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Spacewar!

Archive: 24 posts


http://ie.lbp.me/img/ft/ddef154b0401d91653ceedfda5a51fdabc6c63fe.png

Gameplay

The game lasts for three minutes, highest score at the end wins.

You start with 100 points, gain 10 each time you destroy another ship (or asteroid in one-player mode), and lose 10 each time you destroy your own ship. As a general rule, if you end up with at least as many points as you started, you're doing okay.

Each time you respawn, you're shielded for a few seconds, during which time you can't fire. After this, you can only have five missiles active at any time, so use them wisely - spamming R1 will not help.


Notes

Can be tough to get the hang of initially, due to the extreme gravity, and the simulated linear and angular momentum, although the latter can be disabled by selecting "Easy" mode. Trick is to find a stable orbit around the star, and make small adjustments.

See also the wikipedia page (http://en.wikipedia.org/wiki/Spacewar!) for the game.


Screenshots

http://ie.lbp.me/img/ft/4de503e5978ed83624d557f07379561ea21eda6b.png
http://id.lbp.me/img/ft/7dd1e7dc0690de4d77a08a79fd170882cc1e199d.png



http://lbp.me/v/x9v58k
2011-01-31 01:22:00

Author:
Aya042
Posts: 2870


Sounds cool, I like the badge, ill play this with my friends next time im on LBP2, ill be back with feedback soon.2011-01-31 01:26:00

Author:
Bloo_boy
Posts: 1019


Update: Added a single-player mode, where asteroids will spawn.2011-01-31 21:44:00

Author:
Aya042
Posts: 2870


This mini gamel is really a challenge, only getting used to the controls puts you on an an Edge, I couldnt play this mini game sitting down, and Idk who can, Not only was I trying to beat my friend but I was also worried I wouldnt crash with the orb in the middle or get hit by my own bullets but heck it was fun, i never played the original but I can tell its from a very old game cause of the whole concept, I havent tried Single player mode but Ill get back on that next time im on lbp2, sounds like it'll be fun. And idk if you've thought of this but I cant imagine how would this work out as a 4P Versus level, that would be hella fun .2011-02-01 13:51:00

Author:
Bloo_boy
Posts: 1019


Thanks for the feedback.



This mini gamel is really a challenge, only getting used to the controls puts you on an an Edge, I couldnt play this mini game sitting down, and Idk who can

I've had several cases of feedback saying the realistic rotational controls make it unnecessarily difficult (to the point where it's no fun), so I added a menu with an easy mode option, which removes that particular challenge.



Not only was I trying to beat my friend but I was also worried I wouldnt crash with the orb in the middle or get hit by my own bullets but heck it was fun,

As a suicide costs you as much as a kill gains you, the key to winning is to worry about survival first, and getting kills second. Once you manage to make a stable orbit around the star, you don't need to do much thrusting, so you can concentrate on getting the kills without worrying about hitting the star.



I havent tried Single player mode but Ill get back on that next time im on lbp2, sounds like it'll be fun.

It's pretty much just a practise mode, cos scores don't count in versus levels if you're playing alone. I just added it in so there's something to do while you're waiting for other players to join. I think I might've made it too hard tho'.



And idk if you've thought of this but I cant imagine how would this work out as a 4P Versus level, that would be hella fun .

Already playtested with 4P, and it's pretty frantic.
2011-02-01 14:34:00

Author:
Aya042
Posts: 2870


I've had several cases of feedback...

Due to more feedback, increased max bullets from 3 to 5. Also fixed a really bad bug where colliding with another ship would sometimes erroneously deduct points from you.
2011-02-05 20:47:00

Author:
Aya042
Posts: 2870


Dang, that's a sexy looking font!

Heh. In seriousness, I will need to try this again now that you've upped the max bullet count. Sure... you'll listen to other people!?
2011-02-07 02:23:00

Author:
comphermc
Posts: 5338


Say wha? Aya has a level?! I am so sorry I missed this one!

Adding to queue.

Fonts look kinda goofy though.
2011-02-07 02:30:00

Author:
jwwphotos
Posts: 11383


Just played it, very fun level! I have yet to try it on multi-player, but single player worked very well. The asteroids were fun dodging, the visuals fit the level well, and the gameplay wasvery addicting once you get used to it. I love slingshotting myself around the star. I gave it a smiley and a heart, great work! 2011-02-07 03:28:00

Author:
booXely
Posts: 654


Dang, that's a sexy looking font!

I found it in some random LBP1 level - unfortunately the creator had neglected to take into account the new editing restrictions in LBP2, and I had to restencil it in order for it to be of any use. I forget whose level it was now, but it can't have been anyone particularly important.



In seriousness, I will need to try this again now that you've upped the max bullet count. Sure... you'll listen to other people!?

Well. The bullet count was kept low for multiplayer mode, to shift the gameplay focus from "R1 spamming" to "aiming skill", but it wasn't really appropriate for single-player mode. I had planned to change the number of bullets relative to the number of players (something like max_bullets = 12 / num_players), but I haven't had a lot of time, and a simple change from 3 to 5 was a quick thing I could do in the short term.



Fonts look kinda goofy though.

I know, right?



Just played it, very fun level! I have yet to try it on multi-player, but single player worked very well.

It's really designed to be a multiplayer experience (it is a versus level after all), but it seemed that a lot of people seemed to be playing it single-player, so I added those in as a sort of 'practise mode' - they stop spawning as soon as another player joins the game.

I had some thoughts on potentially implementing an AI ship to fight against, but there didn't seem to be much point as your score doesn't really count in single-player.
2011-02-07 12:56:00

Author:
Aya042
Posts: 2870


Oooh, looking forward to playing this!

http://grabswitch.files.wordpress.com/2011/02/queued.png
2011-02-14 17:20:00

Author:
TehUberZac
Posts: 587


this level looks awesome!!!!!!!!!!!!!!!! p.s i hope you don't mind i used this tehuberzac! p.s.s. your name is hard to spell!




http://grabswitch.files.wordpress.com/2011/02/queued.png
2011-02-17 15:09:00

Author:
deschuttes2
Posts: 157


Imho you cannot have more fun and gameplay in a level that only has 1 pixel line in the thermo.
I really enjoyed helping aya test out some parts of the level and I enjoyed it even more when I kicked his and clay's butt!

Simplicity at its most complex best
2011-02-17 17:55:00

Author:
Luos_83
Posts: 2136


Imho you cannot have more fun and gameplay in a level that only has 1 pixel line in the thermo.

You're forgetting slap sumo.



...I enjoyed it even more when I kicked his and clay's butt!

Now you're just delusional.
2011-02-17 18:25:00

Author:
Aya042
Posts: 2870


Having the asteroids for single players is a great idea. How about some variable gravity on the star? Maybe a setting on the menu or, if you don't mind deviating to much from the original spacewar, as a random spawning power-up kind of thing.2011-02-18 01:14:00

Author:
lochnar
Posts: 59


Having the asteroids for single players is a great idea.

I had intended to add some AI ships instead, but when I started to think about how I might achieve that, the logic involved would be pretty complex, particularly in the game mode with angular momentum.

Initially I intended it to be strictly multiplayer-only, but I noticed most people seemed to be playing it solo, so I just added something quickly so there was something to do.



How about some variable gravity on the star? Maybe a setting on the menu...

That's actually one of the options on later versions of the game, and I had wanted to add more options, but I was faced with the rather annoying problem that the game timer counts down while the menu is still active, and the only way to prevent it is to disable the controllers with a cutscene cam, which then makes a menu impossible. So in the short-term I figured it was better to keep the menu as simple as possible.

I suppose in the long term, I'd have to implement my own timer logic rather than relying on the in-built one, but it's case of finding the time to do it, and deciding whether it's better to spend it improving that level, or working on something new.



...or if you don't mind deviating to much from the original spacewar, as a random spawning power-up kind of thing.

I think at that point, I may as well come up with a whole new game rather than trying to mimic an existing one.
2011-02-18 09:25:00

Author:
Aya042
Posts: 2870


I can't believe you re-created this! Did you parse the actual PDP binary to figure out the exact gravity well calculations?

All teasing aside, I will definitely be queuing this one up tonight.
2011-03-24 22:10:00

Author:
schm0
Posts: 1239


I can't believe you re-created this! Did you parse the actual PDP binary to figure out the exact gravity well calculations?

Of course...

...NOT!

The gravitational force just scales linearly - I'd wanted to do something more akin to real physics, but making the gravity generally stronger was better in this case, since, at the time, I couldn't think of a way to make the screen wrap around, so I had to put a wall around the screen which kills you on contact.

But it's still possible to form a fairly stable orbit around the star.
2011-03-24 23:42:00

Author:
Aya042
Posts: 2870


I know this is quite a bump, but I was wondering how you managed the whole gravity thing - I've attempted it with movers, followers, etc, but it always seems to 'drain' the momentum away.2011-09-30 17:50:00

Author:
Unknown User


I know this is quite a bump, but I was wondering how you managed the whole gravity thing - I've attempted it with movers, followers, etc, but it always seems to 'drain' the momentum away.

See this thread (https://lbpcentral.lbp-hub.com/index.php?t=48740-Faking-gravity).
2011-09-30 22:04:00

Author:
Aya042
Posts: 2870


See this thread (https://lbpcentral.lbp-hub.com/index.php?t=48740-Faking-gravity).

Thank you very much for the reply, but I think I tried that - Though which Speed Scale instead of Strength? Would that make a difference? Also,does the gravity valuie make a difference? On one of the planetary tanks videos, a guy said it does, though I had it on 100 percent, the normal. Also, how would I apply the force but keep rotation? Motorbolt a piece behind the ship that rotates? Hmm.
2011-09-30 23:11:00

Author:
Unknown User


Though which Speed Scale instead of Strength? Would that make a difference?

I used Strength Scale as it seemed to make more sense, but it might not make much difference depending on how you tweak the numbers.



Also,does the gravity valuie make a difference?

Not for materials which have no mass - which (at the time) was only Hologram*, alhough you could now use Sticker Panel.



Also, how would I apply the force but keep rotation?

Well, an object with no mass will never have any frictional forces applied, so they will rotate indefinately once you've applied some torque. If you need it to work with anything else, you'll probably have to implement a custom physics simulation engine from scratch.

As for the Movers, fortunately they always apply force from center of mass, and Rotators always cause rotation around center of mass, so as long as you're okay with the object only rotating around center of mass, you won't get any torque from a Mover.



* Technically I think it does have mass from a strict Newtonian mechanics POV, but it looks like MM fudged the numbers so it doesn't factor in to gravity and friction calculations.
2011-09-30 23:53:00

Author:
Aya042
Posts: 2870


I think you misunderstood me - I meant, how would I allow rotation, when using a look-at rotater and mover to apply gravity? Using a bolt?2011-10-01 10:38:00

Author:
Unknown User


I think you misunderstood me - I meant, how would I allow rotation, when using a look-at rotater and mover to apply gravity? Using a bolt?

Oh. Yeah. I used two pieces of hologram connected with frictionless bolt at center of mass to avoid torque, which means I had to compensate for the relative mass ratios on the strength tweaks, but there's probably a better solution.
2011-10-01 15:15:00

Author:
Aya042
Posts: 2870


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