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#1

Brain Ape (video/pics) back in action soon

Archive: 40 posts


http://beta.lbp.me/img/bl/deb8034ba72385508262db2d1ea069c2b34aca29.png

http://beta.lbp.me/v/b9c3



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

I've decided on what I'm going to call Brain Ape and this will be my baby, I hope, so I figured I'd throw out there before someone makes Mind Monkey before I get a chance to lol. The gameplay will revolve around these abilities:

#1 Telekinesis. If brain ape comes to a door, hold L2 and begin moving the left and right sticks. Brain ape needs no buttons. A boulder stuck in a cave? Yank it out with your mind. A ravine need crossing? fill it with debris. It's been very easy to implement this in simple ways. User R1 or R2 to layer shift objects forwards or backwards.


http://beta.lbp.me/img/ft/5ad1a80f994cd806fd147dae57dd6819da674260.jpg
http://beta.lbp.me/img/ft/6fbdb14967003f2b4114060e389757eb7a22af54.jpg
http://beta.lbp.me/img/ft/436066e11221d53fbe79a9a8fcd4c6e371581429.jpg


#2 Pyrokinesis. light flammable objects on fire with CIRCLE


http://beta.lbp.me/img/ft/8ec6ba6986e9084dcf9461b8f869b58a4c07d1e4.jpg
http://beta.lbp.me/img/ft/83946b8a37be6f3f5ae699e1f3ac723e18f93f5c.jpg

#3 clairvoyance/x-ray vision. hold TRAINGLE, and switch on a global sensor, to blacken your screen, and increase the full brightness of holo material that will hopefully line every important object or detail in any area to help you discover the unseen. Think the Splinter Cell way sharks see electric currents.


http://beta.lbp.me/img/ft/7fc18ef02e545d2f3a364b588fb1f71d87e2ef8e.jpg

#4 mind control. search for and take control of nearby characters with SQUARE to make them do your bidding. still working on overriding scripts.


http://beta.lbp.me/img/ft/ccd322f1944fd04e71e3f69e23dce5a411d5dcfc.jpg
http://beta.lbp.me/img/ft/166e55b1462ef47066e56e419e99908a92144025.jpg
http://beta.lbp.me/img/ft/a64236b6b7d53871bec9ed47b6674eef57e725b1.jpg
http://beta.lbp.me/img/ft/ad0cb19a2fbc45b7ef73eab159ddc93af3bfe22f.jpg
http://beta.lbp.me/img/ft/5e53aa7a9c82956342c652ca27c88e1c11762302.jpg

Now, plot and premise... anything can go here. I'm hoping to settle on the idea that Brain Ape will be created in a lab using the genetics of the finest minds in history and of course, need to escape. The brain of Hitler would make a great nemesis if the world wasn't censored, and the first step of mind controlling a scientist to escape your cage seems like a logical step.
2010-11-26 20:20:00

Author:
Unknown User


Sound's cool, I had an idea like this myself once. 2010-11-26 20:38:00

Author:
iBubek
Posts: 682


Your creativity never ceases to amaze me. I am sure it will end up being something special and I like that you took inspiration from Oddworld (one of my favorite games). Do your thing Ninja 2010-11-26 23:17:00

Author:
OCK
Posts: 1536


Thanks for the support, OCK. Been in a slump lately, just doing odd stuff here and there. This'll keep me entertained, I hope, and it's silly enough to be stress free.2010-11-26 23:31:00

Author:
Unknown User


Lovely! from your description im guessing you have already worked out how to do telekinesis, but if you want any help making a mind control/telepathy system i have a very good easy to use one i could tell you about/give you/help you make your own2010-11-27 01:03:00

Author:
Skalio-
Posts: 920


i've got a good one working based on proximity to the sackbot, but i'm trying to see if i can get a pointer system working on top of it, so i have a floating cursor and can select what to move individually, then i can put the same chip on pretty much every loose object. i'm open to anything good for this, though. i'll get at you on psn.2010-11-27 03:37:00

Author:
Unknown User


Sounds great!
I'm also planning a superhero monkey (see av) platformer (sequel if I finish my LBP1 level) in LBP2.
2010-11-27 03:50:00

Author:
midnight_heist
Posts: 2513


I remember the ad in your R&C level, midnight. looking forward to it... used to love this old cartoon show called Space Monkey.

ok, i rebuilt my logic a couple times to streamline it and get a few abilities working intuitively with a good control scheme, so I published a single room demo puzzle to show off the basic concept. might not do any full level work til the game releases and I can rebuild him.

http://beta.lbp.me/v/b9c3
2010-11-28 08:55:00

Author:
Unknown User


nice thanks! ill be sure to check it out when i get on next! 2010-11-28 12:56:00

Author:
Skalio-
Posts: 920


Ok, I updated this thing like crazy. Redesigned the starting room to be a more developed puzzle, added a 2nd puzzle room, and a short stretch to the end and spent most of today fine tuning, testing and re-editing.

Had to remove the voice work because it got really staticy and jumbled after the patch, adjusted the x ray vision to utilize zoom functions and sequenced hints as well as changing the look. I really want to go all out with this thing and do a tutorial, intro cinema etc but his mechanics make even small sections and ideas a huge undertaking, and not worth losing after the beta ends... going to try and let this thing be and hopefully start planning a proper pace and sequence for the full game in the retail LBP2.

Brain Ape = Brain Ache
2010-12-01 09:39:00

Author:
Unknown User


lol brain ache good one

umm... anyway
guess ibetter have another go then, did you make it so that you can select which objects to telekinsesizeify (<<move around) or was it an artistic choice that he plunges the whole world into floatiness?? i think it looks cool as it is, but it may be cool to have dofferent rooms which affect your power differently like one room where he moves everything the same and one where he chooses?? dunno i thought it was coo how it was
2010-12-01 10:01:00

Author:
Skalio-
Posts: 920


yeah, saw your comment on the lvl about the color filter getting stuck. that happens once in a great while to me and i'm not sure how to replicate it when it does... just has something to do with my xor parameters getting crossed under the right circumstances.

but, i had a total 'duh' moment today and realized i can rebuild my logic completely to a more clean flow, so i'll be playing around with the chips indefinitely. hopefully when 2 is out, i'll have my "software" style set in stone to where i don't compulsively try to improve on it mid-level.
2010-12-01 20:44:00

Author:
Unknown User


Looks really good in the pics. Ill give it a try the next time im on the beta. Hopefully tomorrow.2010-12-01 21:46:00

Author:
SteveBigGuns
Posts: 423


Can you post a video i don't have the beta,this sounds cool.2010-12-02 01:25:00

Author:
supremeoverlord1
Posts: 117


^^^i'll see if someone will film it when i'm done tuning it.

i totally streamlined and rebuilt all the logic today... eliminated tons of xors and different tag relays i didn't even need. it's all running pretty much on one selector now, smooth as silk and impossible to break, i changed the control scheme (square for mind control now) so i could get layer changing worked into the telekinesis with R1 and R2, you can now levitate npcs, and lastly, I found a good spot for stickied instructions

i changed up a few things in the level as well puzzle-wise, and after today, i'm confident i can rebuild Brain Ape in the full game without any trouble.

Brain Ape for president.
2010-12-02 07:37:00

Author:
Unknown User


loved the demo and love the improvements gonna queue this up ASAP

as for story and stuff I could help you with some ideas if you'd care to send me a PM for a listen

but yeah lovin this game can't wait to see it in the retail LBP2
2010-12-02 10:55:00

Author:
Shadowcrazy
Posts: 3365


Very cool demo! Nice features and great gameplay! I love it! Will wait for big level in LBP2 2010-12-02 14:52:00

Author:
Domik12
Posts: 838


I like the improvements to the level quite a bit, things are much more stable now than before and the different psychic elements are integrated well into the different rooms. It did seem to me that everything was very PK heavy with the other abilities playing second fiddle but I understand the point of the level is to try out the concept and tech. (I thought that the fire was completely unnecessary in the level until I realized I could use it to clean up all the stray chaff that got in the way.)

I did notice in the second room when I would move the crate looking box upstairs and back two layers that I could make it slip out through the wall and/or get destroyed. This would almost always happen when I was levitating up and to the right as I bring up the biohazard sack-bot.

I'm also curious about what is happening when you hit the scoreboard as it looks like you do some sack-bot/player switching but one that involves killing the player so they will spawn at the scoreboard? The camera shifts back and forth and I'm now at the scoreboard and the sack-bot is next to me.

Either way the concept reminds me of a lot of old school side-scrolling puzzle/platform games like Monuments of Mars mashed up with The Lost Vikings.

If you are still wanting the level to be recorded I'd be happy to do so. If 4.0 is close to where you are happy with the level I can do it now or wait 'til later.

Cheers.
2010-12-03 07:35:00

Author:
Trindall
Posts: 297


thanks, trindall. i agree, the other abilities need more flexing space. i'm learning something new to add into the mechanics every day, so expect some crazy stuff with more balance in the future as i think of designs and areas that make full use of things.

i fixed the scoreboard mishap... forgot to disable to previous checkpoint, so a quick-kill was happening to brain ape. also, since i finally figured out how to override the sackbot recordings with the mind control, i've got the only two npcs with a few bits of dialogue if they get a chance to linger in their environment and pace back and forth to key spots and actions. need to set up a few disabling zones though, to work in conjunction with it. probably tomorrow.

i'd like to work in keeping other animal's alive/rescues, but keeping them alive in this play area won't be doable, plus i'll need to fine tune their scripting and momentum when levitating. all in due time.

i head back into make changes constantly, so i don't know if i'm happy with it yet, but i definitely would like something to keep and watch when the beta's over and it's gone. appreciate the offer, and thanks for the indepth feed as usual. i'm glad someone saw both the early concept room and the current state for comparison.
2010-12-03 10:59:00

Author:
Unknown User


I saw Ninja making the first concept, then the first demo, and now this last version yesterday night.
Everytime the sackbot's control (that is a big hassle due to latency) is getting better every time.
Great work Ninja!
2010-12-03 11:53:00

Author:
OmegaSlayer
Posts: 5112


I like idea of level ^^ and it's one of the best sackbot played levels2010-12-03 12:17:00

Author:
Shadowriver
Posts: 3991


I finally got a bit of time to play this today.... wow, great idea! I got a good laugh at the beginning when I was playing with the controls and realized the chairs and tables above were levitating. I only got through a few of the rooms before I had to put it down, but so far I'm really looking forward to a fully realized version of this.2010-12-04 17:27:00

Author:
CCubbage
Posts: 4430


got an HD video up now, thanks to Trindall.2010-12-08 11:07:00

Author:
Unknown User


got an HD video up now, thanks to Trindall.
Ha, thanks for the vid.
Some great stuff in there. :o
How do you handle player death/respawning?

I shall be looking foward to the full version!

EDIT: Ah, yup. Sounds like a good way to handle sackbot respawning.
2010-12-10 20:01:00

Author:
midnight_heist
Posts: 2513


the spawn points activate when you approach, and when one's actived, the other's are deactived through an overarching selector. the control seat the player is in never destroys, but as soon as the Brain Ape tag disappears on death, the active spawn point pulls it's wall back, emits a new brain up, and shoves him out. since the radius on the holo seat follow is total, the seat instantaneously flies right over to the new brain ape and continues it's wireless transmission to the brain ape receiver.2010-12-10 20:07:00

Author:
Unknown User


Apologies for the double post, but it won't be possible for me to find someone who's willing to bump this thread for me so that I can post without it being in succession... but I need someone to test something out for me. I settled on a cursor system that picks objects up individually and grabs them simply by passing over them. The advantage to this is that animal friend rescue would be more doable since telekinesis can be more focused, however the disadvantage is that it simply does not feel as fun, and seems more annoying to send the cursor to an object and then lift it from there like normal. I do not like it, even though it seems more desirable an interface.

If anybody would like to try out the new cursor telekinesis and give me some outside opinions on whether the original style is better, or whether they like this I would really appreciate it.

Send me a request to NinjaMicWZ. Thanks.
2010-12-16 13:14:00

Author:
Unknown User


ill test!
this sounds lke the technique i played around with , although i made it that you had to select the object when hovering over it.
so ill definitely have a go for you , ill add you up asap
2010-12-16 16:39:00

Author:
Skalio-
Posts: 920


I'd be happy to test out the updated mechanic as well should you want another opinion. Cheers.

From the description I can see where the tedium factor can jump up needing to manually pick the object of the PK power. You can always implement both though. Using PK on everything in the vicinity is weaker meaning that you can't move things as fast or as far. Or you can select an individual object and the added focus on it allows Brain Ape to move it faster and a further distance its origin.

The enhanced focus PK can be a powered up version of the the general scatter PK power that is acquired after a period of introducing the player to the basic abilities or as a power-up feature.

Just a few thoughts
2010-12-16 20:26:00

Author:
Trindall
Posts: 297


WOW!

That is amazing!
2010-12-17 05:18:00

Author:
tomodon246
Posts: 624


would it be ok if i can be a tester i played brain ape in the beta and i loved it it was pretty funny and cool.2010-12-18 23:10:00

Author:
Lgjoka2002
Posts: 538


Hey You Could Use My Switching Logic! Though We'll Have To Alter A Bit Of It2010-12-19 17:28:00

Author:
Unknown User


Ok, I just wanted to confirm that this project is back in full swing even though everything was lost in the beta. It's actually a blessing in disguise because the Brain Ape costume looks way better and I built the sackbot and telekinesis/mind control mechanics last night to operate soooooooooooo much better than they did before AND with full cursor and selection functions for both abilities, with none of the tediousness that I disliked. There is no chaos, no latency, and total control, so you'll actually be able to save other animals now, and I'll be able to have as many lift-able objects and controllable npc's on the same screen/in the same room as I want.

The new control scheme is like water. I'm so happy... 2nd time's a charm!

I think I'm going to nix the pyrokinesis ability, because it seems like finding things in the environment to kill people with is more fun, and more controllable.

Also, is it just me, or is turning sackbot behavior chips on and off actually working correctly and better than it did in the beta?

Note: all the stuff in the original post is from the beta... expect better looks and designs all around. Updates coming as often as I can finish anything.
2011-01-25 17:31:00

Author:
Unknown User


Ok, I just wanted to confirm that this project is back in full swing even though everything was lost in the beta. It's actually a blessing in disguise because the Brain Ape costume looks way better and I built the sackbot and telekinesis/mind control mechanics last night to operate soooooooooooo much better than they did before AND with full cursor and selection functions for both abilities, with none of the tediousness that I disliked. There is no chaos, no latency, and total control, so you'll actually be able to save other animals now, and I'll be able to have as many lift-able objects and controllable npc's on the same screen/in the same room as I want.

The new control scheme is like water. I'm so happy... 2nd time's a charm!

I think I'm going to nix the pyrokinesis ability, because it seems like finding things in the environment to kill people with is more fun, and more controllable.

Also, is it just me, or is turning sackbot behavior chips on and off actually working correctly and better than it did in the beta?

Note: all the stuff in the original post is from the beta... expect better looks and designs all around. Updates coming as often as I can finish anything.

apparently people were still able to import their beta profile...hence why we still have the POD Glitch and some other glitch's from the beta (LBP2 tutorial background) but yah glad i didn't mention it to you since it seems you were better off

can't wait to see this thing get workin now
2011-01-25 18:14:00

Author:
Shadowcrazy
Posts: 3365


yea i saw just after i posted this. i rebuilt & improved everything I made in the beta already :/ but it was a good thing. Putting me in a corner brings out the best.

though i would like to snag a couple of my microchips & one or two custom music boxes.
2011-01-25 18:22:00

Author:
Unknown User


thanks, man... don't have any peripherals to do that right now, though. oh well. the chips i want aren't for brain ape anyway, just for other sackbots.

here's a few pics of the new look so far... the level is just a rough feel, because I'll probably rebuild areas from the ground up and change materials like 10 times before i've settled on anything. i'm going to aim for releasing this all as a full game with all levels finished, so it'll be awhile, i think.

http://if.lbp.me/img/ft/78f8205e5fa3e433805a898db9ab4270a4458d97.jpg

you're pretty slick with costumes, i know... so far so good? he looks more 'empowered' i think. i have to use regular eyes on the actual bot though, because the evil eyes look to evil, and since brain ape is always mad, the swirly eye disappears when he's grimacing.

http://i9.lbp.me/img/ft/3d98b9d9d134999233c8d73d583048b9c2e395f7.jpg
http://id.lbp.me/img/ft/34de258118b6342972124ce8ba3692d344c2b9d7.jpg
2011-01-25 18:54:00

Author:
Unknown User


so far so good lol as for the costume don't you have the monkey skin? cuz the current stickering makes it look a little funky, especially since the BRAIN part of brain ape is colored as well

but can't wait to see the full release with ALL levels within
2011-01-25 20:58:00

Author:
Shadowcrazy
Posts: 3365


Still looking forward to this level.2011-01-25 22:16:00

Author:
supremeoverlord1
Posts: 117


There's a really short demo level up... though, I expect I'll reiterate and streamline the mechanics alot more over time and obviously do lots more than what's there design and presentation-wise, so it's just a proof of concept teaser for now.

http://lbp.me/v/w5z7jy
2011-01-31 11:26:00

Author:
Unknown User


Publish the info for the level online on lbp.me2011-02-01 02:09:00

Author:
supremeoverlord1
Posts: 117


YES YES YES! Queued it already looks incredible can not wait to play it!2011-02-01 02:26:00

Author:
Alexxerth
Posts: 233


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