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#1

Working on a cyberspace level - Need Boss input

Archive: 4 posts


I am making a cyberspace themed level that bounces to the music (sort of, anyway), and it would have the player exploring and destroying red virus enemies, a bit like Tron or Rez.

The level itself is barely started, but I've already finished the boss, called Saturn, who is fought in a completly seperate area with three platforms over an abyss. Its's quite complex, too, such as you being able to temporary disable one of its two arms, preventing any attacks being shot out from there for a short time. There's also a timer in which if you take too long, the boss self-destructs.

The thing is ... in Rez (http://en.wikipedia.org/wiki/Rez), an end of level boss has three versions of difficulty: Mega (easy), Giga (medium) and Terra (hard), and which version is fought is determined by the amount of enemies you previously defeated throughout the level.

How should I implement this? The current state of the boss will be Terra, who has the most health, and its attacks include shooting energy balls out from the core and arms, blasts out lightning from its arms, and cause laser beams to criss cross somewhere on the screen. I can guess that Mega and Giga will have reduced health and frequency of attacks.

What do you think? I'll try and get a picture soon, hopefuly.
2010-12-15 16:43:00

Author:
Beed28
Posts: 200


A few counters and an AND switch, perhaps? So if you are at an area AND have x number of kills, a certain boss spans? Perhaps when you reach a set limit, that particular counter is demitted/dissolves completely, so only one boss can be spawned. Not sure of all the ins and outs, but still.2010-12-15 19:30:00

Author:
Fish94
Posts: 554


Hmm... Since I'm not in the LBP2 Beta, I don't have access to the logic circuits yet. I'm making the level in LBP1. Oh, and only one boss spawns. I plan on doing some sort of 'check' when the player gets to the warp that takes him to the boss (most likely a death teleporter; I can't use DCS.) and in the check, 'alters' some pieces in the logic.

Not sure how I would do the check... mabye with emitters, painballs, paint switches, and the AND logic peice from the LBPC Logic Pack.
2010-12-15 20:32:00

Author:
Beed28
Posts: 200


What do you think? I'll try and get a picture soon, hopefuly.

It is an interesting concept, yet a bit inflexible. It will take a lot of effort and you may regret the avenue you chose here later on. Why not use the method MM uses in their levels? Sticker panels at the entrance to the boss (or the start of the level) that allows to select a difficulty level. You can have a player put any sticker on it if you just want to enable difficulty modes, or set it to specific stickers if you want the player to unlock harder modes after completion of an easier mode (the sticker to start a harder mode is the reward of completion of an easier mode).

Why is my suggestion more flexible? Because you may want to give the player more freedom of choice. Or you may want to make the level as a whole more difficult when the player chooses to (just like MM has added racing modes to their levels).

Of course, playing the level/boss on a higher difficulty should also carry more rewards.
2010-12-16 15:04:00

Author:
Antikris
Posts: 1340


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