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MAPI, the unnamed class-based top down/sidescrolling mechtastic extravaganza

Archive: 27 posts


This is pretty much the same thing that I posted earlier, but now I see that (hopefully) everything I thought about is in fact possible in LBP2. And this time, this will, in fact, be a collaborative effort.
Oh yeah, and this time, it's top-down AND side-scrolling.

The game has a story mode, a non-story coop mode, and a competitive mode. There are five levels, each with an air section and a ground section. Each level from the Story will have a counterpart for the competitive and coop.

You will have several different classes to choose from, each with its own special abilities to help your teammates along your journey. You cannot have more than one person of each class. There are 3 offensive classes and 3 supportive classes, respectively.

=-=-=-=-=-=-=-=-=-=-=-=
AIR UNIT INFO

The basic control scheme for any air class is R1 to fire, R2 for secondary fire (if available), and circle to use a special ability.

The sackboy is visible on the top of each vehicle.

In general, the scoot has low health, but is very fast. It can also carry around objects with R2. You can press circle to boost, and double tap circle to hop.

The scout has a diverse movement scheme. You use the x axis of the right analog stick to rotate your ship. You then press the left stick up to accelerate, and backwards to brake.

Weapon-wise, it uses scatter-bombs with R1. This has short range, but it is great for taking out groups and does quite a bit of damage.

In general, the Bulldozer, has very high health, but is sluggish. (he pretty much hovers around) His special ability is being so massive that he can smash enemies just by moving into them. This also applies to walls and obstacles.

Basic movement scheme.

Weapon-wise, he uses an explosive mega machine gun with R1. You rotate the turret with the x axis of the right stick. (either that or the magic joystick) It has a spread and can overheat if fired for too long.
The splodor is the run-of-the-mill BLOW EVERYTHING UP class. It has average health, but slow-ish movement. Hold circle, and you can create a trail of fire to block ground enemies. However, if you touch the fire or get hit by explosives, you blow up, given what you're lugging around.

Basic movement scheme.

He has a variety of weapons. Rockets (R1) are not aimable, instead, they just fly straight ahead of him. It can plant a remote bomb, which can be used either to blow up enemies or obstacles. After planting it, just press R2 again to detonate.
The mechanic is the main support class. He has average health and a slightly below-average move speed. His special ability is the grapple. (explained below)

Basic movement scheme.

The main highlight of the mechanic is the grapple. Press circle, and it shoots forward and collects scrap metal from fallen enemies. For each piece of scrap metal you collect, it fills up the Junk Gauge. You can then use R1 to fire special pellets that heal your teammates, at the expense of 1 bar from the gauge. With R2, however, you can fire the scrap straight back at the enemies through the "refuse rifle", at the expense of 1/2 bar per shot. Both the pellets and the rifle shoot in the direction you are pointing.
The assassin is a very sneaky class. It has low health, but average move speed. The assassin can see farther than its teammates.

Basic movement scheme. Press circle, and you can cloak, making you invisible to enemies.

The assassin has a high powered laser cannon, but you can switch firing modes by clicking L3. The first firing mode allows you to dumbfire R1 in the direction you are pointing. The second makes a cursor pop up on the screen, and you can move it around with R3. When you press R1, it will fire a laser from your ship to where the cursor is, allowing you to take out lines of enemies. The first firing mode is fast, but cannot pierce enemies. The second mode is slower, but gives you a wider camera angle and pierces enemies.

The assassin's secondary fire allows it to instantly destroy enemies and sentries at close range. If you sneak up behind them and press R2, you will unleash a shockwave of electricity that fries the enemy. It has very short range, so use it wisely.

While the assassin may seem OP, it is strictly a support class.
The mime has low health and average movement speed. Its special ability is hacking enemies. It cannot attack on its own.

R1 is the primary attack, reserved for when you have hacked an enemy. (see below)

With R2, you lunge forward. If you hit an enemy, you leech out their health, increasing your health and your strength. The higher your strength, the more health you leech.

With circle, you fire a wire forward. If it hits an enemy, you take control of that enemy's body for as long as you want, or until you die. Used correctly, you can sneak behind enemies unnoticed and take them out. Press circle again, and you turn back into the mime ship.

=-=-=-=-=-=-=-=-=-=-=
GROUND UNIT INFO

The basic movement scheme for ground units is press left to go left, right to go right, and x to jump.

In general, the scoot has low health, but is very fast. It can also carry around objects with R2. You can press circle to dash.

Basic movement scheme, aside from X. Instead of jumping, the scoot has a jet pack. You collect fuel in the same way the Mechanic collects metal. Just take the scrap metal of a dead enemy, and it will add to your fuel gauge.

Despite his (relatively) tiny size, the scoot can actually carry objects with ease. Press L1 to grab any grabbable material.

Like his airborne counterpart, the scoot uses a scatter gun. This time, though, it suffers from damage falloff. At close range, it does a lot of damage, but move back and it does little to none.
In general, the Bulldozer, has very high health, but is sluggish. His special ability is the ram, where he rushes forward for a second, destroying enemies, obstacles, and weak walls.

Basic movement scheme. Due to his massive size, he cannot jump.

Weapon-wise, he uses an explosive mega machine gun with R1. You rotate the gun with the y axis of the right stick. (either that or the magic joystick) It has a spread and can overheat if fired for too long.
The ground splodor is also the run-of-the-mill BLOW EVERYTHING UP class. It has average health, but slow-ish movement. If you touch any fire or get hit by explosives, you blow up, given what you're lugging around. Hold circle, and you hold up a blast shield to absorb explosive damage.

Basic movement scheme. I don't know if rocket jumping will be implementable, we'll just have to see.

He has a variety of weapons. Rockets (R1) are not aimable, instead, they just fly in the direction he is facing, which can be a disadvantage if fighting air enemies. It can plant a remote bomb, which can be used either to blow up enemies, destructable walls, and obstacles. After planting it, just press R2 again to detonate.
The mechanic is the support class. He has average health and move speed. His special ability is the grapple. (explained below)

Basic movement scheme.

The main highlight of the mechanic is the grapple. Press circle, and it shoots forward and collects scrap metal from fallen enemies. For each piece of scrap metal you collect, it fills up the Junk Gauge. You can then use R1 to fire health packs for your teammates, at the expense of 1 bar from the gauge. With R2, however, you can fire the scrap straight back at the enemies through the "refuse rifle", at the expense of 1/2 bar per shot. The rifle is aimed with the Y axis of the right stick, or the magic joystick.
The assassin is a very sneaky class. It has medium-low health, but above average move speed. Despite having the same stats and weapons, it plays much differently from the assassin warhawk. The assassin can see farther than its teammates.

Basic movement scheme. Press circle, and you can cloak. This not only allows you to become invisible, this also allows you to pass through objects.

The assassin has a high powered laser cannon, but you can switch firing modes by clicking L3. The first firing mode allows you to dumbfire R1 in the direction you are pointing. The second makes a cursor pop up on the screen, and you can move it around with the right stick. When you press R1, it will fire a laser from your ship to where the cursor is, allowing you to take out lines of enemies. The first firing mode is fast, but cannot pierce enemies. The second mode is slower, but gives you a wider camera angle and pierces enemies.

The assassin's secondary fire allows it to instantly destroy enemies and sentries at close range. If you sneak up behind them and press R2, you will unleash a shockwave of electricity that fries the enemy. It has very short range, so use it wisely.

The assassin is not practical for anything besides supporting your team.

The trooper has average move speed and health. His special ability is weapon improvisation.

On death, any weapon-carrying enemy will drop that weapon, allowing you to pick it up and use it. So far, I have only thought up of a few, but I will think of many more. There are elemental weapons, like the THOR, and more common weapons, like the UGAR.
Unique weapons are not carried by enemies, and must be found.

Revolver: The weapon you start out with. Slow rate of fire, medium damage. Does not suffer from damage falloff.

The UGAR-91: Used by most low-ranking Eunsatz infantry. It is basically a generic assault rifle. In rapid-fire mode, it fires the usual spray of bullets, much less powerful than the Bulldozer's minigun, but with longer range and more accuracy. Press triangle, and you switch to a grenade launcher. The grenade's explosion radius depends on how long you charge.

The SIMR, also known as the NSAR: Unique, fire elemental. In rapid-fire mode, it is a flamethrower, allowing you to burninate enemies at close range by setting them on fire and retreating. Switch to charge mode, and it becomes a meteor launcher, setting enemies and the like on fire from a distance.

The THOR: Unique, thunder elemental. In rapid-fire mode, it shoots small balls of lightning. Switch to charge mode, and you can charge up the lightning bolts to do a large amount of damage.

The idea of the trooper is that he can do a wide variety of things, but all of the things he does are things that can be done better by another class. Get it?

=-=-=-=-=-=-=-=-=-=-=
STORY INFO

Yes, I know that double posting is shameful, but here is the story info. Also, I will be taking name suggestions.

The story will feature 5 full levels (as far as I know), and each level is split into two. One is a top-down air section, the other is a sidescrolling ground section.

The prologue (I would call it level zero), is The Drowning City. It is more of a tutorial level, featuring you and your unnamed mech squad trying to escape from the city of [TBA1] while it is being destroyed by some "evil force" called the Eunsatz.

The first real level is The Eunsatz Factory (get it? eunsatz factory? unsatisfactory? har har.) You and your buddies play the prominent part of the Savoirs, a group of super-soldiers apparently built by the Eunsatz to wreak havoc on the world. However, you and your buddies awake and escape from the factory, eventually stealing and flying off in some warhawks in the proces. Whilst pondering your own existence, you are attacked by a ginormous .

The next level involves the Saviors getting lost in Blearee Forest after escaping the factory. Instead of fighting the forces of the Eunsatz, you will be fighting horrible flying abominations of nature. Eventually, you crash and have to fend off the horrible ground abominations of nature in your mechs, and find a way out of the forest. A big part of this level will be the lighting. (or lack thereof)

After escaping the forest, more frights await at Haero Hill. Rumored to be haunted by the undead, you must traverse through the creepy, snow-covered mansion and graveyard in search of scrap to fix your warhawks. While in the mansion, there are a few ghost sightings, but none of them try to kill you. However, when you find enough scrap, the zombies rise, and you must make it back to your warhawks alive.

The next-to-last level is the Grihm Gorge. This level has less of an emphasis on shooting and more of an emphasis on platforming. It is laden with subtle signs of alien activity, so expect a few strange beeps and boops in the background. At the end, you find a horrifying site littered with slaughtered Eunsatz infantry. (this is how you find out that they are, in fact, human.) One soldier, about to die, whispers "They..... they came from the s-sky.... run.... they're coming....", and then the level ends.

The last level, as far as I know, is Miraage Harbor. You find out that the Eunsatz were being manipulated by the evil aliens known as the Miraage. However, the Eunsatz leader eventually figures this out, driving the Miraage to eliminate them. You and your Savior buddies, now aware of who you are, kill the Miraage leader and bring world peace. (at least until you play the non-story portions of the game.)

=-=-=-=-=-=-=-=-=-=-=
[B]COOP INFO

Even if the story mode has not been completed, you will have access to the non-story Coop Mode. Here, you will battle, attack, and defend your way through a variety of maps, with a variety of game modes. The maps on here are based on areas from the story mode + more, but the way you play through them will vary. Each game type is available in side-scrolling and top-down form.

Survival:
In this game mode, you must protect your base from infinitely-spawning enemy invaders for a predetermined amount of time. The way that this works, is that the enemies will have to burst through your defenses. When they do get in, they have to damage a bomb inconveniently placed right inside your base. Once the bomb has taken enough damage, it blows up your base, and you lose.

Infiltration:
The polar opposite of survival. You must break inside the enemy base, and destroy the bomb inside. However, since you are smarter than the AI, you must blow up more than 1 base. Destroy them all, and you win.

Demolition:
Basic "destroy as many __ as you can in __ seconds" mode for a high score.

Payload:
Sort of like survival. In this mode, one person has to be the "payload" class, a slow, gigantic bomb on wheels. It cannot attack, and your team's job is to push it all the way to the enemies' base without it exploding.

More game modes to come when I think of them.


Feel free to suggest new game modes, levels, or classes. If you want to actually help me design the game, then let me know. I need someone (or several people) to help me with the side-scrolling level design. The side-scrolling levels CAN in theory already be developed in LBP1, save the sackbots. I could also use a music designer.
2010-06-16 01:46:00

Author:
Arkei
Posts: 1432


You can map anything but R3, Start, Select and the PS button so R2 can be a secondary weapon easily.
This sounds like a great co-op game (weird saying game and not level).
I especially like that there are 5 classes not 4, giving players more choice rather than 'last one in gets the one we don't like'.
The classes seem well balanced and thought out.

Will you do the same mechanics on differing maps?
Is there a story or is it 'take out the enemy' ?
2010-06-16 15:14:00

Author:
Jedi_1993
Posts: 1518


I'm thinking it will just be "get to the end of the level" or "survive as long as you can", I don't know if there will be an actual plot. All I know is that there will be several levels, each with its own map and unique game type.

I'll be drawing up some awful diagrams to explain some of the things that were hard to explain.
2010-06-16 16:42:00

Author:
Arkei
Posts: 1432


Sounds good! Let me know when you start making it in LBP2 and I'll come and give you a hand! (Providing I get LBP2 around the same time you do!)2010-06-16 18:54:00

Author:
Weretigr
Posts: 2105


There's something I've been wondering. Should I make it an arcade shooter with glowing neon colors, or should I do something a little more realisitc?2010-06-16 19:12:00

Author:
Arkei
Posts: 1432


You should do both!2010-06-16 19:44:00

Author:
Weretigr
Posts: 2105


(shameless bump)

So I've made two tracks out of pure boredom, and I think they fit the theme of the game quite well.
http://www.mediafire.com/?y5wmmgfjzmn
http://www.mediafire.com/?yyngut1jz5m

I've also updated the original post with some more diagrams of the controls.
2010-06-17 19:05:00

Author:
Arkei
Posts: 1432


You can map anything but R3, Start, Select and the PS button so R2 can be a secondary weapon easily.
This sounds like a great co-op game (weird saying game and not level).
I especially like that there are 5 classes not 4, giving players more choice rather than 'last one in gets the one we don't like'.
The classes seem well balanced and thought out.

Will you do the same mechanics on differing maps?
Is there a story or is it 'take out the enemy' ?

Actually, I think I heard you will be able to map everything, including start, select, the PS button, and R2.

EDIT: Calm down, fruit. Just said what I thought was true.
2010-06-18 00:28:00

Author:
Prince Pixelton
Posts: 286


Actually, I think I heard you will be able to map everything, including start, select, the PS button, and R2.
They announced it by the way. How can you possibly map start, the main access button, Ps button... The button which controls the ps3, and select. the good grief button. and he said R3 which has no use anyway. Ok?
2010-06-18 00:34:00

Author:
fruitmanlolli
Posts: 151


What I meant by "if it is available" I meant the class having a secondary fire, not whether the button is mappable.

Instead of arguing about mapping the controls, what do you think about the game?
2010-06-18 02:57:00

Author:
Arkei
Posts: 1432


Scout, Heavy, Demoman, Engineer, Spy. just saying

Sounds like a pretty good idea!
2010-06-18 18:35:00

Author:
Matimoo
Posts: 1027


That's exactly what I was going for. I just entered those names in the thesaurus and those are what came up.

Actually, assassin is spy and sniper.
2010-06-18 18:43:00

Author:
Arkei
Posts: 1432


awsome, u need a sniper... super acurate...2010-06-18 18:54:00

Author:
trianglepigsquar
Posts: 144


the second midi is better in my opinion 2010-06-18 19:24:00

Author:
MegaBlob
Posts: 291


I have decided to implement side-scrolling ground units into the game. Here they are. (note that they are mostly copy+paste)

The basic movement scheme is press left to go left, right to go right, and x to jump.

In general, the scoot has low health, but is very fast. It can also carry around objects with R2. You can press circle to dash.

Basic movement scheme, aside from X. Instead of jumping, the scoot has a jet pack. You collect fuel in the same way the Mechanic collects metal. Just take the scrap metal of a dead enemy, and it will add to your fuel gauge.

Despite his (relatively) tiny size, the scoot can actually carry objects with ease. Press L1 to grab any grabbable material.

Like his airborne counterpart, the scoot uses a scatter gun. This time, though, it suffers from damage falloff. At close range, it does a lot of damage, but move back and it does little to none.
In general, the Bulldozer, has very high health, but is sluggish. His special ability is the ram, where he rushes forward for a second, destroying enemies, obstacles, and weak walls.

Basic movement scheme. Due to his massive size, he cannot jump.

Weapon-wise, he uses an explosive mega machine gun with R1. You rotate the gun with the y axis of the right stick. (either that or the magic joystick) It has a spread and can overheat if fired for too long.
The ground splodor is also the run-of-the-mill BLOW EVERYTHING UP class. It has average health, but slow-ish movement. However, if you touch any fire or get hit by explosives, you blow up, given what you're lugging around. Hold circle, and you hold up a blast shield to absorb explosive damage.

Basic movement scheme. I don't know if rocket jumping will be implementable, we'll just have to see.

He has a variety of weapons. Rockets (R1) are not aimable, instead, they just fly straight ahead of him, which can be a disadvantage if fighting air enemies. It can plant a remote bomb, which can be used either to blow up enemies, destructable walls, and obstacles. After planting it, just press R2 again to detonate.
The mechanic is the support class. He has average health and move speed. His special ability is the grapple. (explained below)

Basic movement scheme.

The main highlight of the mechanic is the grapple. Press circle, and it shoots forward and collects scrap metal from fallen enemies. For each piece of scrap metal you collect, it fills up the Junk Gauge. You can then use R1 to fire health packs for your teammates, at the expense of 1 bar from the gauge. With R2, however, you can fire the scrap straight back at the enemies through the "refuse rifle", at the expense of 1/2 bar per shot. The rifle is aimed with the Y axis of the right stick, or the magic joystick.
The assassin is a very sneaky class. It has medium-low health, but above average move speed. Its special ability is cloak. The assassin can see farther than its teammates.

Basic movement scheme.

The assassin has a high powered laser cannon, but you can switch firing modes by clicking L3. The first firing mode allows you to dumbfire R1 in the direction you are pointing. The second makes a cursor pop up on the screen, and you can move it around with the right stick. When you press R1, it will fire a laser from your ship to where the cursor is, allowing you to take out lines of enemies. The first firing mode is fast, but cannot pierce enemies. The second mode is slower, but gives you a wider camera angle and pierces enemies.

The assassin's secondary fire allows it to instantly destroy enemies and sentries at close range. If you sneak up behind them and press R2, you will unleash a shockwave of electricity that fries the enemy. It has very short range, so use it wisely.

While the assassin may seem OP, it is not practical for killing hoards of enemies at close range.

So, the inclusion of side-scrolling ground levels means I'll need some people to help me with the level design. Anyone interested in helping my levels look pretty?
2010-06-22 03:28:00

Author:
Arkei
Posts: 1432


Yes, I know that double posting is shameful, but here is the story info. Also, I will be taking name suggestions.

The story will feature 5 full levels (as far as I know), and each level is split into two. One is a top-down air section, the other is a sidescrolling ground section.

The prologue (I would call it level zero), is The Drowning City. It is more of a tutorial level, featuring you and your unnamed mech squad trying to escape from the city of [TBA1] while it is being destroyed by some "evil force" called the Eunsatz.

The first real level is The Eunsatz Factory (get it? eunsatz factory? unsatisfactory? har har.) You and your buddies play the prominent part of the Savoirs, a group of super-soldiers apparently built by the Eunsatz to wreak havoc on the world. However, you and your buddies awake and escape from the factory, eventually stealing and flying off in some warhawks in the process. Whilst pondering your own existence, you are attacked by a ginormous [boss battle].

The next level involves the Saviors getting lost in Blearee Forest after escaping the factory. Instead of fighting the forces of the Eunsatz, you will be fighting horrible flying abominations of nature. Eventually, you crash and have to fend off the horrible ground abominations of nature in your mechs, and find a way out of the forest. A big part of this level will be the lighting. (or lack thereof)

After escaping the forest, more frights await at Haero Hill. Rumored to be haunted by the undead, you must traverse through the creepy mansion and graveyard in search of scrap to fix your warhawks. While in the mansion, there are a few ghost sightings, but none of them try to kill you. However, when you find enough scrap, the zombies rise, and you must make it back to your warhawks alive.

The next-to-last level is the Grihm Gorge. This level has less of an emphasis on shooting and more of an emphasis on platforming. It is laden with subtle signs of alien activity, so expect a few strange beeps and boops in the background. At the end, you find a horrifying site littered with slaughtered Eunsatz infantry. (this is how you find out that they are, in fact, human.) One soldier, about to die, whispers "They..... they came from the s-sky.... run.... they're coming....", and then the level ends.

The last level, as far as I know, is Miraage Harbor. You find out that the Eunsatz were being manipulated by the evil aliens known as the Miraage. However, the Eunsatz leader eventually figures this out, driving the Miraage to eliminate them. You and your Savior buddies, now aware of who you are, kill the Miraage leader and bring world piece. (at least until you play the non-story portions of the game.)
2010-06-23 03:35:00

Author:
Arkei
Posts: 1432


Yes, I know that double posting is shameful,

SHUNNNNNNN!

Nah jk. The story sounds pretty epic. Can't wait to play it with my friends! Im wondering, in story mode, can you kill your friends? If so that will get REALLY. REALLY. annoying.
2010-06-23 03:45:00

Author:
Testudini
Posts: 3262


I will do everything I can to make sure that there is absolutely no team-killing. Also, the classes in competitive will all be more well-rounded by themselves, because you can't rely on your teammates to overcome your weaknesses if they're trying to kill you. I will be posting those tomorrow.

Another concept I've been thinking of is the Hub level. In there, you gather your friends, and decide what part of the game you would like to play: the story, the non story coop, or the competitive mode. Once you select a mode, you select which level (and the gamemode for the latter 2) you want to play. Once this is done, you are sucked into the selected level.

I have a feeling that the side-scrolling levels, at least the designs, can be made in LBP1. Once LBP2 comes out, just pop in some sackbots and a few extra goodies, and you've got your level.

So can anyone think up of some names for this game? I'll be taking the best ones and putting them up to a vote. If this fails, I will just be calling it MAPI.
2010-06-23 04:14:00

Author:
Arkei
Posts: 1432


the level "hub" in my opinion sounds like a great-great-great-great-great...(you get my point) idea I personaly think it should be one of those war bunker rooms with sackbots gathered round and what have you - all looking like their thinking when a few are just munching on some potato chips while watching the rest of the action unfold... fun fun

Edit: the assasin should have a auto-lock feature that you can activate by pressing L1 - it slowly locks onto the closest enemy and you can use a sniper or what ever to blast their... you get my drift?

Edit again: ooo I had another idea - you should have a mini-game-like-level were you have to jump from one building to another avoiding missile strikes as the hit the buildings - targets appear on buildings - with in like 3-5 seconds a missile hits - test players reaction time.

thanks for commenting on my thread
If I think of anymore ideas I'll be right here so...
watch this post
^^ he he; bold, underlined and in italics - the ultimate package
2010-06-23 10:54:00

Author:
huntedstorm
Posts: 488


That's not what I was imagining the hub to be, but that does make sense. When you spawn, there's a computer screen that shows snapshots of gameplay in the background, and the game mode selection screen is on a bunch of TV screens.

Hmm, the first idea is something I'm not sure I'll implement, because I don't even know if it's possible.

As for the second idea, that could actually be implemented in the prologue level when the city is being destroyed. Good idea!

I am currently updating the OP with details on the non-coop and competitive modes.
2010-06-24 03:20:00

Author:
Arkei
Posts: 1432


I have an idea for the bosses. Huge robots. Kthx

Oh, and some name ideas:

Robotic Future
Robot City
Last Four Hopes
Land of Future
2010-06-24 03:50:00

Author:
Testudini
Posts: 3262


I have updated the OP with all of the currently posted information, and info on the non-story coop mode.

Every single boss, save the alien and the forest creature, is going to be a gigantic robot, don't worry. I like the name The Last Four Hopes; perhaps the name could be 'MAPI: The Last Four Hopes'?
2010-06-24 03:53:00

Author:
Arkei
Posts: 1432


hey man that sounds awesome!! good luck! i will surely play it!!!2010-06-25 07:40:00

Author:
Onii55
Posts: 153


I've decided to give the game more of a cartoonish style, with strange, vibrant character designs and environments. Also, lots of alliteration and rhyming in the names.

Now I have a basic understanding of how these will be built. On the outside, the ships will be simple shapes, equipped with an anti-gravity control switch. A Controlinator on the outside is where the sackboy goes, and where all of the logic goes.

On most of the ships, each D-Pad button will be mapped to a rotator that rotates you in that direction. Hopefully, this will be possible, otherwise I'll just have them strafe around with a separate button for rotating. The D-Pad also controls a mover, which actually moves them around. The scoot, on the other hand, moves with rockets. Therefore, his gravity controls will have to be slightly different.

The ground units will just be sackbots, with invisible, forced controlinators on their faces. I don't have any idea if you can glue items to sackbots. I might have to change the design of the scoot if this is not possible, because the current idea is to have a jet pack on his back, and a cannon strapped to his chest.

I've also thought of the idea of Fury attacks. As you kill enemies (without dying), you fill up the Rage Gauge / Frenzy Meter. Once this is full, you can unleash a super powerful attack unique to each class.
2010-07-01 03:19:00

Author:
Arkei
Posts: 1432


Third bump is the charm? I have updated the OP with new story information. I am also making some more songs, so look forward to those.

I have added two new classes, the mime (air), and the trooper (ground). I'm not entirely sure that they will be included.
The mime has low health and average movement speed. Its special ability is hacking enemies. It cannot attack on its own.

R1 is the primary attack, reserved for when you have hacked an enemy. (see below)

With R2, you lunge forward. If you hit an enemy, you leech out their health, increasing your health and your strength. The higher your strength, the more health you leech.

With circle, you fire a wire forward. If it hits an enemy, you take control of that enemy's body for as long as you want, or until you die. Used correctly, you can sneak behind enemies unnoticed and take them out. Press circle again, and you turn back into the mime ship.

The trooper has average move speed and health. His special ability is weapon improvisation.

On death, any weapon-carrying enemy will drop that weapon, allowing you to pick it up and use it. So far, I have only thought up of a few, but I will think of many more. There are elemental weapons, like the THOR, and more common weapons, like the UGAR.
Unique weapons are not carried by enemies, and must be found.

Revolver: The weapon you start out with. Slow rate of fire, medium damage. Does not suffer from damage falloff.

The UGAR-91: Used by most low-ranking Eunsatz infantry. It is basically a generic assault rifle. In rapid-fire mode, it fires the usual spray of bullets, much less powerful than the Bulldozer's minigun, but with longer range and more accuracy. Press triangle, and you switch to a grenade launcher. The grenade's explosion radius depends on how long you charge.

The SIMR, also known as the NSAR: Unique, fire elemental. In rapid-fire mode, it is a flamethrower, allowing you to burninate enemies at close range by setting them on fire and retreating. Switch to charge mode, and it becomes a meteor launcher, setting enemies and the like on fire from a distance.

The THOR: Unique, thunder elemental. In rapid-fire mode, it shoots small balls of lightning. Switch to charge mode, and you can charge up the lightning bolts to do a large amount of damage.

The idea of the trooper is that he can do a wide variety of things, but all of the things he does are things that can be done better by another class. Get it?
2010-07-19 18:53:00

Author:
Arkei
Posts: 1432


I do love the reference to the scout's nickname (scoot) and I think this sounds pretty interesting. I also really like how it's in vehicles. It's creative yet builds up on Ideas of Real games yet sounds so new! I just thought of a great Idea too! What if you had certain missions that had troops leave the vehicles and it could be an rts too!

oh and could you check out my "Alien Swarm: LBP2" LBP2 project/idea?
2010-07-22 01:10:00

Author:
singularik
Posts: 130


And another bump. I really want some feedback on this, guys!

Okay, I just (a week ago) made a new 30 second sample MIDI, for Haero Hill. I used the program GSXCC to make it sound 8bit, but it didn't turn out very well.
8bit (http://www.mediafire.com/?km8v4vot4ujk2uz)
MIDI (http://www.mediafire.com/?xa5awdxq5eitc7b)

I'll edit soon with info on yet another new class, the Magician.
2010-08-07 00:05:00

Author:
Arkei
Posts: 1432


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