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J.A.C.E - Parkour 'engine'/sackbot.

Archive: 10 posts


Hello LBP cental community!

I posted a good many months ago when I first joined that I was in the making of a Mirror's Edge level, it was going well till I saw LBP2's features, then I decided to wait for that instead.

This is my first level post.
JACE - JimSledger's Assassin Complex Engine
The idea came originally from Mirror's edge and Assassin's Creed. I'm currently in 6th form so the upgrading of this system will be a little slow. I've posted here because I believe kickstarting levels yourself doesn't work often, people deliberately dislike my levels :

In a nut shell, the sackbot is able to wall-climb, ledge-leap and ledge-pull-up with the simple R1, or R1 with either X or O. You can also use eagle vision with (Triangle) and summon Assassin recruits with L2 (follow can be toggled with L3).

I built a rough, MM themed (black , red and white) level to test out the system, with a nice animus themed introduction.

This is the first version, the recruits do attack enemies and kill them, then flee and disapear, but I've left enemies out currently as I have to intergrate damage to the actual player.

All in all, heres a rubbish quality but basic run down of the system, I would have used my capture card but unfortuantely my new computer is in a shop being rebuilt (Lol).


http://www.youtube.com/watch?v=DcArCMrM5SU

http://lbp.me/v/xm0k6f



I hope you enjoy the Demo! Any suggestions or improvements would be gratefully appreciated!
And of course I will get round to returning the favour,
Thanks everyone!
http://lbp.me/v/xm0k6f

P.S!!=
KNOWN BUGS::
-Assassin recuits may get stuck & stop moving sometimes, if this happens, slap or pull them into a wall and it should fix this.
-Grabbing the moving block from the right may squash the sackbot, if it dies, you will have to restart the level.
-Spawning Assassin recruits where the areas are filled high up or to the sides could block / disallow spawning of the recruits.
-I've misspelled Yourself in the notes at the beginning.

It may sound bad but you probably won't even notice these bugs, it's just to notify you if you do, any other bugs discovered, please notify me.
2011-02-10 00:40:00

Author:
Unknown User


No replies? :

More improvements on the way.
any other improvements?
2011-02-10 01:36:00

Author:
Unknown User


Sledger I played it...

Pros: The wall climbing system works good and what i could jump off of was fun.

Cons: I was having difficulty doing a wall jump onto another wall and then wall climbing again. I'm sure if I tried longer I would get it down. I can see how you wouldn't want it to be too easy also though because I'm assuming you have to react as soon as you hit the wall.

Conclusion: I had fun but it made me want to jump around in a huge area with more buildings. I'm sure you are working on a level for that. I wanted to say that I really liked your level design, that is to say the look of it but I didn't feel like it fit the point of the level...almost like the bot and the level were from different worlds. Both worlds that are cool mind you. I personally feel like it would be more fun in that tech demo to have a more open area where a player can make long jumps over roof tops. Something simple but less confined.

I look forward to the finished product
2011-02-11 02:07:00

Author:
Siljin
Posts: 76


Sledger I played it...


Conclusion: I had fun but it made me want to jump around in a huge area with more buildings. I'm sure you are working on a level for that. I wanted to say that I really liked your level design, that is to say the look of it but I didn't feel like it fit the point of the level...almost like the bot and the level were from different worlds. Both worlds that are cool mind you. I personally feel like it would be more fun in that tech demo to have a more open area where a player can make long jumps over roof tops. Something simple but less confined.

I look forward to the finished product

Thankyou very much for the feedback!

I've currently ditched this area and am in the process of creating 2 other testing grounds. 1 will be for the Assassin's Creed version, and the other for a Parkour / Mirror's Edge version.

The Assassins Creed one will be Animus and Renaissance based , whilst the Mirrors edge will be cityscape. I hope to do an actual story to these, but I may just repost the finished systems together in a small sample level.
I'm glad you mentioned the level, I have no idea why I made it like that xD It was my first level featuring hologram material and I got a little carried away, I'll make sure the next are proper levels with much larger areas .
Only problem with large areas means a whole lotta tag placin! xD. Ah well, will be worth it in the end!

Thankyou very much for the feedback Siljin, and good luck with developing your level also !

P.S - I've come up with the name for the 'engine' - KMAC Movement. - Kinetic Movement ascension control.
Any better ideas for a name or is this cool enough? xD
2011-02-11 03:31:00

Author:
Unknown User


I enjoyed the level design to an extent. it didn't feel in theme with the characters, but it looked nice. It was a little small, I kinda wish i had more of an opportunity to walk around and try out the abilities. I too had trouble perfecting the R1>O jump off walls, only able to use it at one spot. I was almost able to make it up that thin tower by just moving to the other side after running up, but it seems that only certain locations on each wall would allow a climb, and i couldn't find the 4th spot for the life of me. I feel this particular demo would have served better to do a step by step intro of each action, and an appropriate obstacle for that action to overcome. I feel like i was just tossed in with an instruction manual, which was then removed, and expected to use the actions in a limited space that was restricted by a seemingly invisible wall.

I like that the bots look slightly different from the player(bot), but do wish there was a more noticable difference than a mustach so i could tell which is me in the crowd. I am glad i was able to turn off follow, cause they started to annoy me lol.

Overall, I feel it has the potential to be used effectively in a well designed level(which i also feel you have the potential to create). the system is simple, but has those small kinks of the jumping off walls that just restricts the ability to play without having to try 5 times to climb up the first wall.

If you get the time, you can try out my level thread Machine Gun Mayhem (https://lbpcentral.lbp-hub.com/index.php?t=48531-Machine-gun-mayhem-a-1-4-player-shooter-with-npcs.), it managed to get pushed to page 7 in a day with 0 replys. just looking for suggested additions. thank you.
2011-02-11 05:00:00

Author:
pooter3001
Posts: 9


I enjoyed the level design to an extent. it didn't feel in theme with the characters, but it looked nice. It was a little small, I kinda wish i had more of an opportunity to walk around and try out the abilities. I too had trouble perfecting the R1>O jump off walls, only able to use it at one spot. I was almost able to make it up that thin tower by just moving to the other side after running up, but it seems that only certain locations on each wall would allow a climb, and i couldn't find the 4th spot for the life of me. I feel this particular demo would have served better to do a step by step intro of each action, and an appropriate obstacle for that action to overcome. I feel like i was just tossed in with an instruction manual, which was then removed, and expected to use the actions in a limited space that was restricted by a seemingly invisible wall.

I like that the bots look slightly different from the player(bot), but do wish there was a more noticable difference than a mustach so i could tell which is me in the crowd. I am glad i was able to turn off follow, cause they started to annoy me lol.

Overall, I feel it has the potential to be used effectively in a well designed level(which i also feel you have the potential to create). the system is simple, but has those small kinks of the jumping off walls that just restricts the ability to play without having to try 5 times to climb up the first wall.

If you get the time, you can try out my level thread Machine Gun Mayhem (https://lbpcentral.lbp-hub.com/index.php?t=48531-Machine-gun-mayhem-a-1-4-player-shooter-with-npcs.), it managed to get pushed to page 7 in a day with 0 replys. just looking for suggested additions. thank you.

Thankyou very much for the reply and your honesty,
as before, the level was just a first go at using the neon / holo materials, and I got a little carried away, I realised this at the end, but with all the 6th form work, I kinda had to leave it that way :..
I'm so glad you mentioned the tower, I just realised that for some reason, one of the tags is missing!.. No idea why but I'll fix it right away!


They the wall climb works is, it detects tags on the walls, these tags are put at the bottom of each small wall, or on certain places where the player would normally / have to collide with a wall.

I shall try to get the bots to look different, but the lacking ability of seeing hair under the AC hood kinda limits the possibilites..

I've already decided to revamp the way it works, I've even made a full on logo for it xD. And dont worry, the levels will make sense . In fact, I'm starting it right now ;D.

And I've queued and will play your level first

Thanks!
2011-02-11 11:27:00

Author:
Unknown User


I played it today, and also had a problem with the O wall jump.
I think the bot played pretty well despite the above.

One thing is that I didn't know if I had done everything to offer in the demo, as I couldn't find a scoreboard.
Plus what does the "eagle eye" do?
I can't remember any enemies, so maybe I did miss a section..I'll play again tomorrow.
2011-02-11 12:20:00

Author:
midnight_heist
Posts: 2513


Hey, thanks for the play Midnight Heist

There are currently no enemies.. I'm making a proper tutorial level as I type.. so I'm not updating this level any further.

I shall repost the completed system with tutorial level when it is completed!. - And also I should have my computer back tomorrow so I'll try and get a video online for next week (better one).

I've tested this level throughly... But here is more info -

When you wall climb (run up the side of a wall) there is no jump back option with O, it is only when you're hanging from a ledge. When hanging and holding the R1 buttom, press the O button to jump backwards from the ledge you're hold. Or, press the X button to leap up onto the ledge. A wisp of blue smoke will appear if done correctly.

I hope this helps.. expect a large update on this system, thanks for the reviews guys/ gals
2011-02-11 14:12:00

Author:
Unknown User


Hi JimSledger,

I had a go and thought it seemed like it could be good but the demo did a bad job of showing it off.

I will look again soon to try it out again because I think your updates will make a big difference.

Please play and review my level. I will be back to see your again soon:

https://lbpcentral.lbp-hub.com/index.php?t=48177-Mason-s-Temple-Part-1
2011-02-12 00:01:00

Author:
earlsignet
Posts: 16


Hi JimSledger,
I will look again soon to try it out again because I think your updates will make a big difference.

https://lbpcentral.lbp-hub.com/index.php?t=48177-Mason-s-Temple-Part-1

Queue'd and ready to to try next time I'm on.
I'm realising that the level didn't do it justice.. I'm currently working on a whole Animus-like tutorial. I've already built a whole title sequence at the beginning, it's looking much better!.

I'll make a new post dedicated to the finished thing.
2011-02-12 21:47:00

Author:
Unknown User


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