I'd love to contribute somehow, but I don't know if my quality is good enough...

Tell you what, I'll check your stuff out and let you know if I'm interested.
2010-01-16 01:39:00

Author:
Thegide
Posts: 1465


Ugh. I don't feel that my levels represent how good I am right now, if you'd like I can show you the level I'm working on, to give you a better picture of my skill...2010-01-16 01:56:00

Author:
Fredrik94
Posts: 342


Sure, I'm not familiar with your stuff and I certainly don't know many of the newer members here on LBPC, but feel free to toss a friend invite my way.2010-01-16 02:00:00

Author:
Thegide
Posts: 1465


Request sent 2010-01-16 02:08:00

Author:
Fredrik94
Posts: 342


i'd love to help But unfortunately i have no levels published... *slinks away*2010-01-17 17:06:00

Author:
Kern
Posts: 5078


I started messing around with a gyrostabilizer prototype to incorporate into a small spacecraft. Good news is... it works. I got a small piece of cardboard to fly using only rocket propulsion that balances left/right thruster output so that the "ship" doesn't flip over when it gets unbalanced.

Now to test the design on a real ship...
2010-01-17 20:42:00

Author:
Thegide
Posts: 1465


Some storyline ideas:

- rogue space bandits have taken over the station shortly after you have landed. liberate the space hub.
- you've chased a group of intergalactic space pirates through hyperspace to the station. locate and apprehend/terminate them.
- you're a space pirate hired to steal a vial of dark matter from an imperial starcruiser that has landed at the spaceport

right now I'm leaning towards #2, solely because I'd like to include an epic boss fight.

standard enemy types: aliens, flying sentry drones

platforming elements:
- to emphasize the low gravity of the system, there will be huge jump pads that fling sack into the air.
- might be a water section where sack has to traverse the water supply system. i havent had my fill of water puzzles yet
- wide open areas, lots of room for jetpacking

environmental areas:
- outdoor/red planet (intro) when you arrive at the spaceport by shuttle. second area where you have to give chase (or simply commute) from one building to the next via land rover.
- indoor areas (main gameplay) large warehouse style areas with lots of architectural "junk". catwalks, lifts, architectural supports. open areas that can be navigated in many ways. lots of gating strategies & puzzles. futuristic space design - clean lines, geometry, but in the end textures dirtied to give that lived in look.
2010-01-19 02:34:00

Author:
Thegide
Posts: 1465


ive sent you a request 2010-01-19 07:56:00

Author:
Kern
Posts: 5078


Some storyline ideas:

- rogue space bandits have taken over the station shortly after you have landed. liberate the space hub.
- you've chased a group of intergalactic space pirates through hyperspace to the station. locate and apprehend/terminate them.
- you're a space pirate hired to steal a vial of dark matter from an imperial starcruiser that has landed at the spaceport


To be honest, all three have lots of merit and potential.

If you did go with idea #2, how about this for a bit of spice: the space pirates have been hired as suitably 'expendable' people, whose job is to lock down and destroy the station. The player doesn't know why, but perhaps a colossal boss may give them a clue...

EDIT: Shoot! Not very secret for people now, is it? Soz, I should've sent a PM! :blush:
2010-01-19 11:14:00

Author:
MrsSpookyBuz
Posts: 1492


Oh there's still plenty of room for mystery. Actually I like that spin a lot... presumably I'm reading between the lines correctly.

Maybe we can toss some brainstorm PMs back and forth? I'd like to have a rock solid plot in place before I start building for once, haha!
2010-01-19 14:16:00

Author:
Thegide
Posts: 1465


can i help Thegide?2010-01-19 15:25:00

Author:
Kern
Posts: 5078


can i help TheGide?

Only if you type my name properly

I'm kidding. I sent you a PM so we can chat about things. This is going to be a fairly complicated piece of work aimed at wowing the community. Anyone getting involved in the create side of things should be comfortable with complex logic programming and have demonstrated innovative gameplay concepts and an impressive eye for visual design in mechanical-type environments. That's not to say that I don't have need for planning help too.

I'm sitting in EST time zone as well, something to consider for anyone joining me in cocreate.
2010-01-19 15:55:00

Author:
Thegide
Posts: 1465


Maybe we can toss some brainstorm PMs back and forth? I'd like to have a rock solid plot in place before I start building for once, haha!

Sounds great, and no obligation on your part at all! Just call me MrsSpookyPlot!

I'll give it some thought and perhaps send you a few possible plots/subplots. Even if they're not what you're after, it may give you a few options to play with.

Cheers
2010-01-19 22:51:00

Author:
MrsSpookyBuz
Posts: 1492


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