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The Craft Earth Series - Top-Down Action & RPGs!!! (NEW VIDEO)

Archive: 50 posts


Since I've had lots of fun creating Craft Earth Crusaders and people enjoying it as well, I figured I might as well make a dedicated thread to the entire Craft Earth series I'm planning. The Craft Earth series as a whole will essentially poke fun at a lot of LBP memes and stereotypes while throwing it into a "grand adventure" package of an Action RPG, or in the case of The Fist of Craft Earth... a God of War/Devil May Cry-esque action game, all top down for now. Neither will be really story heavy and primarily focus on fun, fun, and more fun. =)

Craft Earth Crusaders (Action RPG, 1p-4p)

- 4 unlikely sack people take the stereotypical roles of the Fighter, Mage, Knight, and Dudebro (Gunner) in search of the Heart of Heart for Hearts. They'll take on the stereotypical bad guys and attempt to reach their destination.


http://www.youtube.com/watch?v=nDCTx_eHBgw

Granted I have already created a level in the beta, it's very much a basic foundation for what's to come.
* Each class will have their own unique attacks and their different attacks can be leveled up incrementally.
* Each class will have a "Guardian" they can call out to assist them in battle, but will use up their score in doing so.
* Will more than likely be 4 levels long at the most.

The Fist of Craft Earth (Action, 1p)

- You assume the role of Sackshiro, the Fist of Craft Earth. You travel Craft Earth defeating gangs of sharks, bombs, and nazi zombies who wish to use the Heart of Heart for Hearts to activate the rumored "God Glitch." If you've ever watched Fist of the North Star, you'll know where I'm getting my inspiration from, lol.


http://www.youtube.com/watch?v=598T_9R90Rg

I'm currently working out the enemy logic, but this action level will contain at least the following:
* A more advanced combo attack system than CEC
* Combo counter to reward the action player for straight beasting =P
* A "devil arm" like grapple function to reel in enemies and solve puzzles, etc.

The systems between the two games are very similar in nature, but will be made unique enough so that you don't feel like you're playing the same game. Other than that, I'll be updating this thread when stuff gets added. Please feel free to ask any questions about the series as a whole.

Enjoy!
2010-11-24 21:33:00

Author:
gevurah22
Posts: 1476


o.o ceeeeeeeewwwwwwwwwllll.... I've been getting into the top down RPG catagory cause...well....Mm killed mah monkey videos...lol...anyway I started making it today buuuut when i left the level it decided not to save any of my work...poof D: uhg

Anyway nuff about meh, this looks really cewl and st00f I can't wait to see how you incorporate a "gunner" class into an RPG
2010-11-25 00:11:00

Author:
Littlebigdude805
Posts: 1924


The gunner will be fun. I've been playing Zenonia 2 on the side and they do a pretty good job of having a gunner there.

Anyway, some voice acting for the Fist of Craft Earth I did just recently, lol.


http://www.youtube.com/watch?v=0ej3Qi6z1gg
2010-11-25 22:36:00

Author:
gevurah22
Posts: 1476


Rofl. That's so awesome. You're actually really good at making sound effect noises. :o I'd probably feel like an idiot recording such sounds but you pulled them off well.2010-11-25 23:43:00

Author:
AeroForce22
Posts: 392


Rofl. That's so awesome. You're actually really good at making sound effect noises. :o I'd probably feel like an idiot recording such sounds but you pulled them off well.

LOL, thanks man. I can imitate voices pretty well according to my wife, so I guess it helps here!
2010-11-26 22:46:00

Author:
gevurah22
Posts: 1476


Wow! That taunt was some great voice acting right there!
But that kind of logic hurts me brain with all the switches and wires and microchips

You seem to pull it off great though! Keep up the good work, I'd definately loved to see more!
2010-11-26 23:09:00

Author:
Crazed Creator
Posts: 177


I noticed you called this an RPG. Does this mean there will be a level-up system, or does it mean RPG as in take the role of a premade character?

Nice voice-acting by the way!
2010-11-27 00:04:00

Author:
Tomeh999
Posts: 763


Well, the basis will be similar to the original craft earth crusaders, but you will be able to boost your stats after reaching predetermined scores (i.e. exp).2010-11-29 20:53:00

Author:
gevurah22
Posts: 1476


Very nice implementation (Long word BTW) of the Voice Acting feature. I Lol'd the first time I saw it when you started to taunt. The fighting logic looks really fun to play around with too... And the leveling up will it be sort of like Castle Crashers, where Characters get new abilities when they Level-Up?2010-11-29 21:10:00

Author:
DaSackBoy
Posts: 606


I don't want to sound negative towards your old project, but I'm glad you decided to these Craft Earth games rather than that My Guardian project! This seems to be more your style of game play than the other one did!2010-11-29 21:39:00

Author:
Tomeh999
Posts: 763


Very nice implementation (Long word BTW) of the Voice Acting feature. I Lol'd the first time I saw it when you started to taunt. The fighting logic looks really fun to play around with too... And the leveling up will it be sort of like Castle Crashers, where Characters get new abilities when they Level-Up?

Actually, that's a great way to describe it. =)


I don't want to sound negative towards your old project, but I'm glad you decided to these Craft Earth games rather than that My Guardian project! This seems to be more your style of game play than the other one did!

Oh no worries. After trying that, I realized I'm more accustomed to top-down than anything else. There will be more than enough side-scrollers to appease the masses.
2010-11-29 23:12:00

Author:
gevurah22
Posts: 1476


So about this Craft Earth series. Have you decided the setting for each part? I think it would be nice to have it take place in more than just the lave-like place in the first one. Maybe a jungle, or an Ice Cavern or.. or... can't think of anything else right now, but it would be nice to see some new scenery in the different parts. Don't get me wrong the Lava Cave thing is nice, but if the whole game took place in the same area, the game would feel repetitive.2010-11-30 00:03:00

Author:
Tomeh999
Posts: 763


So about this Craft Earth series. Have you decided the setting for each part? I think it would be nice to have it take place in more than just the lave-like place in the first one. Maybe a jungle, or an Ice Cavern or.. or... can't think of anything else right now, but it would be nice to see some new scenery in the different parts. Don't get me wrong the Lava Cave thing is nice, but if the whole game took place in the same area, the game would feel repetitive.

Ever play Phantasy Star Online? It's definitely going to have varied environments. I couldn't stand it if it were all in the same lava area, lol.
2010-11-30 01:08:00

Author:
gevurah22
Posts: 1476


Great! If you have any ideas for future scenarios please, do tell!
And yes I have played Phantasy Star Online! I even have a dreamcast, and the actual game! The game was amazing...
/drools
Whoops! I should pay attention!
2010-11-30 01:32:00

Author:
Tomeh999
Posts: 763


The level was awesome! And this series looks just plain epic! Can't wait tell more levels come out!2010-11-30 16:18:00

Author:
SackRacer77
Posts: 153


Thanks guys! I'm looking possibly update it CEC considering the beta update totally killed it, but we'll see considering how much time is left before retail and I'll be going on vacation out of the country for more than half of next month.2010-11-30 20:17:00

Author:
gevurah22
Posts: 1476


I have 2 questions for you.
1 - Will you be continuing C.E.C. after the release of LBP2?
2 - For the experience thing is there a points checker to make sure they have enough points?
3 - Also for experience, would you be able to make it so you could upgrade the Class of your character. Like have branching classes?
Example
Player is a mage
Player gets enough points(Experience) to go to next class
Player chooses between 3 (or 2 if 3 is impossible and you go with this idea)
1 - Elementalist - Focus on damaging magic
2 - Summoner - Focus on creating creatures that fight for player
3 - Healer - Focus on support magic
Player chooses...
/End Example

/Off Topic
Do you prefer to be called Donkey Show, or Gevurah?
2010-11-30 23:46:00

Author:
Tomeh999
Posts: 763


YO i did NOT just see Sackshiro using a DRAGON BONE SMASHER did i?

demon's souls reference FTW
2010-12-01 11:18:00

Author:
Shadowcrazy
Posts: 3365


Hey donkey show, this is probably not the right thread to ask the question, but in CEC you said you had a health bar that could handle multiple points of damage registering instantly, somehow with multiple counters or some such. Could you let me in on this system? I would like to set up my health & ammo bars so that I don't have to use pulses to get multiple points of damage in.2010-12-01 21:00:00

Author:
Linque
Posts: 607


YO i did NOT just see Sackshiro using a DRAGON BONE SMASHER did i?

demon's souls reference FTW

LOL, not quite but I know exactly what you're talking about.


Hey donkey show, this is probably not the right thread to ask the question, but in CEC you said you had a health bar that could handle multiple points of damage registering instantly, somehow with multiple counters or some such. Could you let me in on this system? I would like to set up my health & ammo bars so that I don't have to use pulses to get multiple points of damage in.

I don't think I ever said that, but the pulses just happen to be very fast.


I have 2 questions for you.
1 - Will you be continuing C.E.C. after the release of LBP2?
2 - For the experience thing is there a points checker to make sure they have enough points?
3 - Also for experience, would you be able to make it so you could upgrade the Class of your character. Like have branching classes?
Example
Player is a mage
Player gets enough points(Experience) to go to next class
Player chooses between 3 (or 2 if 3 is impossible and you go with this idea)
1 - Elementalist - Focus on damaging magic
2 - Summoner - Focus on creating creatures that fight for player
3 - Healer - Focus on support magic
Player chooses...
/End Example

/Off Topic
Do you prefer to be called Donkey Show, or Gevurah?

Name doesn't matter since I'll go by whatevers. As for all that RPG-esque stuff, maybe. The scope of the battle logic itself is more than what I've seen from other levels at the moment so it'll be hard enough just getting what I have in now to include 4 players and multiple checkpoints. I have an idea of how to remedy the multiple checkpoint system, but we'll see. But CEC is definitely going to be continued in LBP2. It's too much fun not to do, tbh.
2010-12-06 02:36:00

Author:
gevurah22
Posts: 1476


Hey donkey show, this is probably not the right thread to ask the question, but in CEC you said you had a health bar that could handle multiple points of damage registering instantly, somehow with multiple counters or some such. Could you let me in on this system? I would like to set up my health & ammo bars so that I don't have to use pulses to get multiple points of damage in.

Rtm explained how to do this on the Beta Forum somewhere. IIRC you need you set your timer's input to Speed, and then do a sum of all the possible healing inputs and subtract from that the sum of all possible damage inputs. This way, when there's two damage sources, their values will be summed and result in a negative speed on the timer, causing it to drop faster. Likewise, a healing source will oppose a damage source, etc.
2010-12-06 17:13:00

Author:
Rogar
Posts: 2284


^ Hmmm, that makes sense actually. I'll try to implement it tonight.

And now that I've had some time away from GT5, I've put in some decent work into the enemy AI so that they react accordingly to the different attack strengths. I've also thrown in some work with the combo counter so that it's a simplified version of Devil May Cry's combo counter, including the wacky combo descriptions as well. I've personally gotten up to a 40 hit combo thanks to the "devil arm" grab that cancels and continues a combo string. So good. =)

I'll post a vid when things get a little more finalized and hopefully the demo level before I leave for England on vacation on the 15th.
2010-12-06 19:32:00

Author:
gevurah22
Posts: 1476


Man, I hope I make it into the Beta during the incoming phase just so I can play C.E.C
btw for your AI do you use randomizers so they react in different ways?
If you were to implement that it could make the AI less predictable, and make it require more skill, since you would have to be ready for anything that may happen...
Of course the best players would memorize how many ways the enemy may react, but it's not like you could stop them.
2010-12-06 20:15:00

Author:
Tomeh999
Posts: 763


Man, I hope I make it into the Beta during the incoming phase just so I can play C.E.C
btw for your AI do you use randomizers so they react in different ways?
If you were to implement that it could make the AI less predictable, and make it require more skill, since you would have to be ready for anything that may happen...
Of course the best players would memorize how many ways the enemy may react, but it's not like you could stop them.

I have stuff set up for that depending on the type of enemy. Randomizing the AI routines is fun.
2010-12-06 21:04:00

Author:
gevurah22
Posts: 1476


C.E.C. sounds and looks epic! Just seeing this alone makes me excited for LBP2!

Will there be any secret locations in the game to help create the sense of adventure?
2010-12-06 21:17:00

Author:
Tomeh999
Posts: 763


C.E.C. sounds and looks epic! Just seeing this alone makes me excited for LBP2!

Will there be any secret locations in the game to help create the sense of adventure?

Maybe, maybe not. If I didn't have to push 4 players, then that would be the case. I'm trying to push more enemies than in the first CEC, to include a mini-boss/boss in each level. We'll see. I've also made it so that it isn't checkpoint dependent, meaning you spawn where you die. Dunno if I want you to switch classes after death though. That should open up some space to mess around with as well.
2010-12-06 21:33:00

Author:
gevurah22
Posts: 1476


Knowing that you will make this great for multiplayer, do you plan to make anything that gives multiple players special perks?
Example: Team Attacks, Special Support Actions (Heal, ect.)
2010-12-06 22:09:00

Author:
Tomeh999
Posts: 763


I have. It's just a matter of exactly how I want to implement them, i.e. stronger magic attacks when two mages are in close vicinity, two knights clashing swords creates an AoE attack, when a mage and knight do their charge attacks together whirlwinds encircle them. That kind of stuff. ^^ Healing can be done by all the classes, but they will cost a lot of points and the strength of the heal will be determined by the class.

I'm pretty much starting from scratch with the classes to incorporate several things I've picked up since CEC was made, so it'll be fun making the characters more lively. You'll see a lot of the stuff I am working on in Fist of Craft Earth applied in CEC, but adjusted accordingly so that it still feels the same.
2010-12-06 22:25:00

Author:
gevurah22
Posts: 1476


Well, I don't have any suggestions/questions for now, so for now Good Luck!

Mr.Circle Man--> ('o&apos<(Yay! he finally shut up! Rawr!)
2010-12-06 22:37:00

Author:
Tomeh999
Posts: 763


Dunno if I want you to switch classes after death though. That should open up some space to mess around with as well.

If I understand this correctly, you could do it like the classic TMNT Arcade beat em ups. When you get a game over you can choose a different turtle to fight with
2010-12-07 03:46:00

Author:
iKyle94
Posts: 60


If I understand this correctly, you could do it like the classic TMNT Arcade beat em ups. When you get a game over you can choose a different turtle to fight with

That's actually a great way to put it. Considering there will be several multi-class attacks, the players can choose to strategically "die" in the event they're getting outgunned by a particular enemy. But of course, there will be a score penalty for dying, which should retroactively make you lose level-ups... assuming it works the way I want it to.
2010-12-07 06:49:00

Author:
gevurah22
Posts: 1476


to me score isn't everything..if you want to make a penalty..it should be something players FEEL...like yeah the loss of powerups and maybe some other stuff2010-12-07 07:05:00

Author:
Shadowcrazy
Posts: 3365


to me score isn't everything..if you want to make a penalty..it should be something players FEEL...like yeah the loss of powerups and maybe some other stuff

Well, the score will be directly tied into what you can and can't do, such as healing and what not. The score represents your EXP in a way. You lose your EXP due to dying or healing, you end up losing your levels. Risk vs Reward in a sense. Assuming this works, lets say it takes about 10,000 to level up your character. Player crosses that threshold and basically becomes stronger. But he ends up fighting a boss that's thrashing him around and is about to die. Healing 3 hearts without any pickups costs 2,500 points. Does the player forego their level-up to gain more health or does the player risk it and try to beat the boss faster with their leveled-up self? I want it so that score is not just another number, but like a second lifebar that allows you certain rewards for either adding or subtracting from it.

Also, I just refined the combo system in Fist and tweaked some of the attacks to make them more combo-friendly. It's really fun going for the high combos as it gives you some pretty hefty points. =D
2010-12-07 08:41:00

Author:
gevurah22
Posts: 1476


sounds good and hope this points system works as it could open doors to more then just this RPG project2010-12-07 09:36:00

Author:
Shadowcrazy
Posts: 3365


Just now thought about it, will there be a World Map, err, or An Overworld (for all of you Mario Peoples) in which each level can be selected?

Also, what about Game Saving? Sticker Wise, or Save Codes? Considering its a bummer things would get messy if you could return to it Mid Game from your Pod.
2010-12-07 15:25:00

Author:
DaSackBoy
Posts: 606


Just now thought about it, will there be a World Map, err, or An Overworld (for all of you Mario Peoples) in which each level can be selected?

Also, what about Game Saving? Sticker Wise, or Save Codes? Considering its a bummer things would get messy if you could return to it Mid Game from your Pod.

I dunno. It depends on how old-school I feel, but I'm currently leaning towards just jumping right into the next level like back in the days. No room for rest in this game. =P

You'll have unlimited lives though, but that might change as well. We'll see. If I did make an overworld and allowed you to go back to levels previously played, I want there to be a reason you'd go back, thermo-willing.

And I just thought up of some more ways to use the "devil arm" outside of just pulling in enemies and using it for puzzles. >=D
2010-12-07 17:47:00

Author:
gevurah22
Posts: 1476


let me guess...a mode of transportation...lol2010-12-07 21:29:00

Author:
Shadowcrazy
Posts: 3365


('o&apos<(RAWR! I have returned!)
Be quiet Mr.Circleman

Anyway...
('o&apos<(RAWR! How dare you tell me to be quiet!)
Have you thought up anyway to make every character work with that new combo system? (If your using it)

And I just thought of the fun idea!
('o&apos<(RAWR! It was I who thought of the awesome idea of world domination!)
...
Well...
Warning this idea is completely stupid and will probably never be considered to be used in-game.
It's...
/Drumroll
Devil Arm High Fives!
/Audience Boos
/Leaves Stage Crying
/Mr.Circleman enters stage
2010-12-07 21:44:00

Author:
Tomeh999
Posts: 763


let me guess...a mode of transportation...lol
I would, but it would make dashing moot. =(

('o&apos<(RAWR! I have returned!)
Be quiet Mr.Circleman

Anyway...
('o&apos<(RAWR! How dare you tell me to be quiet!)
Have you thought up anyway to make every character work with that new combo system? (If your using it)

And I just thought of the fun idea!
('o&apos<(RAWR! It was I who thought of the awesome idea of world domination!)
...
Well...
Warning this idea is completely stupid and will probably never be considered to be used in-game.
It's...
/Drumroll
Devil Arm High Fives!
/Audience Boos
/Leaves Stage Crying
/Mr.Circleman enters stage

LOL.

I do want to add one more special attack outside of the ones already shown that requires stock to use. Dunno what I'll do though. From there, I can actually start building the demo level. xD

I'm not going to use the combo meter in CEC though as I'm not building the characters in the same way I am with Fist.

Expect Zombie Sharks with bombs attached to them. :O
2010-12-07 21:48:00

Author:
gevurah22
Posts: 1476


http://www.youtube.com/watch?v=u1sQ_EbDgeg

A few more attacks will be added. Enjoy. =)
2010-12-08 09:49:00

Author:
gevurah22
Posts: 1476


lol loved it: "puppapuppapuppapuppapuppapuppapuppapuppapuppapuppa puppapuppapuppapuppapuppapuppapuppapuppapuppapuppa puppapuppa!" 2010-12-08 10:06:00

Author:
Shadowcrazy
Posts: 3365


One of the best things about Fist of the North Star was Kenshiro's voice whenever he did the Hyakuretsuken, so it was a pleasure attempting to voice it over. Although, I can see it getting pretty old after awhile in the level, lol.2010-12-08 16:30:00

Author:
gevurah22
Posts: 1476


Thats coolio. Maybe if the Character could keep leveling up, and unlocking new combos, that it wouldn't become repetitive for the player to play...2010-12-09 19:19:00

Author:
DaSackBoy
Posts: 606


Agreed. New combos !
Idea for a combo: You jump on the ennemy and "kick" him, making him go backward !
Just an idea .
I think points should NOT be reversible. Once you won 5000 points and you unlock a combo, if you lose points I think you should keep that combo :o.
2010-12-09 21:06:00

Author:
ZeroZ30o
Posts: 157


I'm currently working out new combos, but the leveling system won't really apply to this particular version as it'll apply more to CEC. I'll drop a demo of Fist sometime this weekend before I head out on vacation on Wednesday.2010-12-11 19:01:00

Author:
gevurah22
Posts: 1476


This looks awesome, nice trailer btw i cant wait just too see what i can do on this, you should try creating a top down devil may cry when it comes out, that would be awesome2010-12-12 19:34:00

Author:
basketball27
Posts: 54


This looks awesome, nice trailer btw i cant wait just too see what i can do on this, you should try creating a top down devil may cry when it comes out, that would be awesome

Heh, that's what Fist is meant to be primarily. =)

Also, I've finalized a couple things in regards to Craft Earth Crusaders. It'll have light RPG elements, but nothing more than that in order to keep the gameplay streamlined and rather easy to jump into. There will be two primary classes, warrior and mage. Each class will have three different skill trees, which are the following:

Warrior
- Knight (short range)
- Heavy (defensive)
- Gunner (long range)

Mage
- White (healer w/ limited offense)
- Black (offensive)
- Red (mix of defense/offense... it'll kinda be like a pokemon trainer, lol)

You start off as your initial class with limited attacks, but once you reach level 1, you choose which skill tree to follow and will continue to follow it until you die. Skill trees are reset when you die. There are 3 levels to each class which will continue to add more attack combo enders and stronger charge attacks. For example...

Black mage triangle attack (charge)
level 1 - fire pillar
level 2 - ice spread
level 3 - whirlwind (sucks in enemies into one singular point)

I might simplify it further depending on how thermo heavy it gets, but ultimately, each skill tree will feel different. A knight will rock combos similar to what you find in Fist of Craft Earth, whereas the mages will have little combos but more AoE attacks... albeit slower. Hopefully it works out, but I will focus more on fun gameplay versus complexity. Plus the characters will look more lively like Sackshiro from Fist on top of having updated checkpoints which should cut down on the thermo unlike CEC.

Hope you guys will look forward to it really soon in the retail version and happy holidays! =)
2010-12-25 14:57:00

Author:
gevurah22
Posts: 1476


Cool! I like the Classes/Subclasses!
You compared Red Mage to a Pokemon Trainer!!?? ROFLWouldn't a better comparison be to a Blue mage in Final Fantasy games?
2010-12-25 15:20:00

Author:
Tomeh999
Posts: 763


Cool! I like the Classes/Subclasses!
You compared Red Mage to a Pokemon Trainer!!?? ROFLWouldn't a better comparison be to a Blue mage in Final Fantasy games?

Well it'd be closer to a red mage in FFXI really, lol. The comparison was meant for those who don't play those games.
2010-12-25 15:22:00

Author:
gevurah22
Posts: 1476


Oh! I forgot about the Red Mage... whoops. But I guess I have to agree with that logic, Pokemon is Extremly popular.2010-12-25 15:41:00

Author:
Tomeh999
Posts: 763


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