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#1

My Idea. (AKA would this be lame?)

Archive: 16 posts


Okay, So hopefully My PS3 will be working Tomorrow shortly after I get off work, And assuming the best I will hopefully be able to Play a little more LBP2 very soon.

So I played it at a friends house for 24 hours or so, beat the story mode, and did all the tutorials and played around in create just a bit, and got some great ideas.

So anyway my idea for my first level on lbp2, and just to really get used to everything I'm working with now... I want to remake my very first ever lbp1 level.

the problem was that it was a zombie level... I mean I love making zombie levels, and I have great ideas to make it a very good level, but my zombie levels rarely get many plays because they are zombie levels... know what I'm talking about? Like so many zombie levels suck, so people assume they all do.

But from what I saw in lbp2, cool levels is still in shambles... and zombie survivals are rampant. (of which i've made 2 in the past. if more people played them i'm sure they would be pleasantly surprised.)

but this time I think I could make something incredible...

I'm going to keep the whole thing about getting from your house to the Helicopter on top of the hospital, but as far as the city in between thats being ravaged by zombies, It needs to be randomly generated from a number of different possible buildings and obstacles so that the level is different every time.

and I really have tons of other stuff worked out in my head with the logic and zombies... I even made a demo zombie system with sackbots in the short time I did get to play lbp2, where the zombies would grab you and if you were grabbed for more than something like 5 seconds you would die.. I don't know, it worked well, and I've expanded on it a lot in theory, but not yet in practice.

so a city gets infested by zombies.

anyway this is my idea, I guess thats all I feel like saying about it.

I mean I'm making it regardless, and hopefully with lbp.me and this site a few people will play it, and I will feel like something I made brought joy to a few people's lives... and smile a little bit on the inside.


Not all zombie levels are created equally...

TL;DR
2011-01-22 07:22:00

Author:
Madafaku
Posts: 738


I was "meh" on the idea until I read the part about the randomly generating city. I'd say that you should go for it. I'll keep an eye on the project, and wish you the best. 2011-01-22 07:34:00

Author:
littlebigmeteor
Posts: 396


Yes, randomly generated sections are a nice idea.
Glad you are building what you like. It's the best way to have fun creating.
2011-01-22 10:44:00

Author:
midnight_heist
Posts: 2513


Just go with it :

Dont let anything stop you to create what you want to, If you wanna make a Zombie level, just do it, the Random generated thing sounds interesting, cant wait to see how it turns out.
2011-01-22 15:57:00

Author:
Bloo_boy
Posts: 1019


Sounds like a great idea. I can help if u like. Im a good sackbot programmer, and im getting better at creating switches and stuff. I could help with randomly generating the level, and if you want, i can make it a topdown game, or leave it like normal and set sackboy to control a sackbot with the "surivor" costume, in order to add more realism to the game, no silly costumes. Check out my level "reaper" and tell me if you would be interested in my help. (i made the entire level by myself)2011-01-22 16:08:00

Author:
Ignition246
Posts: 156


the get to a helicopter on top of a hospital sounds too much like the first campaign in L4D (no offence, just saying), but the whole randomly generated terrain idea sounds cool if you can get it to work (:2011-01-22 16:12:00

Author:
Matimoo
Posts: 1027


the get to a helicopter on top of a hospital sounds too much like the first campaign in L4D (no offence, just saying), but the whole randomly generated terrain idea sounds cool if you can get it to work (:

LMAO the irony there is that I made that level almost a year before L4D.(edit oops no I didn't)
Thanks everyone for the encouraging words...

the way I thought of to make it random is to have a set point A (your house) and point B (the hospital) and throughout the in between space you have the areas emitted randomly. I could make different possible story lines and characters. I don't know I guess It's really up to the thermometer though, but since most buildings would just be copies of other buildings it should be light on the thermo. need a lot of extra room for the sackbots.

I think I could make real working zombies...

Oh and anyone know if you can record a sackbot tripping and falling?
2011-01-22 19:26:00

Author:
Madafaku
Posts: 738


If sackboy cant do it, sackbot cant do it. Im an avid sackbot programmer, and i havent yet found a way to create new animations.2011-01-22 20:27:00

Author:
Ignition246
Posts: 156


but what about like an object hitting sackboy when recording the animation? does the sackbot behave as if it was hit by the object, or no?2011-01-22 20:49:00

Author:
Madafaku
Posts: 738


Im pretty sure that sackbot records your button presses and recreates them. I dont think it will record any outside forces.2011-01-22 21:00:00

Author:
Ignition246
Posts: 156


Okay then I may have to get a little more creative to do it.. should be pretty easy with movers and stuff though.2011-01-24 02:45:00

Author:
Madafaku
Posts: 738


That random generator could be done through a series of many randomizers. At the start of a level, emitters send out groups of sackbots(put many in a pile and capture) and just have it randomize 1 time at the start, that should work2011-01-24 04:11:00

Author:
BIG_C_23
Posts: 71


Have you thought of special zombies? Like ones that can jump or use power ups? Is there a way to modify the gravity of a Sackbot? You could have high-jumping zombies!2011-01-24 06:43:00

Author:
Unknown User


Have you thought of special zombies? Like ones that can jump or use power ups? Is there a way to modify the gravity of a Sackbot? You could have high-jumping zombies!

Would be possible with an Anti-Gravity Tweaker attached directly to the Sackbot's microchip thingamabob.

But yeah, I like your idea, hoss! Dream big.
2011-01-24 06:48:00

Author:
SLS10
Posts: 1129


What are you going to make the name? I'll play it for sure if you let me know when it's done, and if you tell me what it's called.

I agree, there are way too many bad zombie levels that suck unbelievably. I guess we're both trying to offset the stupid, lol
2011-01-25 02:19:00

Author:
Unknown User


Hook me up on PSN (Stellakris). I did some experiments with Sackbot zombies and creatinator weapons; you can have the stuff, if you like.
- Zombies die to an X number of paintinator bullets. The vanilla paintinator is basic and weak, but there is also a creatinator version that acts like a submachine gun.
- Zombies are susceptible to fire from a flamethrower creatinator; they won't die instantly, but instead they turn on fire (and thus become even more lethal) and die a few seconds later. It is a great mass desctruction weapon, but obviously has its intended downsides.
- One creatinator shoots a laser beam that destroys any zombie it touches. Very powerful, but its downside is that it takes a few seconds to recharge before you can fire again.

LBP1 Metal Gear Solid DLC is required for this.
2011-01-25 12:33:00

Author:
Antikris
Posts: 1340


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