Home    LittleBigPlanet 2 - 3 - Vita - Karting    LittleBigPlanet 2    [LBP2] Ideas and Projects
#1

Tylerburrito's "Shmucks from Outer Space!"

Archive: 20 posts


Shmucks from Outer Space!

This will be a humorous storyline with a bit of a sci-fi touch. The story is simple- one day, a gigantic alien skyscraper-esque spaceship smashes itself into LittleBigPlanet and begins harvesting the creative energy that holds the planet together. It's up to you to fight off the alien horde and get rid of that infernal tower.

The majority of it will be classic LittleBigPlanet platforming, but of course there'll be plenty of LBP2 features thrown in to the mix, including multiple sections where you'll need to use Direct Control Seats to control vehicles or handle machinery to solve puzzles.

Levels
This map isn't final, I'll probably be adding in some more levels later.
http://i.imgur.com/3ABio.png

Level 1: They Came From Nowhere
In this introductory chapter, the tower lands in the ground, sending out a shockwave of uncreativity. The once-friendly Sackbots suddenly become mindless monsters that want to feast on creativity. Guess who was unaffected? That's right, you! And guess who's got that creative energy who they're craving? That's also right, it's you. Now get the heck out of the city before your creative juices get sucked right out of you.

Optional Level 1: SackNation Racers
This level begins when a racer mistakes you for somebody else and unwillingly drags you to partake in a race. I mean, it's not like you have to be saving the world or anything. This is a top-down kart racing minigame- you're up against 3 other racers.

The interesting part of this level will be two Sackbots oh-so cleverly named Spiff and Larry. They'll provide the race with commentary, randomized by Randomizer Switches so that they'll always say something different before and after the race. Humorous situations ahoy!

Level 2: Havoc in Hexagon Hills
A very geometrical grassy level. The alien tower is visible in the distant hills- every once in a while it'll eject some alien ships to try and get rid of you. Some other areas might have the creativity sucked out of them while you're playing through them- for example, an area populated with moving platforms may screech to a halt suddenly. With the power of stickers and decorations you will be able to re-creatify some obstacles and bring them back to life.

Level 3: The Laboratory Labyrinth
This laboratory belongs to a loony scientist who used to create an insane amount of lousy objects. After you navigate the lab on a series of strange vehicles, dodging failed experiments like mutated rocket cheetahs, you'll eventually end up in his office. He'll let you know what the aliens are up to and how to stop them. At the top of the tower-spaceship is a power core that can be destroyed by means of a series of switches. Exit the lab and head that way.

Level 4: The Giant's Foothills
This area is very close to the tower and therefore dark and almost anti-creative. Let's just say any normal person who'd venture here would immediately seize up into a horrible artist's block. The main attraction in this level is the giant Sacklops who roams the area. When you hear him coming, you'd best find somewhere to hide.

Level 5: The Base
This area is heavily populated by the one-eyed alien species. They've armed themselves with weaponry stolen from the Sackpeople and are pretty dangerous if you startle them. Stealthily make your way through into the main entrance. Try not to get seen or things may become difficult for you.

Level 6: The Ascent
This is a long vertical level full of moving machinery, dangerous traps, and of course- the grappling hook! The grappling hook is your main means of transportation in this level, but you'll also be using it to pull levers from afar and solve some interesting puzzles.

Level 7: The Core
Here it is- the final level. You'll have to face off with the king of the aliens himself, first in a sack-to-sackbot duel, and then in a space laser battle to the death. After beating him, you'll have to go after the core of the creativity-sucking machine.
2010-06-23 06:53:00

Author:
Tyler
Posts: 663


One word, awesome! Also, I lol'd at the Sacknation Racers part. "Spiff and Larry," haha!2010-06-23 19:44:00

Author:
gorbax
Posts: 88


Yeah making that is gonna be a lot of fun hahaha.2010-06-23 23:25:00

Author:
Tyler
Posts: 663


The series name alone has guranteed I'll play it.2010-06-24 05:51:00

Author:
4wheel
Posts: 511


I think I'll throw in a level between 2 and 3...

The Not-so Last Stand
In this level, you'll make your way to an arts-&-crafts store. The worried owner is panicking because the store keeps being overrun by creativity-feasting aliens and Sack-zombies! Wield a weapon of your choice and fight off an increasingly difficult horde. After two waves of creativity zombies, gigantic tubes stick into the ground outside the store and begin expelling alien drones. Keep the store's health up and you shouldn't have any problem with this level.

Once you're done fighting off everything, you'll face off against an alien dropship boss.
2010-06-24 20:36:00

Author:
Tyler
Posts: 663


This sounds more gripping than LBP's story mode!!
I really can't wait for you to make these!
If you need any objects / contraptions, just let me know and I'd be glad to help ^^ (P.s. I can't do bosses, sorry But you'd probably be working on that yourself anyways!!)
2010-06-24 21:18:00

Author:
Weretigr
Posts: 2105


Do you think suction tubes will be able to suck up small materials? I'd like to have glowing "creative goop" being sucked up from the core of LittleBigPlanet. 2010-06-24 21:44:00

Author:
Tyler
Posts: 663


I like this. Its got a nice touch of Classic LBP Story. Tell me when you publish it!2010-06-25 00:31:00

Author:
DaSackBoy
Posts: 606


Sounds sweet. I could help with ideas, whenever you need some, send me a message if you want.2010-06-27 01:03:00

Author:
Prince Pixelton
Posts: 286


I'm gonna have little cutscenes to introduce the gameplay elements in this storyline. For example, when Creativity Zombies are introduced, you'll walk into a room and one will come out of the other side, moaning "creativityyyy... creativityyyyy... ooh, a quarter! Creativityyyy..." or something along those lines.2010-06-27 19:40:00

Author:
Tyler
Posts: 663


I'm gonna have little cutscenes to introduce the gameplay elements in this storyline. For example, when Creativity Zombies are introduced, you'll walk into a room and one will come out of the other side, moaning "creativityyyy... creativityyyyy... ooh, a quarter! Creativityyyy..." or something along those lines.

Haha, nice to know you are applying the humour you frequently use on YouTube (Yes, I've been subscribed for about a year now!!) into your levels!

2010-06-27 20:03:00

Author:
Weretigr
Posts: 2105


Yeah, there's gonna be plenty of humorous moments.2010-06-27 20:04:00

Author:
Tyler
Posts: 663


This looks like a fun project and I'm liking the story so far. Good luck with the project! The drawings are also nice.2010-06-27 21:21:00

Author:
Dragonvarsity
Posts: 5208


WOW! This sounds really good! Like, extremely good! Haha! 2010-06-27 21:42:00

Author:
piggabling
Posts: 2979


I think during one of the tower levels I'm gonna have a sequence where you get the creativity sucked out of you, and you become a creativity zombie (all with the wonderful power of a DCS and Sackbots). Then you have to solve a few puzzles with your new slow-moving, non-jumping creativity-free body, and finally jump in a pool of creativity juice to turn back to normal.2010-06-28 19:07:00

Author:
Tyler
Posts: 663


I think during one of the tower levels I'm gonna have a sequence where you get the creativity sucked out of you, and you become a creativity zombie (all with the wonderful power of a DCS and Sackbots). Then you have to solve a few puzzles with your new slow-moving, non-jumping creativity-free body, and finally jump in a pool of creativity juice to turn back to normal.

Now THAT is a good idea! Man, you're really creative... Haha!
2010-06-29 23:26:00

Author:
piggabling
Posts: 2979


Well LBP2 opens up a LOT more creative possibilities for platforming... just wait till you see what I cook up in this series with the Power Glove powerup 2010-06-29 23:36:00

Author:
Tyler
Posts: 663


I think during one of the tower levels I'm gonna have a sequence where you get the creativity sucked out of you, and you become a creativity zombie (all with the wonderful power of a DCS and Sackbots). Then you have to solve a few puzzles with your new slow-moving, non-jumping creativity-free body, and finally jump in a pool of creativity juice to turn back to normal.

maybe you get the creativity sucked out of you on purpose because you said for level 5
Stealthily make your way through into the main entrance. Try not to get seen or things may become difficult for you. so you can pass through unnoticed?

just an idea that popped into my head while reading the comments
2010-07-03 00:25:00

Author:
buddy_hamster123
Posts: 376


Man I love this idea so much! I can just see it now in LBP style. I love this concept where good, functional things get turned bad/faulty. So this is right up my street. Very humorous so I love that too. Your ideas for the use of new tools are really good but also use of the current ones. Like putting a sticker on something to bring it back to life, that sounds great to me. Seems like you've got this planned out really well. Look forward to playing this one.

This suck the creativity out of you mechanic sounds intriguing. What if there was a creativity leeching device dotted around the tower. You can choose to use one but your movement becomes limited, obviously with different advantages over normality. Then a restore point or more fitting imo would be to put a (duck)sticker on your sackboy/bot to bring them back to life
2010-07-03 00:54:00

Author:
OneEyedBanshee
Posts: 1370


@OneEyedBanshee Haha thanks dude! Yeah, becoming a zombie could play into some level design, such as becoming a zombie to sneak into a top-secret alien conference.2010-07-03 07:48:00

Author:
Tyler
Posts: 663


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.