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#1

Castle Crash???

Archive: 12 posts


Hello people, I have an idea which I'm thinking of turning into a level. So I thought I'd see if I could get some feedback on whether or not it's something worth turning into a level in the first place. :o

Basic idea -

CASTLE CRASH - A MINIGAME

A Two player versus level.

Each player has three switches (one on each layer, see screenie), when a player jumps on a switch it spawns a knightbot. The knightbot heads in the direction of the other players castle, if he makes it to the castle, the castle takes damage, too much damage and the castle crashes.

So basically each player spawns streams of knightbots which head for the enemy castle, if a knightbot bumps into an enemy knightbot, then both knightbots are destroyed. There are limits on how fast you can spawn knightbots, and how many knightbots you can have at any one time. There are also cannons on the castles which fire at random at the knights, adding in a random element.

Here's a sort of mock up of how it might look...

http://i7.lbp.me/img/ft/ed7a626d3958373d714324ec99e1570b3e18fa76.jpg

If I decide to go ahead with it, the final thing will look waaaaay smexier though.


It might sound confusing, but it's actually very simple. And I think I more or less know how to make it work. But, I'm just wondering... is it worth making it work in the first place? I have other, very different, ideas, but they're a lot more complicated. So I want to do something fairly simple for my first level.

So any thoughts?...
2011-02-14 19:48:00

Author:
Snake Mountain
Posts: 84


Hey, sounds fun to me. It actually sounds like the kind of thing where you could rig up a simple AI for single-player too, I think. It's a simple system that does what it needs to. 2011-02-14 22:41:00

Author:
Unknown User


Intriguing...
I like it! It sounds like age of war that is addicting. But you should add some AI and player sensor logic(I think you know) to make it possible for single player.
2011-02-14 22:49:00

Author:
11204
Posts: 111


Maybe replace the buttons with a direct control seat physically jumping on the buttons would make game play a bit slow and chunky and also poses the problem of the sack bots stepping on them :/2011-02-14 23:25:00

Author:
Littlebigdude805
Posts: 1924


Hey, sounds fun to me. It actually sounds like the kind of thing where you could rig up a simple AI for single-player too, I think. It's a simple system that does what it needs to.

Thanks, yeah I want it to be as much fun for the player/players as possible, so I'm definitely gonna tweak/polish until I feel it's as good as it can be. Funny you should mention AI but, I was thinking of adding AI for missing players. Basically just a player sensor linked to a microchip to set off the switches in a semi random pattern. Had an idea to make the cannons player controllable too, if the player wants to take control of them, if not, the AI takes over.


Intriguing...
I like it! It sounds like age of war that is addicting. But you should add some AI and player sensor logic(I think you know) to make it possible for single player.

Thanks, and yeah AI is something I'm thinking of including. Especially since people seem to like the idea of AI. Funny thing is, I was only gonna use the AI to test the level.


Maybe replace the buttons with a direct control seat physically jumping on the buttons would make game play a bit slow and chunky and also poses the problem of the sack bots stepping on them :/

Thanks, and lol, you know, you're absolutely right about the knightbots setting off the buttons, and yeah maybe the controlinator might be a better way of triggering the switches. :o

So if I use the main buttons (triangle, square and X) as triggers, what should control the three cannons? Using the stick or directional pad might be kinda clumsy. Or maybe I should keep the cannons random?
2011-02-15 00:37:00

Author:
Snake Mountain
Posts: 84


I'd say, keep the cannons random. it could easily get unfair to spazz out on cannoncannoncannoncannoncannoncannoncannoncannonca nnoncannoncannoncannoncannoncannoncannoncannoncann oncannoncannoncannoncannoncannoncannoncannon you get the point... or you could could have cannon rotatorcooldown timer? idk.2011-02-15 02:17:00

Author:
11204
Posts: 111


I came here thinking this was a Castle Crashers level, lol. I guess keep the name, it got me here.

The game looks easy to stalemate, but then again I haven't played it. It might need a random or deployable variable. Give a warning then fire arrows once in a while. Use the cannons to aim and take out knight, or use to shoot and earn power-ups. Let user deploy one strong knight once in a while. Maybe a power up if user refrains from using all knights for a certain amount of time. Something to change the game flow once in a while and catch the opponent off guard.
2011-02-15 19:48:00

Author:
Hoplyte
Posts: 100


I literally thought of an Idea for a 2 player level just like this before I clicked the link D=
Oh well, beat me to it haha!

Looks like you have your basic Idea down, now to get started on the real thing!

Suggestion:
What'd be really kool is if you able to upgrade how fast your cannons can shoot,how many shots you can fire at a time, reload time, and being able to heal your castle. Just some ideas for ya! Lemme know if you'd like some help cuz I'd be glad to!
2011-02-16 00:47:00

Author:
iKyle94
Posts: 60


sounds likr good fun but you should be able to train all difrent kinds of troops2011-02-16 09:58:00

Author:
Unknown User


I'd say, keep the cannons random. it could easily get unfair to spazz out on cannoncannoncannoncannoncannoncannoncannoncannonca nnoncannoncannoncannoncannoncannoncannoncannoncann oncannoncannoncannoncannoncannoncannoncannon you get the point... or you could could have cannon rotatorcooldown timer? idk.

Yeah, players using "exploits" is something to be wary of. So whatever way the cannons work, I'm gonna try and ensure it's fair and can't just be spammed endlessly.


I came here thinking this was a Castle Crashers level, lol. I guess keep the name, it got me here.

The game looks easy to stalemate, but then again I haven't played it. It might need a random or deployable variable. Give a warning then fire arrows once in a while. Use the cannons to aim and take out knight, or use to shoot and earn power-ups. Let user deploy one strong knight once in a while. Maybe a power up if user refrains from using all knights for a certain amount of time. Something to change the game flow once in a while and catch the opponent off guard.

CASTLE CRASHERS!!! LOL!!!

Yeah well, when I was thinking of names I wanted something to do with either knights or castles. I was thinking something like, Knight Wars, Castle Siege, lol even "Sack the Castle!!" But no one would have got the joke on that. I dunno, I was gonna just use "Castle Crash" until I thought of something better, but so far, I kinda haven't thought of anything better. :o

A Castle Crashers level would be cool, and possible too I think. Not sure about a combo system, but a simple attack/defend system sounds plausible. Tricky though.

Gameplay balance is something I wanna get right, because without that, you got nothing. But I have ran into some problems...


I literally thought of an Idea for a 2 player level just like this before I clicked the link D=
Oh well, beat me to it haha!

Looks like you have your basic Idea down, now to get started on the real thing!

Suggestion:
What'd be really kool is if you able to upgrade how fast your cannons can shoot,how many shots you can fire at a time, reload time, and being able to heal your castle. Just some ideas for ya! Lemme know if you'd like some help cuz I'd be glad to!

Lol, yeah, working on it. Ran into some minor-ish problems, using three emitters means I can't limit the total number of knights a player deploys since all three emitters have separate totals. Using a controlinator also means that people can simply hold down all three deploy buttons at once and spam the entire level with knights! I'm thinking of using logic gates so that only one button at a time can be used. With the time delay on the emitters this should also prevent players from spam deploying knights.

Once I have the basic set up working the way I'd like. I might start adding in power-ups and upgrades. A holo dragon that spews fire???


sounds likr good fun but you should be able to train all difrent kinds of troops

Just gotta get the basics down first.

You know what's funny? Building the castle not only so it works during the game, but also building it so it comes crashing down in a satisfying way. Lots of destructors, timers, and sound effects.
2011-02-17 22:29:00

Author:
Snake Mountain
Posts: 84


A Castle Crashers level would be cool, and possible too I think. Not sure about a combo system, but a simple attack/defend system sounds plausible. Tricky though.

Sackbots. I've seen people do advanced fighting systems with them, so I think a Castle Crashers-like system should be entirely possible. With Sackbots you can even have them dressed up to fit the Castle Crashers characters.

I've been mulling over some ways to get a good mechanic going for it, and I think the tricky part is to get the enemies reacting correctly. Shouldn't be impossible, though - use the built-in 'player-seeking' behaviour and add some proximity-based attack linkages... Not at all impossible, I think.
2011-02-18 11:08:00

Author:
Unknown User


Sackbots. I've seen people do advanced fighting systems with them, so I think a Castle Crashers-like system should be entirely possible. With Sackbots you can even have them dressed up to fit the Castle Crashers characters.

I've been mulling over some ways to get a good mechanic going for it, and I think the tricky part is to get the enemies reacting correctly. Shouldn't be impossible, though - use the built-in 'player-seeking' behaviour and add some proximity-based attack linkages... Not at all impossible, I think.

Yep, a sackbot with an added attack/defend mechanic. I think you'd need some recorded actions linked to the attack/defend like, recording a very short sequence of the sackbot jabbing with the sword for attack or holding the shield up for defend, which might prove tricky. But the sensors and the counter (health bar) mechanics should be easy enough. I don't think a simple seek behavior would be sufficient, you'd need to use a randomizer tweak and alternate between maybe patrol and seek behavior so that enemy bots kinda circle you in between moving in to attack.

FOR ENEMIES GETTING HIT -

Microchip with a button press activated sensor on the player for attack (tight proximity), a tag sensor on the enemies microchip of matching color with tight proximity linked to a counter for health.

To make it slightly more complicated, you could add in an animation of the enemies head jerking backwards to show they've been hit. And you'll also need to figure a way to ensure players need to tap the button to attack, instead of just holding it down, a timer maybe?


I'm just guessing with most of this though, to be honest. Fact is, I'm kind of a LBP newbie just trying to learn how to make stuff work. Lot of trial and error... lol, ok, so mostly error, but I'm getting there... wherever there is? :o

Anyways, if you do decide to try it (and really, why wouldn't you? ), post about it here on LBPC and keep everyone updated, you'll probably find people willing to help you out and offer advice.
2011-02-18 16:26:00

Author:
Snake Mountain
Posts: 84


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