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#1

how the RTS would work

Archive: 11 posts


I hear alot of people questioning the camera and angle of thins and how top down things will be done. this is my idea on how it works

http://img684.imageshack.us/img684/7324/persepective.jpg

the left images are the normal view while playing, the right images are a side view of seeing the 3 layers at a 90 degree angle

so basicly its all a matter of persepctive
2010-05-10 21:55:00

Author:
Bernkastel
Posts: 127


Looks like a pretty accurate representation, backed up by the trailer. If you look at the mouse race, you will see the background is in its normal orientation behind, so taking a step back you realise that the mice are really walking up and across the walls. But because it's top down view, the gravity is acting away from the camera, towards the background. Whether there will be a transitionary phase between top-down view and side-scrolling view I don't know - due to the complicated nature of this conversion I'd say it is a global setting that has to be set before building starts.2010-05-10 23:22:00

Author:
Holguin86
Posts: 875


Yes I'm so going to attempt to make one of these2010-05-10 23:25:00

Author:
agrx
Posts: 192


One interesting question: How to issue orders :>2010-05-11 00:36:00

Author:
Shadowriver
Posts: 3991


One interesting question: How to issue orders :>

Yeah or select units
2010-05-11 00:55:00

Author:
agrx
Posts: 192


Whether there will be a transitionary phase between top-down view and side-scrolling view I don't know - due to the complicated nature of this conversion I'd say it is a global setting that has to be set before building starts.

Nope - you can transition within the level. Gravity effects are a global setting which will be changeable, likely with the same global settings tool we have now (or some version of it). People have seen it in action - a sackboy can be walking up to a wall, and then start walking UP the wall as the gravity of the level transitions.

Also, I think there are switches that allow objects to be free from gravity effects, or just making them "zero G". This will allow you to use the DC switch to set your left stick to simply move up, down, left right. This isn't at all a universal thing, all you have to do is activate the proper direct control seat, and you're in top-down zone.
2010-05-11 01:37:00

Author:
Teebonesy
Posts: 1937


One interesting question: How to issue orders :>Hmm.. Maybe it has something to do with something they haven't revealed to us yet.

Or it could be a "direct control seat" where you may even be off screen, but you use the "direct control seat" to control a "Cursor" and so on. you get the picture.
2010-05-11 01:57:00

Author:
Bernkastel
Posts: 127


Yea there (for sure) must be something not reviled, we still don't know what element circuit boards will have and what kind of data you will be able to carry via logic wires.

I think Halo-ish RTS will be most realistic thing
2010-05-11 02:05:00

Author:
Shadowriver
Posts: 3991


I'm thinking for an RTS using the Move powerup to be able to utilize a built-in cursor for selecting and interacting with things will be the way to go.2010-05-11 02:14:00

Author:
Teebonesy
Posts: 1937


Pointing RTS would require something called "pathing", it's calculation of walk path when order is issued in RTS, it's impossible to without advance programming, or else they have ready stuff for it for circuit boards 2010-05-11 02:29:00

Author:
Shadowriver
Posts: 3991


Pointing RTS would require something called "pathing", it's calculation of walk path when order is issued in RTS, it's impossible to without advance programming, or else they have ready stuff for it for circuit boards

or just the sackbot AI presets. You might be able to set an object or location as a "goal" and your sackbots might seek it out and find their way there... It'll be interesting to see how sackbots behave in a zero-G, go-anywhere kind of environment...
2010-05-11 02:32:00

Author:
Teebonesy
Posts: 1937


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