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RPG Discussion

Archive: 13 posts


I made this thread basically to discuss how RPG mechanics could be implemented into LBP, whatever you think would work best.

It's the one genre i'm excited about developing levels for but have no idea how to go about it D:
What i want to avoid is just adding an exp system and telling someone to do grind quests.

One of my first ideas is doing a Zelda style game with the overhead viewpoint thing. Like exploring, talking to people. Finding dungeons and collecting those gadgets so you can explore even more!

For a sidescrolling RPG i'm even more clueless. I was thinking something like Deathspank where you advance with quests. It'd basically be like an exploration treasure hunt. Some items will be gadgets to help you get further, others could be part of a quest or puzzle that eventually let you unlock new areas and items.
The gameplay wouldn't be as solid as the Zelda idea, but i'm sure it could work. I mean assuming we have some way of naming and recording which items have been collected, i'm not entirely up to date with the new features.

I'm off to make another thread anyway because i've just had a brilliant idea ^_^
2010-07-30 23:52:00

Author:
Dexiro
Posts: 2100


I can't wait to make a awesome RPG. Im still not sure how they would work in LBP though. I would make somthing like zelda also. The grappling hook will help with that I would try to remake Ocarina of Time with XP :o2010-07-31 00:23:00

Author:
Snrm
Posts: 6419


Hopefully we'll be able to use the grapple with an overhead viewpoint, that'd make some nice gameplay 2010-07-31 14:59:00

Author:
Dexiro
Posts: 2100


As iv'e stated befroe in another thread, im going to make a mother/earthbound - style RPG.
Aside from that, iv'e been trying ot think up an idea for a basic save system (Yet more advanced then what i've seen)
I'm also really trying to figure out how to save inventory, which has proven more difficult.
Hopefully we'll all have good luck when it comes out.
From the looks of it, it'll be easier to create in LBP2, so thats a plus.
2010-07-31 15:42:00

Author:
Eonknight
Posts: 119


Well, right now i'm currently working on choice making logic. It works, too!..., but i'm worried if they have something like that in LBP2 (probably not). I think the HUD and alot of other mechanics will work just fine .2010-07-31 15:54:00

Author:
AbstractFlesh
Posts: 837


If your looking for an RPG example, you should check out Lucidess. He has an awesome RPG level, has some minor bugs, but it the closest thing I've seen to an RPG.2010-07-31 16:16:00

Author:
Unknown User


You will be able to use the grapple hook but you will see sackboy swinging around : Like it has been said the top down games are just a camera trick. They aren't true top down. So in the way that your talking about..no you won't be able to use the grapple hook THAT way. Unless you just make one out of materials and logic.2010-07-31 16:36:00

Author:
Amigps
Posts: 564


I know it's a camera trick, but i was hoping you could make sackboy or a sackbot walk in that way so you could grapple stuff. Would make some pretty awesome mechanics if you could, not just with the grapple. Would be like Mario Galaxy where you go from 2d platformer to walking on the walls that were the background.2010-08-01 00:12:00

Author:
Dexiro
Posts: 2100


I've been planning an overhead 4 player Action RPG that implements the DCS. I (having my strongest point in logic) might be able to pull this off... might being the keyword. It'll involve a sticker save system and use a lot of the vacuum material. I've made a thread about it but nobody seems to be posting in it.2010-08-01 01:18:00

Author:
Tomeh999
Posts: 763


i wonder how the xp system will work :o
Maybe xp is score,, and you manage how much it takes to level up.
2010-08-01 06:18:00

Author:
Snrm
Posts: 6419


It would be epic if they would let you control a leveling system that would stick to individual psn's over all your levels.2010-08-01 06:24:00

Author:
Bremnen
Posts: 1800


Hopefully we'll be able to use the grapple with an overhead viewpoint, that'd make some nice gameplay

...What? That's just side scrolling. You can't play as sackboy or a sackbot in overhead "top-down" view, it's a camera trick not a new mechanic. For example, gravity operates in this game along the x and y axis, but since it's a side scrolling game you can't flip the gravity to the z axis, because it doesn't exist. Just letting you know incase you were planning on using sackboy/bot in top-down view.


i wonder how the xp system will work :o
Maybe xp is score,, and you manage how much it takes to level up.

All you do is attach a sequencer to a microchip and than have it count your exp as you earn it and than once it reaches it's max have an indication somewhere that you leveled up.
2010-08-01 08:32:00

Author:
Unknown User


...What? That's just side scrolling. You can't play as sackboy or a sackbot in overhead "top-down" view, it's a camera trick not a new mechanic. For example, gravity operates in this game along the x and y axis, but since it's a side scrolling game you can't flip the gravity to the z axis, because it doesn't exist. Just letting you know incase you were planning on using sackboy/bot in top-down view.


I know it's a camera trick, but i was hoping you could make sackboy or a sackbot walk in that way so you could grapple stuff. Would make some pretty awesome mechanics if you could, not just with the grapple. Would be like Mario Galaxy where you go from 2d platformer to walking on the walls that were the background.

...I know, I'm saying i hope they let sackboy walk that way. I'm sure i heard he can walk on walls afterall.
2010-08-01 15:24:00

Author:
Dexiro
Posts: 2100


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