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World Conflict: Top-Down RTS: Defense Discussion

Archive: 8 posts


This was moved from my original RTS level discussion: World Conflict: Top-Down RTS: Skirmish (https://lbpcentral.lbp-hub.com/index.php?t=34394-World-Conflict-Top-Down-RTS-Skirmish&p=596856#post596856) (now in Cool Levels)

***Artists and decorators WANTED: Whoever can make the best looking units will have their units used in my new level, and be credited for their work. I will send the units, once the designs are finalized, to whoever wants to try to make them look amazing (the units I send will most likely be crude and simple). Your job is to make them perfectly match their function and worth (ie: The Armageddonator must look MUCH more epic than the Machine Gun Nest).***

Defense Mode: (UNDER CONSTRUCTION, MOSTLY THEORY RIGHT NOW)
You start in a relatively open area with regions of water, land, mountains, hills, farms, cities....etc. The first thing you must do is set up your command center. This will allow you to build Tier One defenses, but it will also alert your enemies to your presence, activating the invasion force. You must survive for as long as possible, defending your base from enemy units trying to destroy it, because its destruction results in defeat.

Artificial Intelligence:
I've upgraded the AI (not on purpose, mind you, but found out that the one I was working on works perfectly here) so that they travel towards your command center (it's a simple directional AI which just moves the units towards the Command Center using Magnetic Switches and Rockets. Better ideas are wonderful if anyone has any). Enemies now come from different areas (anywhere along the edge that's not near your base), instead of from factories (these areas are incredibly noticeable).

Defense Mode Units: (All defense mode units are structures) (Name: Description - Cost) (Anti-air units have stars '*' before name)

Tier One Turrets: (Limit of 20 of each type)
Machine Gunner Nest: Fast, short range, low power unit - 1
Sniper Tower: Slow, long range, low power unit - 1
*Anti-Air Gun Battery: Insane speed, but short range and low power - 1

Tier Two Turrets: (Limit of 10 of each type)
Artillery Installation: Slow, inaccurate, super long range, powerful unit - 10
Rocket Battery: Fast, Medium ranged, but low power unit - 8
*AAA Battery: Fast, medium ranged unit with moderate power - 6

Tier Three Turrets: (Limit of one of each type)
Armageddonator: Imagine an elephant in a china shop...that's right, absolute oblivion - 30
Factory: Doubles income speed - 20
*Ravager: The ultimate in anti-air weaponry - 18
Crusher: Short range, but don't expect anything to get past it - 25
**Oblitorator: Shoots a wave of bullets at both air and ground which can reach almost anywhere in the map, but reload speed is atrocious - 28

Miscellaneous Structures:
Command Center: Structure which needs to be protected, else game ends. Unlocks Tier One. - Free
Ruins: Found on the map. Contains either cash for the player or an enemy (is random) - can't build
Tier Two Research Institute: Enables Tier Two units - 15
Tier Three Research Institute: Enables Tier Three Units - 20

Some Important Information:

Enemies now float over all structures to reach your command center. This is due to the possibility of just surrounding your base with units, making it impossible to lose. I've created a much larger map, so getting surprised should not likely happen, but if anyone has another idea that will work, feel free to share.

I'm VERY open to ideas for units, maps, mechanics, appearance, etc... so please share your thoughts.
2010-08-30 06:49:00

Author:
SSTAGG1
Posts: 1136


This sounds incredible dude, I hope you get everything that you want accomplished in this lvl, I would suggest making this in lbp2 as you will have much more freedom of creativity as far as the logic boards and pod control seat go. It would be a challenge to get this in lbp1, but it's possible! I am heavily submerged in going for deatils and realism when it comes to creating, when my current w.i.p level comes out it'll be visible. From what I've read, this seems to be a modern warfare genre sorta right? I have an idea that might be cool, why not try upping the ante and going for an all out battle where the base your protecting is a flying carrier of futuristic sorts and you have enemies coming at it from the ground and sky, the 3d layers would come in handy for this. Im just throwing out ideas dude but I sure hope you get this level up, going and amazing. Good luck and if you like you could send my a message via psn if you would like anything like scenery or visuals helped on. Peace!2010-09-01 22:27:00

Author:
damaz10
Posts: 771


Should I even ask how you managed to do this? because... i cant find a single way to do this in less that a year. must be pretty awesome, ill have to check it out later.2010-09-01 23:01:00

Author:
Merc
Posts: 2135


I have an idea that might be cool, why not try upping the ante and going for an all out battle where the base your protecting is a flying carrier of futuristic sorts and you have enemies coming at it from the ground and sky... Good luck and if you like you could send my a message via psn if you would like anything like scenery or visuals helped on. Peace!

I might move on to creating a level similar to being the escort to something important, and players need to add guardian units to augment its defense (this is probably most like what you described, it's just you got me thinking about many different things at once). I will try to create this in LBP1, but with the near release of LBP2, I might leave it for when I can make it truly epic (and I know exactly how to do it for LBP2, if the tools are anything like what they've been described as. I've got some seriously amazing ideas, I just hope they work).

Also, I have no idea how to make things look nice, at all..... My original units for my RTS were green squares with green turrets which shot green paintballs.....lol. I had a friend play it, thought it was horrible, and so I upgraded it to what it is now (which I think is quite good). If I need something awesome visually, I'll be sure to message you, although I'll probably leave visuals as a minor priority due to the incredible amount of stuff I'm trying to cram into one level. I'm trying to add upgradable units, and I know its possible, as I've already done it for the command center, but putting that many emitters on emitted things is usually a bad thing (4 emitters based around the unit itself, 3-4 more for prerequisites, like cash and '1-shot->anything' switches). Using static structures removes the worst emitter from the mix (moving the unit), so it freed up a lot of the thermo.


Should I even ask how you managed to do this? because... i cant find a single way to do this in less that a year. must be pretty awesome, ill have to check it out later.

After I found out how to do it, it seems almost bizarre how simple it is. It took me about 5 days to finalize the logic and unit structure to make my RTS level playable. After that, about 2 days of tweaking to make it perfectly match what I wanted. I started the concept about 5 months ago, but it was awful, so I scrapped it once I started playing again, and it seems to have worked out.

If you really want to know how its done, either message me (on the forums or on PSN), or you can trust me that a LOT of the logic is found in the emitted units (aiming, shooting, moving, and health). The only permanent logic in the level is the cash income/expenses, and the build menu logic system.
2010-09-02 03:55:00

Author:
SSTAGG1
Posts: 1136


What do you guys think of entering this for the 4-in-1 Survival Challenge? I've got most of the basic stuff done, now I just need to finish the upgrade logic, make the level look nicer, and add a tutorial/guide/help thing at the start. It counts as a survival level, doesn't it? I mean, when you lose, you die, so it has survival elements...

...and I'm still accepting any and all help regarding visuals. I just realized that a lot of decorations can be added to a level before it fails, so visuals are now less of a concern than before, but that doesn't make me any better at making things look nice. Thanks in advance for anyone willing to help out a bit.
2010-09-03 00:44:00

Author:
SSTAGG1
Posts: 1136


I say that if you can get it to work as a 4 in 1 challenge, go for it! This is an amazing concept, why not put it to good use? 2010-09-03 19:06:00

Author:
piggabling
Posts: 2979


I've got 80% complete. Just need to add sounds and other cool stuff. I will enter it in the 4-in-1 Survival Challenge, as it does have a survival element (you die when you lose...).

An entire logic packed level in about 18 hours.........just don't expect anything super fantastic visually...
2010-09-05 05:51:00

Author:
SSTAGG1
Posts: 1136


After I found out how to do it, it seems almost bizarre how simple it is. It took me about 5 days to finalize the logic and unit structure to make my RTS level playable. After that, about 2 days of tweaking to make it perfectly match what I wanted. I started the concept about 5 months ago, but it was awful, so I scrapped it once I started playing again, and it seems to have worked out.


You could replace RTS with FPS and thats that story works perfectly for me. Well minus the unit structure and some other things but.

I wouldn't mined seeing your RTS level in create mode. I'll send a message on PSN.
2010-09-05 14:31:00

Author:
PPp_Killer
Posts: 449


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