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Stitch Fortress 2

Archive: 16 posts


Stitch Fortress 2
http://img820.imageshack.us/img820/2104/tf2mu.png


Stitch Fortress 2 is a "demake" of Team Fortress 2 by Valve. I will be working on it very soon.

Story
Rewind back to a time of purity. A time of Sacks. This was a simpler time...there were three TV stations, one phone provider, and two corporations each of which were secretly owning their own halves of the world and were ready to destroy each other at any minute, each armed with nine deadly assassins.

In other words, it was a simpler time.

Gameplay
Stitch Fortress 2 is to be a LittleBIGPlanet take on Valve's class-based multiplayer FPS. The game will use Sackbots to represent each of the nine classes. Every round of play is a fight betweenthe RED and BLU teams. There are currently two modes of play: Capture the Flag (CTF) and Control Point (CP). CTF is your basic ol' Capture the Flag game; RED and BLU have intelligence breifcases that they must steal fromeach other. Each time a briefcase is brought to the base succsesfully, a point is awarded to the winning team. CP is a bit different; there are small pods called Control Points littered around the field. They start off as neutral, but when someone stands on one for a period of time, their team takes the control point. When there are no more control points left, the winner is decided by how many control points have been taken.

Classes
There are nine classes in Stitch Fortress 2. Each has it's own pros and cons.

Defense
The Fatman (Heavy)
The Fatman is armed with a minigun, a sandwich, and his fists. His minigun fires extremely fast, but while using it, his speed decreases radically. His sandwich heals him by 300 points. Lastly, his fists let him punch stuff. The Fatman has 400 health points but is very slow.

The Exploder (Demoman)
The Exploder has three weapons: a Sticky Bomb Launcher, a grenade launcher, and an empty scrumpy bottle. The Sticky Bomb Launcher shoots bombs that stick to any surface and can be detonated manually. The grenade launcher fires regular grenades that explode on contact with players. The bottle of scrumpy is a weak melee weapon that should only be used for emergencies. The Exploder has decent health and speed.

The Builder (Engineer)
The Builder is unique in that what he lacks in hands on combat, he makes up for with technology. Using his plans, he can build Sentries (any enemy thatbis detected is shot with machine guns), Dispensers (Health and whatnot) and even teleporters (herp derp). Unfortunately, the Builder is only armed with a shotgun and has low health and speed.

Offense
The Speedster (Scout)
The Speedster is the fastest class. He can also double jump, allowing him access to special areas. In combat, he is armed with a baseball bat, a Scattergun, and BONK! Atomic Punch. The baseball bat is a regular melee weapon that does average damage. The Scattergun is a fancy Shotgun that has bullets that scatter. BONK! is an energy drink which, when used, makes the Speedster invincible temporarily. The Speedster has very low health, so be careful!

The General (Soldier)
The General is a powerful class equipped with a rocket launcher, a shotgun, and a shovel. The rocket launcher is self-explanatory, but you can also fire at the ground to launch yourself extremely high. The shotgun is also easy to understand. And the shovel...it's just awesome.

The Fireman (Pyro)
Fireman is equipped with a flamethrower, shotgun, and a fire axe. The flamethrower works as expected; you launch flames. The shotgun works the same as General's. The fireaxe is just like the scrumpy bottle, but much more sharp. Ouch. The Fireman moves relatively fast and has a good amount of health.

Supportive
The Sharpshooter (Sniper)
Equipped with a sniper rifle, The Sharpshooter is a very useful class. He also has an SMG if he is surrounded, or even a kukri if the time comes. The Sharpshooter has above average speed and health.

The Agent (Spy)
The Agent is extremely useful. He is armed with a knife, a revolver, and a disguise kit. A single backstab of the knife kills any opponent in a single hit. The revolver is just your basic pistol. The disguise kit lets you disguise yourself as any other class. However, being hit or using any weapon changes you back! Your speed and health are average.

The Doctor (Medic)
The Doctor heals other classes. However, he is also equipped with a Syringe Launcher and a saw. The Doctor can also heal himself. The longer the Doctor stays out of battle, the more health he regains.

So, that's it! Any suggestions? Let me know! Look forward to this next year.

EDIT: I haven't touched this project since two months ago, so I'm going to revive it again. I'm now looking for people to help. If you want to help, leave a message here, PM me or send me a PSN message!

We currently need playtesters, voice actors, logic programmers, and enviornmental designers.

PLAYTESTERS
1.
2.
3.
4.
5.
6.

VOICE ACTORS
1. Heavy
2. Demoman
3. Pyro
4. Soldier
5. Scout
6. Medic
7. Sniper
8. Spy
9. Engineer

LOGIC PROGRAMMERS

1.
2.
3.
4.
5.
6.

ENVIORNMENTAL DESIGNERS

1.
2.
3.
4.
5.
6.
2010-12-26 07:12:00

Author:
DrCell
Posts: 102


This idea sounds very cool and would be a joy to play.


Have you thought about the logic required?
2010-12-26 09:57:00

Author:
tomodon246
Posts: 624


Ha great name for it!! Is it going to be side-view or top down? Since only 4 players can play a level at once you should include some sackbots to make the action more hectic2010-12-26 12:07:00

Author:
Dangerlove
Posts: 88


Very cool. Though I think the names need improvement, such as Bomber instead of Exploder, and maybe use Sniper and Pyro's actual names (it's not copyright infringing). also, it'd be cool if the Solider was called Sargent or Lutenant or something like that (:

Otherwise, sounds like an excellent project! good luck with it
2010-12-26 13:01:00

Author:
Matimoo
Posts: 1027


@tomodon246: I know how to use movers for different physics. The only thing I'm worried about is the ability to emit objects without Creatinator, but still being able to aim with the right analog stick. If anyone could help, please do.

@dangerlove: I will include bots. Thanks!

@matimoo: I'll change the names. I'll probably use the originals in the end though, for ease of sound clips.

Glad I have all this support! Thanks everyone! If you're willing to help, let me know!
2010-12-26 18:02:00

Author:
DrCell
Posts: 102


So this is basically Gang Garrison 2?2010-12-26 19:24:00

Author:
Arkei
Posts: 1432


So this is basically Gang Garrison 2?

I found that rude.


Also, it's not. Gang Garrison 2 is limited because of it's "I wanna be 8-bit" attitude. Also, each character is limited to 1 weapon in Gang Garrison 2. There are other differences, but surely you can figure them out yourself.
2010-12-27 00:45:00

Author:
DrCell
Posts: 102


For an aimable emitter, I think you could use a piece of hologram with the emitted and a joystick rotator.2010-12-27 00:46:00

Author:
tomodon246
Posts: 624


The bug blaster costume = perfect for the fireman.

Looking forwards to the release of this project!
2010-12-27 02:33:00

Author:
Cheddars
Posts: 447


For an aimable emitter, I think you could use a piece of hologram with the emitted and a joystick rotator.

That's a good idea! But would that make Sackbot point in the direction of it? Maybe I could wire the analog stick to the movement of his head and his arm...
2010-12-27 04:08:00

Author:
DrCell
Posts: 102


If you need more help figuring out the gameplay,
http://www.youtube.com/watch?v=Wv_biR-OoPA
Gang Garrison 2, a 2d Demake of team fortress 2.
2010-12-27 08:54:00

Author:
.jamo
Posts: 172


I've been wondering if that was possible, making an aimable weapon that isn't a paintinator... I think sackboy can move his left arm (the one he holds the paintinator in) to an extent whilst running, but he stops if you move the right. He does in LBP1 at least.2010-12-27 13:08:00

Author:
Matimoo
Posts: 1027


The suggestion about using a rotating bit of holo was the technique i used when making shootem up levels.
http://imageflock.com/img/1293549007.png
also if you put the rotator and emitter in a microchip you could make a weapon switching system very easily.
2010-12-28 15:10:00

Author:
Skalio-
Posts: 920


The suggestion about using a rotating bit of holo was the technique i used when making shootem up levels.
http://imageflock.com/img/1293549007.png
also if you put the rotator and emitter in a microchip you could make a weapon switching system very easily.

Wow! Thanks a bunch!


Next month, prepare for coward killing time!
2010-12-28 18:23:00

Author:
DrCell
Posts: 102


I haven't touched this project since two months ago, so I'm going to revive it again. I'm now looking for people to help. If you want to help, leave a message here, PM me or send me a PSN message!
http://img820.imageshack.us/img820/2104/tf2mu.png
2011-02-04 06:51:00

Author:
DrCell
Posts: 102


.......bump2011-02-07 23:09:00

Author:
DrCell
Posts: 102


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