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LBP City Builder

Archive: 18 posts


This is an idea I had recently, and that I promised to myself to make it come true in LBP2: A City Builder minigame!

The concept is very simple, to keep the gameplay (and the logic) stable:
- You can build 3 types of buildings: residences, industries and commerce;
- Residences are used to increase population;
- Industries are used to gain money (counted in score bubbles), limited by the population (if you have 10 industries and 1 residence, only 1 of these industries will make money);
- Commerce is used to make people happier, and therefore increase industry production. But they cost money to run;
- You will build in a premade terrain, with roads and landmarks. Maybe I will add the possibility to choose a terrain, if it doesn't take up thermo;
- And now, my biggest objective in this project is 1 - 4 players support. Every player has control over a different part of the terrain, and a separate money count (score), making for a competitive play!
- The objective is simple: get the highest amount of money possible in 10 minutes!

Additional info:
- Day/Night cicle;
- Cars drive in the streets when the city gets bigger;
- Random buildings, to avoid making a city with all the buildings being the same;
- Advanced interface (using vacuum material)

So, what do you think? Good idea?
2010-08-13 17:46:00

Author:
gdn001
Posts: 5891


The idea is nice, but it sounds like the dynamics are a little too simple. If there's a single optimal ratio of industry, residence and commerce, the game will become boring pretty quickly. Maybe you can throw in a few more complications?2010-08-13 18:11:00

Author:
Rogar
Posts: 2284


Problem is, more complications = more complications (if you know what I mean)
I'm already thinking of how the logic for this one will work.
2010-08-13 18:18:00

Author:
gdn001
Posts: 5891


Simcity? Fun idea and the first time I've heard about this here. I think it can be made more complex and still keeping it fairly simple. As there is a score switch which can be used to give and take away points to/from players, so you don't need point bubbles. You can also use that to remove points as building costs. As for the interface (I like to call it HUD), it it is good to have a one, but with 4 players, will they overlap each other?

Complexity side, you could have buildings with different sizes (for example a detached house could increase population by 1 and an apartment building by 6) and it will still be quite easy to make. Same thing with industrial and commercial buildings.
For realism, commercial should still provide you with points, unless this is a who-has-the-biggest-industrial-city competition. You could also have different buildings that will affect the game somehow for example tourist attractions. And you could make different themes (City, rural, desert...) with a single area, or more if the thermo allows it, which could be emitted at start.

Those are some ideas I thought. Overall a good idea.
2010-08-13 18:29:00

Author:
Unknown User


Alright, let me put it this way: you will want to decide what type of challenge you are putting to your player. What does a player need to be the best at to win? It could be whoever clicks the fastest, whoever has the best reaction time, whoever has strategical insight, or whatever else you can come up with. Or maybe a combination. When you know this, you can design your complexities to suit the challenge.

So, for example, if the challenge is to click the fastest, the three types will probably be sufficient, but if the challenge is reaction time, you could add catastrophes like fire or earthquakes that the player has to react to.

I hope I managed to make some sense.
2010-08-13 22:15:00

Author:
Rogar
Posts: 2284


I'm allready looking forward to playing it Give me a link when it is done. 2010-08-13 22:19:00

Author:
GhostViper
Posts: 110


Alright, let me put it this way: you will want to decide what type of challenge you are putting to your player. What does a player need to be the best at to win? It could be whoever clicks the fastest, whoever has the best reaction time, whoever has strategical insight, or whatever else you can come up with. Or maybe a combination. When you know this, you can design your complexities to suit the challenge.

So, for example, if the challenge is to click the fastest, the three types will probably be sufficient, but if the challenge is reaction time, you could add catastrophes like fire or earthquakes that the player has to react to.

I hope I managed to make some sense.

Well the challenge in this one would be to balance the 3 values of your city: population, production and happiness without letting your money dry. But maybe I can manage to make it more complex, it depends of how far the logic can go on LBP2.


I'm allready looking forward to playing it Give me a link when it is done.


It's coming sometime next year!
2010-08-13 23:14:00

Author:
gdn001
Posts: 5891


Well that sounds awesome. Good luck! Though I would like a bit more... "complications" :kz:2010-08-13 23:18:00

Author:
RockSauron
Posts: 10882


Well that sounds awesome. Good luck! Though I would like a bit more... "complications" :kz:

I will need it...

For example, every square where you can build must have a emmiter that emits a holographic square when selected, emmiters attached to randomizers to emit the buildings, buildings must count towards the statistics. Also, don't forget that I'm trying to make it 4 player able!
2010-08-13 23:24:00

Author:
gdn001
Posts: 5891


Sounds Awesome! I'm a big simcity fan an I'll be sure to play it. If you're going for multiplayer then maybe you should keep the interface as simple as possible so that any overlapping that occurs won't get too annoying. Perhaps you could come up with a simple trading system so that two players could team up to get ahead of the others. Now theres one more level that I can't wait four more months for!2010-08-13 23:29:00

Author:
Scifiguy
Posts: 95


If you're going for multiplayer then maybe you should keep the interface as simple as possible so that any overlapping that occurs won't get too annoying

Actually, it's very simple and basic: when you select a build-able square the square is highlighted and when you hover the cursor over a building, it shows wich kind of building it is. I also need to make a bar showing the population/industry/commerce levels, but I have already thought of a design to make things easier.
2010-08-13 23:34:00

Author:
gdn001
Posts: 5891


I might be wrong about this but instead of putting an emitter on every buildable square, couldn't you make the cursor out of a physical material and put all the necessary e mitters and logic on it's circuit board? that way you'd only need one emiter for each type of building.2010-08-13 23:56:00

Author:
Scifiguy
Posts: 95


I might be wrong about this but instead of putting an emitter on every buildable square, couldn't you make the cursor out of a physical material and put all the necessary e mitters and logic on it's circuit board? that way you'd only need one emiter for each type of building.

Yeah, but I want to have a grid where you must build, if it was free-build everywhere, it would look ugly. Also, I need more than one emmiter per building type because I want to have different styles to a building type, unless there's a "randomize object to be emmited in one emmiter" function in LBP2.
2010-08-14 00:00:00

Author:
gdn001
Posts: 5891


I've thought of a way that you could put all the necessary emitters onto the cursor yet still have a grid system. First, put a magnetic key switch at the center of the grid. Next attatch a follow tool to the cursor's mover and have it go to the magnetic key when activated. Once the cursor is in the center of the buildable grid, make it so that the arrow buttons move the cursor in preset intervals so that it will always end up in the center of a buildable tile. If this all sounds like nonsense, it's my fault, I don't do my best thinking in the morning!

Oh, one quick question, would all four players be on the same map, or would they be on different maps? If you don't want to have any interaction between apponents, then it might be a good idea to have them on separate maps to prevent overlapping HUDs and also to prevent players from sneaking a look at their opponents progress.
2010-08-14 13:27:00

Author:
Scifiguy
Posts: 95


Yeah, but I want to have a grid where you must build, if it was free-build everywhere, it would look ugly. Also, I need more than one emmiter per building type because I want to have different styles to a building type, unless there's a "randomize object to be emmited in one emmiter" function in LBP2.

Couldn't you just have it be a microchip?

So make a microchip, and have a randomizer on the microchip that will emit one of a few buildings when you choose that option?

I unno, seems like it'd be easy with the microchip
2010-08-14 13:31:00

Author:
RockSauron
Posts: 10882


Couldn't you just have it be a microchip?

So make a microchip, and have a randomizer on the microchip that will emit one of a few buildings when you choose that option?

I unno, seems like it'd be easy with the microchip

Of course, but you still have to work on what will be inside the microchip.
But microchips save physical and thermo space, so it still helps alot.
2010-08-14 17:27:00

Author:
gdn001
Posts: 5891


any new updates on this?2011-02-07 04:24:00

Author:
rustycool
Posts: 5


it sounds like an awesome idea, but maybe you should make something like an upgrade tree, for instance if you get a certain amount of a residential buildings down you could upgrade them to make more score bubbles2011-02-07 05:36:00

Author:
Fuzzynoodle
Posts: 7


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