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T.A.T (Tower Assault Tandem) - 2 Player

Archive: 9 posts


Premise:

The idea of this game is a simple one. 2 people have to scale a tower by solving puzzles and helping each other to avoid traps. The only thing is they are seperated by a wall and are actually in different towers.

How it works:

Okay technically there is one tall tower but it is divided in half, the right side made to give it a spacey sci-fi look and the left half an old castle, wizards lair kind of vibe. Underneath the level (and below the previous) will be connecting corridor, where the checkpoints will be and lifts that will allow access to the rooms. These lifts will only be accessible from this corridor so once in which ever side you choose you are stuck there unless you die.

The game is played by helping the other person scale their tower, this is done by all switches on the left side interacting with stuff on the right and all those on the right interact with the tower on the left. So for example if the guy in the sci-fir tower is being barred by a door the guy in the wizard tower will need to find a way to open it for him.

Here is a small idea of what I mean:

Green = Sci-fi side

Blue = Wizard side

http://i20.photobucket.com/albums/b209/darkwriter/tat.jpg

In this easy example it would go as follows

* Throws Switch on floor to open Wizard side door
* Throws Switch on floor to open Sci-fi side door
* Grabs sponge lift to activate Sci-fi sponge lift
* Uses sponge lift to get to switch to activate Wizard side sponge lift
* Uses lift to get to switch, opens top door of Sci-fi side
* Uses top switch to open top door of Wizard side
* Uses switch to open exit and escape

Of course that was just an simple puzzle and the finished one will have harder ones. Also the sides will not always be symmetrical. One puzzle may have the sci-fi guy spinning from spinny thign to spinny thing while his partner is doing traditional platforming / climbing


- The only problem now is trying to think of puzzles for people to solve
2010-02-02 16:05:00

Author:
cthulhu82
Posts: 211


In other words, it's kind of like the Twin Towers level by GrantosUk and ... the only diffrence being that both players will do platforming and switches, whilst in Twin Towers one person did switches, other one platforming.2010-02-02 19:36:00

Author:
Fredrik94
Posts: 342


you say it like its a bad thing. true the basic idea sounds the same but then again 99% of levels posted on here are just variations of existing ones. the only true originality lies in what small changes you can make to make yours stand out2010-02-02 19:46:00

Author:
cthulhu82
Posts: 211


When did I say this was a bad thing?! Twin Towers is one of the most fun co-op levels I've played, so if you create anything simular, it will probably be good.

Will there be gas coming upwards, or will you have endless time?
2010-02-03 06:51:00

Author:
Fredrik94
Posts: 342


lol didn't say you did, just that your post can be read that way. I guess that is the problem with forums, you can't really tell what "tone of voice" a post was posted in so can be read many ways.

As for gas I am not sure because the checkpoints are below each level of the tower, if I put gas in it would mean if someone dies they will respawn straight into the gas and respawn into a cycle of death

---

Hmm I may try online create with this one if I get stuck
2010-02-03 10:26:00

Author:
cthulhu82
Posts: 211


this doesnt have to be so. since you can auto-activate checkpoints, a mag key on the rising gas can set off switches to activate checkpoints further up the tower.2010-02-03 12:33:00

Author:
Thegide
Posts: 1465


I suppose that is one way. I may have it so you can go through the level normally without any gas and just take your time or you can throw a switch and activate a race thingy that will also activate rising gas and stuff

still that leaves the problem that both players would spawn out the same checkpoint and if it is one side of the tower (say the sci-fi) then there will be no way for the person to get back to the other (wizard side) tower and would end the game by getting it stuck.

Unless of course I use 2 lots of rising gas each connected to a checkpoint in the tower on its side.... oh well I am sure I will think of something, but keep the suggestions coming
2010-02-03 12:40:00

Author:
cthulhu82
Posts: 211


You could put checkpoints between every section, so that even if both players die, they can respawn in the same point and try again; to prevent stucking, just avoid using the front layer, so that it will always be possible to jump down if the other player dies. Another way to do this would be emitting checkpoints and activate them when a player dies, but if both player die at the same time, they will probably get stuck.2010-02-03 13:38:00

Author:
Shadowheaven
Posts: 378


well the plan was between every floor is a small corridor that both players have access to which holds the checkpoint and lifts on the far left and far right that allow access to the two towers, which as I said earlier can only be activated by a proximity switch in the tunnel so once a side is chosen you are stuck in there until you get out of that section. Of course it is up to the players which side they go up and they can swap between floors if they so wish.

Great care also needs to be took because another plan is that players can activate traps or cause enemies to be spawned on their partners side
2010-02-03 13:58:00

Author:
cthulhu82
Posts: 211


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