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Mapei: Kuadrivium (HELP NEEDED) + AGAS&G

Archive: 6 posts


So, since my other topics never lived to begin with, here's a new topic for both of them.

Uh, so let's get this started. My first project is Mapei: Kuadrivium. It is a class based shooter game, both top-down in warhawks and sidescrolling in sackbots. It has around 5 Story Mode levels, each with a sidescrolling and top-down portion.

You will have many different classes to choose from, each with its own special abilities to help your teammates along your journey. You cannot have more than one person of each class.



The basic control scheme for any air class is R1 to fire, R2 for secondary fire (if available), and circle to use a special ability.

The sackboy is visible on the top of each vehicle.

In general, the reconnoiterer has low health, but is very fast. It can also carry around objects with R2. You can press circle to boost, and double tap circle to hop.

It has a diverse movement scheme. You use the x axis of the right analog stick to rotate your ship. You then press the left stick up to accelerate, and backwards to brake.

Weapon-wise, it uses scatter-bombs with R1. This has short range, but it is great for taking out groups and does quite a bit of damage.

In general, the Bulldozer, has very high health, but is sluggish. (he pretty much hovers around) His special ability is being so massive that he can smash enemies just by moving into them. This also applies to walls and obstacles.

Basic movement scheme.

Weapon-wise, he uses an explosive mega machine gun with R1. You rotate the turret with the x axis of the right stick. (either that or the magic joystick) It has a spread and can overheat if fired for too long.
The splodor is the run-of-the-mill BLOW EVERYTHING UP class. It has average health, but slow-ish movement. Hold circle, and you can create a trail of fire to block ground enemies. However, if you touch the fire or get hit by explosives, you blow up, given what you're lugging around.

Basic movement scheme.

He has a variety of weapons. Rockets (R1) are not aimable, instead, they just fly straight ahead of him. It can plant a remote bomb, which can be used either to blow up enemies or obstacles. After planting it, just press R2 again to detonate.
The mechanic is the main support class. He has average health and a slightly below-average move speed. His special ability is the grapple. (explained below)

Basic movement scheme.

The main highlight of the mechanic is the grapple. Press circle, and it shoots forward and collects scrap metal from fallen enemies. For each piece of scrap metal you collect, it fills up the Junk Gauge. You can then use R1 to fire special pellets that heal your teammates, at the expense of 1 bar from the gauge. With R2, however, you can fire the scrap straight back at the enemies through the "refuse rifle", at the expense of 1/2 bar per shot. Both the pellets and the rifle shoot in the direction you are pointing.
The assassin is a very sneaky class. It has low health, but average move speed. The assassin can see farther than its teammates.

Basic movement scheme. Press circle, and you can cloak, making you invisible to enemies.

The assassin has a high powered laser cannon, but you can switch firing modes by clicking L3. The first firing mode allows you to dumbfire R1 in the direction you are pointing. The second makes a cursor pop up on the screen, and you can move it around with R3. When you press R1, it will fire a laser from your ship to where the cursor is, allowing you to take out lines of enemies. The first firing mode is fast, but cannot pierce enemies. The second mode is slower, but gives you a wider camera angle and pierces enemies.

The assassin's secondary fire allows it to instantly destroy enemies and sentries at close range. If you sneak up behind them and press R2, you will unleash a shockwave of electricity that fries the enemy. It has very short range, so use it wisely.

While the assassin may seem OP, it is strictly a support class.
The mime has low health and average movement speed. Its special ability is hacking enemies. It cannot attack on its own.

R1 is the primary attack, reserved for when you have hacked an enemy. (see below)

With R2, you lunge forward. If you hit an enemy, you leech out their health, increasing your health and your strength. The higher your strength, the more health you leech.

With circle, you fire a wire forward. If it hits an enemy, you take control of that enemy's body for as long as you want, or until you die. Used correctly, you can sneak behind enemies unnoticed and take them out. Press circle again, and you turn back into the mime ship.

GROUND UNIT INFO

The basic movement scheme for ground units is press left to go left, right to go right, and x to jump.

In general, the Recon has low health, but is very fast. It can also carry around objects with R2. You can press circle to dash.

Basic movement scheme, aside from X. Instead of jumping, the Recon has a jet pack. You collect fuel in the same way the Mechanic collects metal. Just take the scrap metal of a dead enemy, and it will add to your fuel gauge.

Despite his (relatively) tiny size, the Recon can actually carry objects with ease. Press L1 to grab any grabbable material.

Like his airborne counterpart, the Recon uses a scatter gun. This time, though, it suffers from damage falloff. At close range, it does a lot of damage, but move back and it does little to none. It fires 5 bullets in each layer. There is a 1 second delay between shots. The bullets are subject to physics.

To counter this, the ground Recon has a secondary shot, which has further range, less spread, higher bullet speed, and less damage falloff. However, the 10 bullets per shot are restricted to one layer.
In general, the Bulldozer, has very high health, but is sluggish. His special ability is the ram, where he rushes forward for a second, destroying enemies, obstacles, and weak walls.

Basic movement scheme. Due to his massive size, he cannot jump. He will require the help of teammates to get across gaps.

Weapon-wise, he uses an explosive mega machine gun with R1. You rotate the gun with the y axis of the right stick. (either that or the magic joystick) It has a spread and can overheat if fired for too long.
The ground splodor is also the run-of-the-mill BLOW EVERYTHING UP class. It has average health, but slow-ish movement. If you touch any fire or get hit by explosives, you blow up, given what you're lugging around. Hold circle, and you hold up a blast shield to absorb explosive damage.

Basic movement scheme. I don't know if rocket jumping will be implementable, we'll just have to see.

He has a variety of weapons. Rockets (R1) are not aimable, instead, they just fly in the direction he is facing, which can be a disadvantage if fighting air enemies. He can plant a remote bomb, which can be used either to blow up enemies, destructable walls, and obstacles. After planting it, just press R2 again to detonate.
The mechanic is the support class. He has average health and move speed. His special ability is the grapple. (explained below)

Basic movement scheme.

The main highlight of the mechanic is the grapple. Press circle, and it shoots forward and collects scrap metal from fallen enemies. For each piece of scrap metal you collect, it fills up the Junk Gauge. You can then use R1 to fire health packs for your teammates, at the expense of 1 bar from the gauge. With R2, however, you can fire the scrap straight back at the enemies through the "refuse rifle", at the expense of 1/2 bar per shot. The rifle is aimed with the Y axis of the right stick, or the magic joystick.
The assassin is a very sneaky class. It has medium-low health, but above average move speed. Despite having the same stats and weapons, it plays much differently from the assassin warhawk. The assassin can see farther than its teammates.

Basic movement scheme. Press circle, and you can cloak. This not only allows you to become invisible, this also allows you to pass through objects.

The assassin has a high powered laser cannon, but you can switch firing modes by clicking L3. The first firing mode allows you to dumbfire R1 in the direction you are pointing. The second makes a cursor pop up on the screen, and you can move it around with the right stick. When you press R1, it will fire a laser from your ship to where the cursor is, allowing you to take out lines of enemies. The first firing mode is fast, but cannot pierce enemies. The second mode is slower, but gives you a wider camera angle and pierces enemies.

The assassin's secondary fire allows it to instantly destroy enemies and sentries at close range. If you sneak up behind them and press R2, you will unleash a shockwave of electricity that fries the enemy. It has very short range, so use it wisely.

The assassin is not practical for anything besides supporting your team.

The trooper has average move speed and health. His special ability is weapon improvisation. You cannot have both a trooper and an enchanter.

On death, any weapon-carrying enemy will drop that weapon, allowing you to pick it up and use it. So far, I have only thought up of a few, but I will think of many more. There are elemental weapons, like the THOR, and more common weapons, like the UGAR.
Unique weapons are not carried by enemies, and must be found.

Revolver: The weapon you start out with. Slow rate of fire, medium damage. Does not suffer from damage falloff.


The UGAR-91: Used by most low-ranking Eunsatz infantry. It is basically a generic assault rifle. In rapid-fire mode, it fires the usual spray of bullets, much less powerful than the Bulldozer's minigun, but with longer range and more accuracy. Press triangle, and you switch to a grenade launcher. The grenade's explosion radius depends on how long you charge.

The SIMR, also known as the NSAR: Unique, fire elemental. In rapid-fire mode, it is a flamethrower, allowing you to burninate enemies at close range by setting them on fire and retreating. Switch to charge mode, and it becomes a meteor launcher, setting enemies and the like on fire from a distance.

The THOR: Unique, thunder elemental. In rapid-fire mode, it shoots small balls of lightning. Switch to charge mode, and you can charge up the lightning bolts to do a large amount of damage.

The idea of the trooper is that he can do a wide variety of things, but all of the things he does are things that can be done better by another class. Get it?

The enchanter has average movement speed. However, being human, he is not in a mech. This gives your team the job to protect him, as he has the same death rules as a normal sackboy.

The enchanter is similar to the trooper, in that it gains abilities (in this case, spells) by collecting them. The wizard, however, is not single player exclusive. Instead, it appears in Blearee Forest, following your group. If he survives until the end of the stage, you unlock the option to select him in later stages.

Spells:
Ice Mage: Fire machine-gun like blocks of ice with R1, giant wave of water with R2.
Fire Mage: Launch fireballs from your fists with R1, charge inferno with R2.
Thunder Mage: Launches a coil of lightning with R1, similar to a flamethrower. Charge a lightning storm with R2.
Timebender: R1 to slow down obstacles and enemies. R2 to speed up enemies or objects, until they wither away.



The prologue (I would call it level zero), is the city of DROEN. It is more of a tutorial level, featuring you and your unnamed mech squad trying to escape from DROEN, while it is being destroyed by some "evil force" called the Eunsatz.

The first real level is THE EUNSATZ FACTORY (get it? eunsatz factory? unsatisfactory? har har.) You and your buddies play the prominent part of the SAVIORS, a group of super-soldiers apparently built by the Eunsatz to wreak havoc on the world. However, you and your buddies awake and escape from the factory, eventually stealing and flying off in some warhawks in the process. It is revealed that the scientist that built you was, in fact, a citizen of DROEN, who was kidnapped to work for the EUNSATZ. Whilst pondering your own existence, you are attacked by a ginormous .

The next level involves the Saviors getting lost in BLEAREE FOREST after escaping the factory. Instead of fighting the forces of the Eunsatz, you will be fighting horrible flying abominations of nature. Eventually, you crash and have to fend off the horrible ground abominations of nature in your mechs, and find a way out of the forest. A big part of this level will be the lighting. (or lack thereof)

After escaping the forest, more frights await at HAERO HILL. Rumored to be haunted by the undead, you must traverse through the creepy, snow-covered mansion and graveyard in search of scrap to fix your warhawks. While in the mansion, there are a few ghost sightings, but none of them try to kill you. However, when you find enough scrap, the zombies rise, and you must make it back to your warhawks alive.

The next-to-last level is the desert GRIHM GORGE. This level has less of an emphasis on shooting and more of an emphasis on platforming. It is laden with subtle signs of alien activity, so expect a few strange beeps and boops in the background. At the end, you find a horrifying site littered with slaughtered Eunsatz infantry. (this is how you find out that they are, in fact, human.) One soldier, about to die, whispers "They..... they came from the s-sky.... run.... they're coming....", and then the level ends.

The last level, as far as I know, is MIRAAGE HARBOR. You find out that the Eunsatz were being manipulated by the evil aliens known as the MIRAAGE. However, the Eunsatz leader eventually figures this out, driving the MIRAAGE to eliminate them. You and your Savior buddies, now aware of who you are, kill the MIRAAGE leader and bring world peace. (at least until you play the non-story portions of the game.)
As for multiplayer, there will be competitive play and a few separate co-op missions. It also, of course, includes the entire story mode.

So, this one will take a lot of work. I have already eliminated details that wouldn't work with LBP2. If you have any interest in this, please help me out.

----------------------------------------------------------------------------

My next idea is A Game About Squares (And Guns). It is exactly what it is called: a game about squares and guns.

The idea is that it is a pixelated side-scrolling shooter, featuring pixelated squares, with pixelated weaponry.

The game is highly customizable: you can control what color you and your battlefield are: black/white or white/black. The possibilities are endless!
http://img692.imageshack.us/img692/2883/blackorwhite.gif


You select one attribute from each category.

[B]Barrel options:
Spread: Fires 4 blocks in one shot. Powerful, short range. Slow fire speed.
Pistol: Fires 1 block at a time. Longer range, slightly inaccurate.
Sniper: Fires 1 block at a time. Infinite range, high power, highly accurate, very slow fire speed.

Trigger options:
Single fire: Fire one at a time with each press of the trigger. More accurate, moderate damage, but with a set fire speed. Can crit.
Automatic: Fires a barrage of bullets as long as you hold the trigger. Fires more per second, but each shot does much less and is less accurate. Can crit.
Charge: Has the ability to charge each shot, a fully charged shot is equivalent to a crit. Slower fire speed than single fire.
Beam: Fires continuous stream of blocks to suck the life out of enemies. Damage varies.

Block elements:
Neutral: Does same damage to all enemies.
Fire.
Water/ice.
Lightning.

Block upgrades: (have 2 at a time)
Ricochet.
Pierce.
Size increase.
Damage boost.

Blocks:
Bullet: Standard bullet. No special boosts or anything. What a letdown.
MIRV: On impact, explodes into even more squares.
Sticky explosive: Set traps. Blow crap up.
Impact explosive: No strategy here. Just blow crap up.

Bullet speed:
Instantaneous. (hit scan)
Takes time to travel.

So, you could, in theory, make a shotgun that rapid fires sticky explosives, a sniper rifle that shoots a giant beam of bouncy fire, or even a pistol that can charge a gigantic explosive MIRV lightning bolt.

The possibilities, in this case, are almost literally endless. (and overpowered)

So, I could use a LOT of help on both of these projects. If anyone wants to help, let me know.
2011-01-05 03:36:00

Author:
Arkei
Posts: 1432


Oh my #!@!!!
Just a question... are you good at logic?
Because I am and I know this will be QUITE long to program. (VERY LONG)
Please don't tell me you need logic makers :<!
2011-01-05 15:32:00

Author:
ZeroZ30o
Posts: 157


Shameless bump.2011-01-19 03:16:00

Author:
Arkei
Posts: 1432


Yes, as I said in the other thread....

Squares..... the perfect shape.
+
Modifying Guns.... great fun.
=

Perfect fun!
2011-01-19 03:36:00

Author:
tomodon246
Posts: 624


Yet another shameless bump.2011-02-10 12:49:00

Author:
Arkei
Posts: 1432


This sounds completely insane.. I reckon the thermo will take a battering just getting all those different classes working... good luck to you though, I really hope you make it because I want to play this game 2011-02-10 13:51:00

Author:
chillum007
Posts: 228


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