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#1

CYBORG (The Cybernetic RPG)

Archive: 62 posts


http://i5.lbp.me/img/ft/165f5f014da0902c451f2088b1cb5053a918e11c.jpg
CYBORG will be set in future and your character will be able to purchase new upgrades to enhance himself, like having a flamethrower arm, super strength, super jump anything basically. it sort of like Deus Ex, ive never played the game but ive seen a bit of it. im also doing dialoge trees in it when you talk to NPCs so you can get information or missions from them, ive already thought of a way of doing this with the new logic. there will be flying cars for you to travel in. different enemies with different augmentations to use against you, loads of ideas for this.

tell me what you think to it and any powers you think the player should be able to get.

Info Page https://lbpcentral.lbp-hub.com/index.php?t=71553-Cyborg-(Info)#post1015830
2010-10-11 19:32:00

Author:
artise
Posts: 353


This is not bad at all ! I don't even know why people don't replied to this ! So, in fact, you wanna make a futuristic RPG, right ?2010-10-23 11:05:00

Author:
ZeroZ30o
Posts: 157


finally a reply :O lol yer its a futuristic RPG and be really cool buying different augmentations for your sackbot. I saw in some vids that you can get a sort of visor eye patch, so im gonna use that so you can look thu walls or go in night vision : ) so it should be really awesome.2010-10-25 20:52:00

Author:
artise
Posts: 353


It's awesome !
You should plan it better: detail your updrades, how to get credits (money for the upgrades) and all that stuff .
2010-10-26 22:04:00

Author:
ZeroZ30o
Posts: 157


i've already got my own currency logic made, check it out @artise1, its really gd. so i might use that so you can collect money from dead bodies or for when you get paid for completing a job.

you will be controlling a sackbot so you can switch between weapons and augs on the fly. it will emit the power up for a split second from your sackbot so that you equip it.
using the D pad, moving left and right will change weapons and up and down the augs.

weapons will be:


Paintornaitor (standard gun)
Plasma Rifle
grenade
EMP Grenade
Laser Rifle
Rocket laucher
sticky bombs
Mines


Augmentations:


Super strength
Quick speed
Grapple hook
X ray vision
Super jump
night vision
Wall Climbing


More will be added later and if you have any ideas send them in on this thread
2010-10-29 03:57:00

Author:
artise
Posts: 353


Walk on walls and ceilings? its possible with tags and movers and all that. There is a vid somewhere how to do it.2010-10-29 09:56:00

Author:
The age of LOLZ
Posts: 229


I like it . I'll check out your currency system... I also made one ! (From 00 to 99, but it can be upgraded easily to 999 or 9999..., it counts up and down).
I'll maybe publish mine , if you like it you'll just have to ask me for it .
2010-10-29 14:54:00

Author:
ZeroZ30o
Posts: 157


I have a few questions. Will this be linear? This sounds kind of long so will you use level links? If so how will you keep all of the players abilities through the different levels?2010-10-30 07:01:00

Author:
Unknown User


Why not do it on lbp1 lol ? I don't see any reason why it can't be done there.. And you can use Stickers to transfers date between levels you know..2010-10-30 21:14:00

Author:
Unknown User


Why not do it on lbp1 lol ? I don't see any reason why it can't be done there.. And you can use Stickers to transfers date between levels you know..

Because mostly everything i need to do this is on LBP2 lol. like Sackbots, diologe tree's, Cutscenes, Inventory, Augmentations. theres just too much stuff that cant be done in the first game, thats why its a LBP2 Project.
I might do a taster level if ya want?

EDIT: Ok theres now a poll for a taster level for LBP1, just vote if ya want it or not
2010-10-30 23:19:00

Author:
artise
Posts: 353


I know you can use stickers but what about for your currency? Also will it be linear?2010-10-31 01:17:00

Author:
Unknown User


I know you can use stickers but what about for your currency? Also will it be linear?

Currency logic is already done, i've got a level that is copyable showing t off. it uses score bubbles as currency, it has a prox switch and emitter that emitts a key that activate a keyswitch that detects money is picked up and added, its really simple to use and easily customiseable so it doesnt have to be point bubbles. also thereis logic for buying items, that will reset itself when item is purchased. The levels called Currency logic showcase Copyable! by artise1

Im gonna try my best at not making it too linear, it be good to have multiple choices that will change the outcome of the level, so you can do it differently next time, and it will be based in different cities and you will use the level links to travel between them. As for using augs from last level you were in, it will prob be a sticker that activates an emitter that would emitt the tags for each aug so for example: red - super strength, blue - superjump, purple - emitts both. so then your sackbot will be destoyed and instantly replaced with the one with correct augs, if you saw that heavy rain sort of level where the player changes clothes it will be like that.

you use another sticker that you acquire from previous level where you got your mission from and place the sticker in the next level and that will activate that mission. if you do different things like if you kill the guy or let him live, it will give you different sticker deppending on your choice. and when you place it activate the logic to that decission.
hope this answers any questions you had
2010-10-31 02:29:00

Author:
artise
Posts: 353


I would think a sort of xray vision knowing where an enemies weak spot is would be a cool feature, your fighting other upgrade baddies, why not fight them in style! 2010-10-31 02:41:00

Author:
damaz10
Posts: 771


damaz10
I would think a sort of xray vision knowing where an enemies weak spot is would be a cool feature, your fighting other upgrade baddies, why not fight them in style!

I'll look into that, it might just be a feature
2010-10-31 04:35:00

Author:
artise
Posts: 353


Thanks a lot for clearing that up because i may want to make a multi-path level later.2010-10-31 08:13:00

Author:
Unknown User


Just finished my Halloween contest level, so im now free to do this level and at my own pace. i'll do two short levels to show the getting a mission in one level that continues in the next and using a sticker to activate logic for the decisions you have made in the first part.
it will feature a few missions, no main story ones tho and my already made currency system to purchased equipment.

EDIT: heres that awesome Visor i was talking about if you haven't seen it.
http://www.lbpcentral.com/forums/attachment.php?attachmentid=26138&d=1288648551
(costume made by Fenderjt)
2010-10-31 21:13:00

Author:
artise
Posts: 353


Work on the taster level has begun and be out some time before LBP2. Now you play the waiting game 2010-11-06 16:47:00

Author:
artise
Posts: 353


Well its hell of a long time since i last posted something but LBP2 will out the 21st for me and i cant wait. well now you may wonder what ever happened to the demo? well i felt that the LBP1 version would not really show what the game i truly like, it just wouldnt be the same with out the augmentations and what not. So i will insted drip feed little bits of the game over the weeks starting off showing who you play as and the controls and powers you can use. each update will add loads more stuff to expanding the level and putting in a few missions for you to play, then that will be your demo so you can look forward to each update.
So heres a little list of things i want to add in each update:

1.Playable character showing off augs and control fuction
2.Menu system
3.Police AI (attacking people or detroying things will alert the police)
4.dialong trees and a few missions
5.buying new augs and possible hand to hand combat
2011-01-17 05:35:00

Author:
artise
Posts: 353


http://ib.lbp.me/img/fl/4bb3c2b52d22f97c64db4f6d3644456bfde3b024.jpg

Demo Coming sometime 2012
2011-06-17 14:59:00

Author:
artise
Posts: 353


http://i1.lbp.me/img/fl/51107d10752fec7186c62a29e3275b844a4dc461.jpg
http://i9.lbp.me/img/fl/859158a02933e0269287b5571a6a7a7c2b7a4581.jpg
http://ie.lbp.me/img/fl/dae9619d6a31df8b1bd3a6ed147f4fc9d00354e4.jpg
2011-08-29 21:02:00

Author:
artise
Posts: 353


Cyborg will be using a modified and trimed down version of my Ninja Cat Engine (NCE) try it out to get a feel of what it will be like.2011-09-01 23:39:00

Author:
artise
Posts: 353


http://i2.lbp.me/img/ft/7b2d4a9cb29def71429a69e443a253b3e45db8b8.jpg
http://i1.lbp.me/img/ft/be1d3e52821c6ec486f074c24133b253d90f08cb.jpg
http://i6.lbp.me/img/ft/8765eadc12c49acaa4ae4130a70a53702340a1cd.jpg

just some pics of some lighting effects im trying out, mmm lovely lense flare.
2011-09-04 22:05:00

Author:
artise
Posts: 353


Ninja Cat Engine? Are there engines in LBP? :o2011-09-04 22:19:00

Author:
SnipySev
Posts: 2452


Finally have more time to actually work on levels now :O Started making a weapon select interface with the lovely sticker panel. Demo should be out chrismas time.
More pics will be added over the weeks so you get an idea of what it will be like.
2011-11-02 15:03:00

Author:
artise
Posts: 353


Awesome! With All the hype your gonna get a ton of plays.
If i may ask, is there replayability in it? Like if you quit and went back in, would you have to start again?
Would there be different paths/choices you could choose?
Anyways, it looks good! ^^
2011-11-02 15:08:00

Author:
Valeview
Posts: 1581


If i may ask, is there replayability in it? Like if you quit and went back in, would you have to start again? Would there be different paths/choices you could choose? Anyways, it looks good! ^^

Im gonna try and get a save system built so you can continue with all the augmentations and equipment you've brought and the the mission you're doing. There will be multiple ways and paths to complete missions for example you could find a breaker box and switch the lights off so you can sneek past guards or hack into a door on the roof and go in from there above the guards so you wont alert them at all.
2011-11-03 02:53:00

Author:
artise
Posts: 353


I'd like much to be involved in this project, im a serious creator looking for a team of like wise sackboys/girls, if it is not too late to become a member of this project count me in, i am very good at logic and design 2011-11-03 03:46:00

Author:
Tyranny68
Posts: 390


I'd like much to be involved in this project, im a serious creator looking for a team of like wise sackboys/girls, if it is not too late to become a member of this project count me in, i am very good at logic and design Sorry at the moment this level is just going to be built by just me, if i do run into troubles then yes you can help out. Don't expect to be playing the full level anytime soon, i really want a polished and amazing looking level, so its gonna be summer or even later next year. If i do finish everything to the standard i want earlier, i will say thats its done on this page and on my profile but will release a week after so i can get it beta tested and iron out any bugs.2011-11-03 04:39:00

Author:
artise
Posts: 353


http://ib.lbp.me/img/ft/17b8727fbbc2077b8ade4e7727f059a952f74ee1.jpg
This is the HUD for weapons and augmentations, when you select it will highlight and edges will turn gold and then the HUD will fade out.

http://i6.lbp.me/img/ft/0161f5edcff26111bcee6a9243a575cdd3582272.jpg
http://ie.lbp.me/img/ft/1dec20c318894a7ad9836fdf3e71823faf45e84c.jpg
This is the logic for the HUD

http://ia.lbp.me/img/ft/fdaa79f06f88abb57b6af35ada2a2dd90e55d111.jpg
Closer up pic of logic, each left and right is for individual items on the HUD. Left cycles selected/unselect and the right is for making HUD visible and then fading out.

The faces are not augmentations lol
2011-11-06 04:18:00

Author:
artise
Posts: 353


well it looks like your wish has come true for wall walking thank you attract o gel2012-01-28 00:13:00

Author:
artise
Posts: 353


Just wondering, but what exactly did you mean by a "taster" level? and how will you do it in LBP1?

Anyway, sounds awesome!!! I was thinking of creating a Deus Ex-inspired level in LBP2 with similar Gameplay to what you've described (after I finished my current Killzone Project)
2012-01-28 01:07:00

Author:
Hawk14
Posts: 105


This topic and idea were started before LBP2 came out so he thought that it might be nice if we got a teaser level if he could get some of it finished before the release of LBP2.2012-01-28 01:37:00

Author:
Darkcloudrepeat
Posts: 606


Just wondering, but what exactly did you mean by a "taster" level? and how will you do it in LBP1?

Anyway, sounds awesome!!! I was thinking of creating a Deus Ex-inspired level in LBP2 with similar Gameplay to what you've described (after I finished my current Killzone Project)

oh that was ages ago, i was going to do a concept level in lbp1 to show what it would be like but never did it as almost everything couldn't be done in the first game, it was very restrictive. I have started work as you can see from some pics of the logic and my NCE chip that the sackbots will run on. I will do the things that i said i would in the list and release that as a demo for you lot to mess around with.

1.Playable character showing off augs and control fuction
2.Menu system
3.Police AI (attacking people or detroying things will alert the police)
4.dialong trees and a few missions
5.buying new augs
6.Possible hand to hand combat
2012-01-28 01:40:00

Author:
artise
Posts: 353


oh that was ages ago, i was going to do a concept level in lbp1 to show what it would be like but never did it as almost everything couldn't be done in the first game, it was very restrictive. I have started work as you can see from some pics of the logic and my NCE chip that the sackbots will run on. I will do the things that i said i would in the list and release that as a demo for you lot to mess around with.

1.Playable character showing off augs and control fuction
2.Menu system
3.Police AI (attacking people or detroying things will alert the police)
4.dialong trees and a few missions
5.buying new augs and possible hand to hand combatah, gotcha.

Well good luck man! it sounds cool

When can we expect the Demo?
2012-01-28 02:01:00

Author:
Hawk14
Posts: 105


ah, gotcha.

Well good luck man! it sounds cool

When can we expect the Demo?

when i can haz hamburger
I've done 1 and have almost finished 2 so that makes *counts fingers repeatedly for a few minutes* i think 3 on the list will be left. Any way i'll let you guys know how each one is progressing and will post pics.
2012-01-28 02:23:00

Author:
artise
Posts: 353


Modifying my NCE chip to give it a more realistic feel, so far it really good 2012-02-15 07:22:00

Author:
artise
Posts: 353


A few more little tweaks here and there for better gameplay. Made 2 new chips, one for getting killed from falling a great height and another for if you when you fall at a distance that wont kill you, the sackbot will do a roll in the direction he falls.
Its shaping up really nicely

Will add some pics of the new logic.
2012-02-25 00:00:00

Author:
artise
Posts: 353


Just read the details of lbp vita, i really want the memorizer in lbp2.2012-02-25 02:08:00

Author:
artise
Posts: 353


These are some pics of the 2 new logic chips i've made, both are for falling.

This first one is the logic for if you fall a great height, you will die instantly.
http://ie.lbp.me/img/ft/aae08931aaa456938935de83cf656f1f7cb7ba2e.jpg

This chip is if you fall a short distance, the sackbot will do a roll forward depending which way he's going.
The Sequencers on the left are just copy and pasted roll logic with a lil tweak to it.
http://if.lbp.me/img/ft/62f39e98b6e48a393449f8afa087008dea19e20a.jpg

And this is the old logic that has been tweaked for cyborg.
This is Roll logic.
http://i7.lbp.me/img/ft/7f75c11febea7a786362aa9d5e0b34e56bcb8714.jpg

Wall Jumping logic.
http://i7.lbp.me/img/ft/5378d0719a38093fc21ee676e8a4b65cc5fbd6aa.jpg

And finally Ledge Climbing logic.
http://i7.lbp.me/img/ft/9971c33133d75700d7a3adc83e831505deaee623.jpg

I like my logic nice and simple as i can get confused easily, it does help for debugging too
2012-02-25 06:27:00

Author:
artise
Posts: 353


Gonna start work on the main menu when i get home, also got a great theme song made by a very talented creator will post a vid later showing off the menu and theme music.2012-03-03 17:21:00

Author:
artise
Posts: 353


http://i8.lbp.me/img/ft/3d8405d9fb5795c4f184476180dfa83a7fca4352.jpg

http://ia.lbp.me/img/ft/32af277b285b8285ef9a1e954f97807bc373fa0a.jpg
2012-03-04 21:39:00

Author:
artise
Posts: 353


After a few hours trying to get the bloody thing to work I finally have a fully functional main menu with sub menu's 2012-03-05 13:50:00

Author:
artise
Posts: 353


Here's the link to the main menu showcase, please queue and test it out
https://lbpcentral.lbp-hub.com/index.php?t=68463-Cyborg-Main-menu-showcase&p=985492#post985492


http://www.youtube.com/watch?v=DoIysHFv6CY&feature=player_embedded
2012-03-05 19:30:00

Author:
artise
Posts: 353


This is a suggestion for an upgrade or weapon you could have in the level. A mine which you place on the ground, and when it goes off it will cause nearby enemies to get stunned so you can kick their butt. It could be done with a tag sensor connected to a touch sensor which requires a tag, and the mine would emit a hologram sircle with the tag which would then activate the sensor and activate a mover set to up 0.2 and left/right 0. This would require some adjustments to the behavior of the sackbot (a selector which would choose a behavior chip with an acted pose or simply an idle command. I'm thinking of using this in my future war level as a weapon for a hover craft. Oh BTW this is all assuming you use sackbots as enemies. If you use something else it might be a bit more difficult to do.2012-03-05 20:26:00

Author:
Potunator
Posts: 58


Oh BTW this is all assuming you use sackbots as enemies. If you use something else it might be a bit more difficult to do.

Yes it all going to be sackbots, and i think mines was already in the list of things to be made if not then i'll add it.
Did you try out the menu level? if you did, what did you think of it?

edit: added mines to list
2012-03-05 22:20:00

Author:
artise
Posts: 353


Improved Mr Hannagan costume
http://i9.lbp.me/img/ft/8b9aef02906040d6c74d4ecd00886ebe41b3fe39.jpg
http://id.lbp.me/img/ft/98def34b5fffd97862ee6af986cfce500f1c28fb.jpg
http://ib.lbp.me/img/ft/3cbf6b5952b6e26a71bb5dd4812e0fac3c0ab3f2.jpg
2012-06-03 21:18:00

Author:
artise
Posts: 353


Started making destructible environment stuff, at the moment glass that's shot enough times shatters into pieces.
Next will be stone pillars that will have bits of rubble break off it.
2012-06-11 01:59:00

Author:
artise
Posts: 353


I'm liking the new costume!

Will there be a Gameplay or Tech Demo of some sort coming soon?

Oh and BTW I think it would be a good idea to create a new thread for this project where you could keep all the info on the first page.
2012-06-15 20:35:00

Author:
Hawk14
Posts: 105


I'm liking the new costume!
Will there be a Gameplay or Tech Demo of some sort coming soon?
Oh and BTW I think it would be a good idea to create a new thread for this project where you could keep all the info on the first page.

Thanks :blush: It does look more bad *** now, i wanted to add a bit of age to Hannagan. So i greyed his hair a little too.
There is a tech demo coming out soon and then a demo later on.
Made a new Info thread https://lbpcentral.lbp-hub.com/index.php?t=71553-Cyborg-(Info)#post1015830
2012-06-17 17:20:00

Author:
artise
Posts: 353


I re-recorded my main menu video, its now in HD

https://www.youtube.com/watch?v=Z2kp2Lu1J4I&feature=plcp
2012-08-06 13:42:00

Author:
artise
Posts: 353


Hi artise, I was one of the people who showed interest in your Cyborg level when you showed it off at the Planetarium. I have realized though that you are posting here and not there anymore so I'm here!! Also, have you now got a date for the beta?2012-08-20 01:57:00

Author:
Unknown User


i would like to beta test btw do you know rothniel by anychance2012-08-20 10:03:00

Author:
supertwinbros14
Posts: 69


Hi Artise. Your Cyborg project is sounding cooler by the day. I like the way you are using sticker sensors. Its a greatly undrused logic function.
The funny thing is , everyone is wondering how to do inventories or keys and going to thermo busting logic chips to achieve this, when they could just use stickers and sticker sensors You could have a lock for a key with the sticker sensor on it and then you can have hidden in the levl the key sticker to unlock it, beauty is, your not limited to one level. You could have a yello key on one level, go through a level link, then have te yellow key door on next level. sorry for rambling on lol. I'm looking forward to seeing your level mate, its looking great.
2012-08-20 13:34:00

Author:
Sean88
Posts: 662


New Screenshots :O
http://i6.lbp.me/img/ft/a965e05178af7826a2103750d3b3f803a2e76f76.jpg
http://i6.lbp.me/img/ft/dc6a9e1848059ed36becb8fd08ef4dcfdf4cb8ae.jpg
http://i9.lbp.me/img/ft/7d917d45cf442ca67405be7e969f6e539b74a2e0.jpg

I'm sorry for the numerous delays, you can go to my profile for the reason. But I'm back now and started building
Please give me honest feedback on the screenshots, if you like the look, anything that needs changing, what you don't like, if any.
2012-09-11 20:48:00

Author:
artise
Posts: 353


I've update the visuals a bit to make it more grimy and less empty Looks like a right scummy place lol I'll upload pics tomorrow.2012-09-13 23:59:00

Author:
artise
Posts: 353


Sorry for delay on pics was busy yesterday and forgot :/

Before
http://i6.lbp.me/img/ft/dc6a9e1848059ed36becb8fd08ef4dcfdf4cb8ae.jpg

After
http://i3.lbp.me/img/ft/e63836df4c4e7db559c4caeeeaa108a95c61c920.jpg

http://i9.lbp.me/img/ft/7d917d45cf442ca67405be7e969f6e539b74a2e0.jpg
http://id.lbp.me/img/ft/a7d1ff4073a52d569f1fcc59e021a879d05ffdd8.jpg

http://i6.lbp.me/img/ft/a965e05178af7826a2103750d3b3f803a2e76f76.jpg
http://ib.lbp.me/img/ft/f1b429888d9a40f1d3fd6fe74de48e03597eacc0.jpg
Mr Hannagan comes knocking
2012-09-15 15:16:00

Author:
artise
Posts: 353


Wow that all looks pretty sweet i like the Deus Ex feel to it. The door codes look good and i am loving the lighting effects, very similar to how i was doing it in my Bioshock level.

Don't forget to use as few materials as possible to get more out of your thermo. I think the door and door frame could easily be made using sticker versions of those materials. You'll get more detail for less.
2012-09-15 15:47:00

Author:
Lordwarblade
Posts: 761


Don't forget to use as few materials as possible to get more out of your thermo. I think the door and door frame could easily be made using sticker versions of those materials. You'll get more detail for less.

Thanks for the compliments and the tip. I'll have a look to see if it looks good as sticker panel.
2012-09-15 21:02:00

Author:
artise
Posts: 353


Doesnt have to be sticker panel just use an existing material that you have used and place a photo of another unique material on it. This way you get the effect of using many materials while only using a few.
Sometimes sticker panel isn't the best as it doesn't reflect light and your level looks like lighting is a main feature of its design.

Here is a pic of my level to give you an idea

http://i0.lbp.me/img/ft/5c0e5ad16bc27599cdac99445e3bf928d38df68b.jpg

Everything except the star decorations, balloons, Pictures and the floor is made from dissolve with stickers on it. The whole level utilities this and allowed me to add twice as much detail as my Big Daddy test had which used all the thermo and had only a title menu and one large room.

Altogether there is only five materials in the whole level.
Dissolve
Glass
Holo
Stickerpanel
Tiled floor

Start early working out what does and doesn't require a new material to be used and it will help you out a lot. Too many stickers may make its loading time long though but then again so will a large level with lots of detail and gameplay.


Also just watched the menu vid above and think that maybe the rain should be in smaller drops and at a very very slight angle. Its looking good i can't wait to see more of this project its the kind of level i love to see in LBP.

Hope some of this helps. I'll also be glad to test out any demos you make for this as well.
2012-09-19 07:33:00

Author:
Lordwarblade
Posts: 761


Also just watched the menu vid above and think that maybe the rain should be in smaller drops and at a very very slight angle. Its looking good i can't wait to see more of this project its the kind of level i love to see in LBP.

This is the Rain tech me and iBooyakaShaa made that will be used in the game.

My Level
http://lbp.me/v/b5z5vn

His Level
http://lbp.me/v/dcnwf0


Start early working out what does and doesn't require a new material to be used and it will help you out a lot. Too many stickers may make its loading time long though but then again so will a large level with lots of detail and gameplay.

I want to emit parts when needed like sackbots and buildings. Does this effect load times?
And if a mission is set in a big area it will be a separate level so i can work with more thermo then
2012-09-19 13:03:00

Author:
artise
Posts: 353


Cool i'll check out those levels.

If you are emiting something that uses half or more thermo and destroying things behind you that also used this much then it will impact on the load times. Usually you can fit a decent amount before the load times become unbearable.
I must admit my Bioshock level does take ages to load but i do have a tremendous amount of stickers in it and a lot of very detailed heavy thermo areas.

Honestly i don't think yours will suffer from bad load times. And by the looks of it it will be worth the wait anyway.
2012-09-19 22:44:00

Author:
Lordwarblade
Posts: 761


Sounds cool I think your going to have a hard time with thermo but good luck on the project!2012-10-11 05:15:00

Author:
Unknown User


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