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Crystal Shadows - An LBP2 RPG

Archive: 47 posts


http://i8.lbp.me/img/fl/ca8dc6c85d8f15256315a67ace9bde552fee0629.jpg
(Current In-game logo)

I'm currently working two LBP2 rpg's, which are Crystal Adventures, a Multiplayer top-down view rpg of which a demo has already been published, and this one, Crystal Shadows, a Singleplayer side-scrolling rpg still in the works. The first is one I'll need litlle to no help on, but I would love to have some more people work the latter, so that's why I made this thread.

The plot
- Coming soon -


Gameplay
The overall gameplay will consist of running through the field whilst interacting with the environment and fighting hordes of enemies. You will have several attacks available in this Action-RPG, more on that will follow later.

Controls
The controls have been completely changed from what they once were, so here are the (current) new controls:
Left analog stick: Move character.
Right analog stick: Move head up and down.
Square: Melee attack in whatever direction your character is facing.
Triangle: Open the in-game menu.
Circle: Interact.
Cross/X: Jump.
R1: Block in the direction your character is facing.
L1: Evade.
The controls may be subject to change.

Music:
I intend to use as much custom music as possible in my levels, which is why I've been working on some songs for quite some time already. Problem is, I'm not very good at making music, which is one of the things I'll need other people for. The music should match the musical styles of games like Final Fantasy, and must be somewhat futuristic in its style.

Things I need people for:
Plot design: Although I will be able to think of a reasonable plot if I set my mind to it, I would love to have someone help me on it.
Music: Something I'll need lots of help on, I'm searching for people who are good at using the music sequencer to make Final Fantasy-style songs.
Level design: Though not neccesary, I would very much appreciate it if someone can help me designing the levels. This includes the puzzles, the placement of objects throughout the levels and things like background design.
Technical support: I've already made many of the technical aspects of this rpg, but any help would be appreciated.
Other: If you're interested in helping on these levels, but you don't like the things mentioned above, your help is still very much appreciated. Any ideas/suggestions are welcome, and of course anyone who participates will be credited for their hard work. I will add a Credits option to the start menu where everyone will be credited, and I'll probably also add other places where your names will be mentioned.

Project workers
A list of all people currently working on the project, along with their function(s):
Aegonian - Logic, Level design, Music, Character development, Plot development.
Gamer3215 - Logic
Dxcam1 - Music

These people will be listed in the credits for their contributions. Last of all, Alic44 will also be listed under 'Special Thanks' for having created a series of amazing tutorials, which made me redesign the character controls.

Contacting me
You can contact me either on this thread, or in-game by sending a message to Aegonian or leaving a comment/review on my profile or one of my levels. You can either choose to build on your own moon (probably useful for music-makers), or choose to join me on my moon and work on the levels directly. I live in the Ntherlands (GMT +1), so consider that if you'd like to join me, for a huge difference in time zones can greatly affect the time we can see eachother in-game.
Once you have contributed something to the game, you will be listed under Project Workers, as well as in the in-game credits.
2011-02-19 13:48:00

Author:
Aegonian
Posts: 65


Ill help with technical support and mabye some plot design, if there is anything else i would help with that too 2011-02-19 14:56:00

Author:
Unknown User


Thanks for joining me Gamer3215! I'll show you my level once we're both online, then you can choose something you'd like to work on first!
Do you have any ideas for the abilities of the third character? The first/main character has a sword and magic, the second has bow and arrows, but the third doesn't have anything unique yet, so we need to come up with something for him. I was thinking of having him be the (physically) most powerful character, being capable of clearing obstacles and such. It might be possible to give him power gloves, but we'll have to find a way to make them look less technological if we decide to use them.
Oh, and I just got an idea for a fun little addition: A pet or something to follow the main character wherever he goes, which can be used to obtain bonuses in levels if you don't lose it along the way. It could, for example, crawl through small holes in walls to activate a switch on the other side, which could open a door to a shortcut, a chest (for extra points) or some other bonus. I think that's what I'm gonna work at now.
2011-02-19 23:06:00

Author:
Aegonian
Posts: 65


I can also help with things such as design and stuff I'm up for anything else as well, if you need me for it.2011-02-20 01:15:00

Author:
XFennoX
Posts: 82


I'm glad you want to help to! The first level, in which the controls and overall game mechanics will be explained, is what we should finish first. For now I have the intro screen, where you can choose to start a new game or continue from a checkpoint, and a small area in which you start when choosing to start a new game. I'd like you to take a look at it soon, ok?

EDIT: I just finished a new enemy, the Crystal Golem, which has more HP and whose attacks send your characters flying, making it hard to attack them. The pet-thing has also been finished, and I have a few half-completed songs now.
2011-02-20 16:43:00

Author:
Aegonian
Posts: 65


Ok so when are you usually online?2011-02-20 16:44:00

Author:
Unknown User


I am online quite a lot, usually (on mondays to fridays) from around 15:00 GMT to 21:00 GMT. Due to the huge amounts oh homework I have at times, I may not always be online around those times, and as I also play another online game (Minecraft), there may be some irregularities. During the weekends I am usually online all day long, but the time at which I get up/go te bed are rather irregular (Sometimes, I wake up around 9:00 GMT, but I might just as well wake up around 15:00 GMT...).2011-02-20 20:01:00

Author:
Aegonian
Posts: 65


I might be able to help ya with the plot. But not anything else, my time is limited.2011-02-20 21:16:00

Author:
TNSv
Posts: 302


Gamer and I have been working on the level a bit, so here are some updates:
-Gamer has started working on an inventory, and if we can get the cameras to work as they should, it will be implemented in the levels.
-I have made the respawn system working.
-New enemy, crystal golem, now works as it should, having it throw away the characters and dealing damage to them. Next up is to make it throw away other enemies as well.
-Started working on the storyline, and started working on the old party*.

*The old party is the yet unnamed group of characters led by the father of the protagonist. The old party was on a quest to find and collect the Xanafir, one of the most powerful Crystals in the world, which is needed to fight off the antagonist. However, the party failed to collect the Xanafir due to the temple in which it was hidden collapsing, killing almost everyone inside. Only a friend of the protagonist's father survived. He was able to save the father's sword, which would be given to the protagonist on his eighteenth birthday.
The first level will have you play as the old party, going into the temple, in search of the Xanafir. Once you enter the room that started the collapse, a cut-scene will start playing, in which you see the temple collapsing and the old party trying to flee. Then you'll see another cut-scene featuring the protagonist, but it's content is not known yet. The next level, or, if the thermometer allows it, this first level's end, will feature the eighteenth birthday of the protagonist.

TNSv, what do you think of the current background story? Any suggestions for improvements, or perhaps for the story after the first level?
2011-02-25 15:54:00

Author:
Aegonian
Posts: 65


I am currently mixing my own sackbot logic systems with those of Alic44, who teached me a lot with his tutorials and will therefore be listed in the Credits!
In the meantime, Gamer got the menu working, but it's not completely finished yet. We only have the controls for selection and such ready, but that should've been the hardest part.

I will post more images of our progress soon, by which I hope to be able to 'recruit' more people. We still need some designers for levels and especially some for music!
2011-03-10 03:43:00

Author:
Aegonian
Posts: 65


I have updated the OP with new info on the gameplay and the controls, as well as a new section called Project Workers and a lot of new pictures showing the things we already have.
I hope this will attract some more people to join us!
2011-03-11 14:46:00

Author:
Aegonian
Posts: 65


TNSv, what do you think of the current background story? Any suggestions for improvements, or perhaps for the story after the first level?
Add me on PSN, we could discuss ideas in create mode. Seems okay thus far. I will try to brainstorm ideas to make the story more complex, more original, and include more plot twists. Seeing as our timezones are nearly the same, I doubt we will have much problems with this. I could design you some levels when I have time. We'll discuss more later. I'll add you in a few mins.
2011-03-11 16:35:00

Author:
TNSv
Posts: 302


Inventory/in-game pause menu is "almost" done! We just need to add some items and such, and get the numbers for how much potions or items you have working. 2011-03-12 02:22:00

Author:
Unknown User


The menu now is fully operational! Items work, the Continue and Quit functions work, and we've fixed some other issues: For example, it is no longer possible to switch between characters while you are browsing the menu, and stamina will no longer regenerate when the menu is in use!
Stamina is now fully operational as well! The main character can run for approximately 20 seconds, during which the blue bar will gradually decrease, and when not running, you regain stamina and a lower rate: Regenerating the entire bar takes around 40 seconds!

I decided to make the gameplay look more like the Zelda games, where you have to clear several dungeons/temples, where there always is one mini-boss that gives you a new item, and of course, a boss at the very end, which you must defeat using your new (and old) items.
Instead of interacting, the Circle Button is now used for using those items. One item has been added already: The Boomerang, which already is fully operational. The next item I will add is the bomb. Any suggestions for more items are welcome!
Btw, these items will all be listed in your inventory, where you can select the item you want to use with the Circle button. I already know how to make that selecetion of items working.

Last of all, @ TNSv: Last time we tried joining each other resulted in my online connection failing, which was why I had to reset the connection if I was to keep playing... I think we must discuss the plot on the forum, in-game doesn't seem to be working for us.
2011-03-14 23:05:00

Author:
Aegonian
Posts: 65


Sounds good. Im happy to see someone is crafting an action RPG. While I like what your doing here--i cant commit yet, im doing a big RPG myself, however i am a fairly good writer or editor--i could give you suggestions/impressions or help write the plot or characters if you wanted. Its a good start you got there, though it just needs polish.

I also think it would be cool if the characters have individuality gamewise (which you probably have done) like ones a Tank, the others a mage, and the other a fast thief type character--stuff to make the player want to switch characters for different situations, it just seems like the main character is the only useful guy.

I actually wanted to create something like this next, so i am looking forward to see how this one turns out, good luck
2011-03-15 02:19:00

Author:
Rpg Maker
Posts: 877


I would appreciate any help, and the plot and characters are some of the things I'm having most trouble with, so your suggestions and impressions will probably be of great use!

About the character individuality, I had been thinking about individual skills and such for a long time, and today I started building the logic systems specific for the other two characters: The first, for now nicknamed as Comrade 1, has been given faster attacks, faster movement speed (slightly slower than the main character while he is running, but with the advantage of having infinite stamina) and the ability to jump higher (and therefore further). He will also be given combo-attacks, and another swift move to be executed using the Circle button (Not yet sure what kind of attack it will be, though). I will also give him the ability to evade attacks, just like the main character, which, for now, has been nicknamed Hero.
I've also been working on 'Comrade 2': He has gotten an all-new outfit, and now is a wizard. I got his Square attack working already, the fireball magic, and will soon add another magical attack, though I am still trying to think of a good attack... He will be just as 'slow' as the main character, but will lack the ability to evade, run or use items like the boomerang or the bomb.
Also, the bomb is working already: You can lay down a bomb in whatever direction you're facing, after which you'll either have to push the bomb away from you, or simply run away yourself: The bomb will kill all of your characters that are within the blast radius, no matter what layer they are on. It will automatically detonate after five seconds, and will start smoking after 2.5 seconds, to indicate that it will explode soon. Obviously, it will deal higher damage to enemies, and instantly kill some of the weaker enemies. Next thing I have to add is a limit on bomb usage: You will only be able to carry a certain amount of bombs at any time.

After I got some more character stuff working, I will start working on either enemies or in-game shops.
2011-03-15 23:33:00

Author:
Aegonian
Posts: 65


Wassup dude? just wondering if you had gotten some music for that level? I can make some music 4 u if u want.2011-03-16 07:29:00

Author:
Unknown User


Great! I have made two rather simple songs (one of them is much like the 'prelude' from Final Fantasy, the other is a simple dungeon theme. I've also got a bunch of unfinished tests, but most are quite crappy...), but I won't be able to create as much custom music as I want to use in my levels. I'll add you on PSN and show you what I've already got next time I go online.
Are there any styles/genres that you specialize in?
2011-03-17 12:14:00

Author:
Aegonian
Posts: 65


hey!! i can help you with the respawn system using tag switches and tags!!.. and i goog with logics and with music.. i can made the songs for the level!! i will send you a psn my psn is: vgx lord13 .. my levels are no so good but a improve a lot my creating skills in the last months!! i understand how to use al the logic tools! i will be glad to help u!!2011-03-18 01:54:00

Author:
Unknown User


Great, another creator to join our cause!
I already have the respawn system working, but I would still like to know how you make yours: Perhaps your is more efficient, or perhaps a mixture would do best. Although Gamer and I will be able to handle most of the logic aspects of the levels, any help is appreciated! And another creator working on the music is always great, as I plan to use lots of custom songs. Any styles or genres you specialize in?
2011-03-18 13:11:00

Author:
Aegonian
Posts: 65


I decided to change the first level from being both the main menu and the first actual level into a menu-only level, with more options than before. I added 'Info' to the main screen, which, upon selection, brings you to a new screen, where you can choose either Controls, Story or General.
My first idea was to use a 'movie' for explaining the controls, but I changed my mind due to the thermometer. When selecting Story, you will be introduced to the story by either a movie or by a screen full of text and pictures (I have yet to decide what to use). General will explain you how the gameplay works, e.g. how to use, collect and buy items, how to solve puzzles using all three characters etc.
2011-03-21 11:55:00

Author:
Aegonian
Posts: 65


*nevermind* . And so far this rpg looks amazing.2011-03-23 00:53:00

Author:
Unknown User


too much to read currently (near 7am here) so ill read this later

but so far im keepin an eye on this
2011-03-23 11:26:00

Author:
Shadowcrazy
Posts: 3365


How did you get such nice looking character icons? They look very good.

Also, this sounds great. Looking forward to both your top down and side view levels.
2011-03-24 00:51:00

Author:
SSTAGG1
Posts: 1136


I've seen some of the logic for this firsthand, and Aegonian and his team are putting plenty of work into this RPG. I volenteer to be a Beta Tester for this, as I'm already friends with Aegonian. 2011-03-24 01:32:00

Author:
Goober1823
Posts: 76


I know of a great music-creator. He'd probably want to take this on, though he usually redoes and remixes songs (I got him to do a few originals, and they're great, in my opinion )
jjmac13 is his PSN, so message him or something and I'm sure he'll be happy to help
2011-03-24 03:27:00

Author:
Narwhal
Posts: 111


@SSTAGG1: Those character icons were made by simply taking a photograph of the characters' heads, and placing the stickers on a hologram. And I'm glad to see another person being interested in our RPG! Crystal Adventures, the top-down one, will see more levels in the future, but my first priority is Crystal Shadows.

@Narwhal: I'll send him a message sometime!

The controls screen is done, and after finishing it, I started making chests, which, by now, are working as well! I made six kinds of chests: Two for points (a small one for 500, and a large one for 2500 points), and one chest for each potion you can have. For now, opening a chest fully replenishes your stock of, for example, potions, but I will try to make it so that you only get one or perhaps a few potions from each chest.
2011-03-25 15:08:00

Author:
Aegonian
Posts: 65


It's been a while since I posted an update, so here goes:

The Main Menu level is nearly finished thanks to Gamer, and Dxcam provided us with several amazing songs!
Furthermore, shops have been added and are working very well, although there may still be some glitches left. Same goes for the in-game menu, although I have already fixed most bugs today. One of the updates made to the menu are the new item symbols, which look much more realistic than those silly holograms we used to use. Also, if you now collect or buy an item, you will get only one of it, instead of instantly maxing out your stock.
The magic attacks of the wizard have been improved as well, especially in their appearance.

What I did today was a lot of beta-testing and bug-fixing, as well as updating the characters for a bit. Item stacking has been fixed, the shop has seen multiple fixes (For example, if you entered the shop and selected 'buy', you would instantly buy the selected item, but that has been fixed now.). Chests have seen quite some updates as well, for they now work for all characters (though the wizard still has one problem, but I know how to fix that), and they now show the item you collected once it is opened. I also worked on some scenery, and tried building in the glitched layers behind the 'official' three ones, but due to a bunch of glitches I was unable to create any decent background...
I probably forgot to mention loads of things, but these should be the most important things. Tomorrow, I will try fixing all bugs I hadn't fixed today (That is, if school won't take too much of my time...).
2011-04-04 19:58:00

Author:
Aegonian
Posts: 65


Today I fixed some more glitches, tried redesigning the HUD and made a new, improved health system that allows HP to be healed in small amounts, instead of only allowing full heals, which wasn't very hard to make, actually.

About redesigning the HUD, this is something I think of as absolutely necessary: Not because it could look better, but because I noticed that collecting points screws up the HUD, as the score display will cover vital parts of the HUD. I tried redesigning the HUD so that the score display wouldn't cover any vital parts, but this led to the HUD being placed so far to the centre of the screen that it just looked awful. Placing the health bars on other locations didn't look well either, and finally I gave up for the day...
However, if we switch to using only one character instead of three, the HUD will look way better, and although some fun gameplay aspects might become impossible, it would allow for loads of other things otherwise impossible:
One such thing are intense boss battles: How possibly could we make a boss battle where you have to be aware of the boss's movement at all times, dodging fast attacks and attacking at exactly the right moment whilst controlling three characters? The other two would always be in your way, and placing them outside of the boss area in every boss fight wouldn't be very fun either. Furthermore, having three characters requires advanced AI, much more advanced than that of enemies, and the complexity 'taken' by the three characters is huge: If we delete the two 'comrades', our levels can become quite a lot bigger. Last of all, it would, obviously, eliminate many (possible) glitches, as I already experienced that having three characters gave rise to loads of glitches.

What do you guys think?
(Oh, and Dxcam, if you're reading this: The first boss will be an enormous serpentine monster of which you can only see the neck and head during the fight, as the rest of its body rests inside a small lake-like thing, so perhaps that can help you think of an appropriate boss battle song. (For an idea on what the area will look like, you should take a look at the first boss fight in the Legend of Zelda - Twilight Princess (Forest temple boss), for that is where i got the idea)).
2011-04-05 21:52:00

Author:
Aegonian
Posts: 65


A complete overhaul:

I have changed the theme of the game to be futuristic, and a storyline has finally been made! I am currently working on the new main character (which will use most of the old logic), other characters, enemies etc.. More updates will follow soon, and I am still looking for, amongst others, level and object designers!
2011-05-24 14:18:00

Author:
Aegonian
Posts: 65


I'd be happy to join your project. Besides, your my PSN friend, and I like future stuff. 2011-05-24 20:51:00

Author:
Goober1823
Posts: 76


Glad you want to help!

Oh, and here are two new pictures:
First, a new enemy I've been working on. This is the Seeker mentioned in the plot summary, do remember it's still a work in progress.
It will use machine guns, rocket launchers and some other attacks. Hitting the Seeker on its body (by standing on the ledge-things on its claw) will hurt the Seeker, colouring it red for around 1/10 of a second. When it is defeated, its arms will explode, after which the entire robot falls down to the ground and explodes, leaving only a few, small pieces behind.

http://i2.lbp.me/img/ft/d4204a0029724e71aa912e4fbd35100114794ff6.jpg



Secondly, the new HUD. It has been simplified but I think it looks better now. I got rid of the blurry holograms, using timers, counters and microchips instead, along with some decorations. The logic for health and stamina (now the blue bar) has been simplified as well without reducing their effectiveness. The amount of health and stamina your character has is now far easier to customize, as you need no additional logic (we can simply adjust the timer and counter's values).

http://ia.lbp.me/img/ft/5fae1c216af9ac3af676c99bbc673b624f356c7f.jpg
2011-05-27 23:08:00

Author:
Aegonian
Posts: 65


Does this still have party members? I sorta liked the portraits there too, but that looks more like an actual game Hud. Good Job 2011-05-28 00:05:00

Author:
Rpg Maker
Posts: 877


I dropped the party concept after quite some considerations. However, I too still like the use of parties, so if I can make an advanced AI for not-controlled party members, I might implement it into the the levels again.

As for the character portraits, I will probably sticker the microchip in the top-left corner. I just haven't made the right sticker yet

I dropped the Crysta-vision as well, so I have the right and left buttons on the D-pad available again. Those will be used as short-cut keys for the use of potions.
Last of all, I added a simple double-jump ability. It needs a little more logic to work exactly as I want it to, but that shouldn't be a problem.
2011-05-28 11:50:00

Author:
Aegonian
Posts: 65


Another change of plans (luckily we have yet to design the actual levels, otherwise these constant changes would be devastating to our progress):
I have decided to use The Elithian Alliance, a forum and roleplay I run (http://elithianalliance.forumotion.com/), in this RPG. This means we will use lots of characters, races, empires etc, as well as the background story, that are used in the roleplay I mentioned.

I already made lots of new characters, including the main protagonist and antagonist, and I updated a few other things:
- The HUD's appearance has been adjusted to fit the new theme, and a new feature, the Illuminator, has been added.
- The in-game menu has been updated as well: It now uses a different font, new (and more!) items, and I fixed a bug when selecting 'Quit Game'.
- Double jump has been improved.
- The chests have been updated.

Now I am going to try optimizing the health system, and I'll try making enemies work. Also, pictures of the aforementioned updates will be uploaded soon.
2011-06-13 16:43:00

Author:
Aegonian
Posts: 65


How are you making the health system? I've dealt with pretty much every type there is, and typically, the speed-scale timer is the best choice. If you're looking to optimize it, I may be able to help.2011-06-13 17:15:00

Author:
SSTAGG1
Posts: 1136


Currently, I use a timer (2 seconds). For healing, I made a small something that adds 0.5 seconds to the timer for , and for damage, I made four such things, dealing 0.1, 0.2, 0.3 or 0.4 'seconds of damage' each. Only problem remaining seems to be that, at times, the damage you take varies from the amount of seconds I chose, for example: I made an attack that SHOULD deal 0.5 seconds of damage, but the timer, for an unknown reason, keeps counting, dealing ?0.8 seconds of damage instead.

And here are some new pics:

http://i0.lbp.me/img/ft/8104af80caf2e1e0ad03ce956aee8f708c8041d9.jpg
I made a new menu. The old one was glitched, its wiring had gotten screwed up and no longer fitted the theme. This one allows me to use sub-menus far more effectively. Some more pictures (For now, Level Select is the only sub-menu. I'll probably add a few more sometime later):
http://i3.lbp.me/img/ft/bf31c61279d335d4e0b33d5ca8fce41ffbaed1bb.jpg
http://i0.lbp.me/img/ft/4209f2011a65c670d1270ebaa2fbc14209559216.jpg
http://ie.lbp.me/img/ft/c5e361210bec82fa5d777f749f964cd845a34b5f.jpg

These are some of the characters I made (These are Aegi (Elf-like creatures), and the top-right one is the character you will control):
http://i5.lbp.me/img/ft/6f5eb9dd54198f363d372fa82d261195b424910d.jpg

More characters. Top-left ones are Cratons, the most common enemies, top-right ones are Notix and Trinks, respectively, and the lower row contains some of the more powerful enemies: (From left to right) Creaton, the main antagonist, a Thelean, one of Creaton's minions, and a Hyvon, another minion:
http://i7.lbp.me/img/ft/897a22888421025c8655fc3725ba04ea957df8f2.jpg

Last of all, a picture of the current HUD, and the updated Inventory (With new items!):
http://i1.lbp.me/img/ft/b617dfd812ee2d1af1367a251542853960890690.jpg
http://i6.lbp.me/img/ft/006ef4a1573faf99744aa00865ac53759578bf68.jpg
2011-06-14 22:44:00

Author:
Aegonian
Posts: 65


Ahh... this has changed alot from the last time i came, i like the new hud btw.

The rpg still looks amazing too
2011-07-05 17:15:00

Author:
Unknown User


I added two more functions: Sneaking (by holding R2), and rolling (L1 while on the ground. L1 after a jump is a forward somersault that allows you to reach even higher heights. L1 while blocking does a small evasive backjump.). Sneaking doesn't look too good and I've only done the movement logic for now, the logic that makes it harder for enemies to spot you has yet to come.

Oh, and Goober1823 has now officially joined the team. He'll be doing the cinematics.
2011-07-07 09:02:00

Author:
Aegonian
Posts: 65


How's your music going? Give me a holla if you still need help 2011-07-07 12:56:00

Author:
Unknown User


@duxy87: More music is always welcome! Feel free to add me on PSN and join me on my Moon any time!

Also, the prologue level will be finished soon, but before publishing it, I will build a small tech demo level. Once the prologue has been published, I will also start a new thread with the new project name, more info on the project and of course, links to the levels.
2011-07-18 01:21:00

Author:
Aegonian
Posts: 65


Tech Demo level has been published. Here's a link to the Level Showcase thread (And thereby level link): https://lbpcentral.lbp-hub.com/index.php?t=60251-AEG-Corps-The-Fall-of-Elithia-Tech-Demo2011-07-19 23:24:00

Author:
Aegonian
Posts: 65


Man, this sounds and looks great
How's the plot and story going? I could help you with that if needed. I'm not any good in any other aspect, really.
2011-07-19 23:55:00

Author:
SnipySev
Posts: 2452


I'm definitely going to be checking this out when I get the chance. Sounds really interesting!2011-07-20 03:13:00

Author:
Mysteltain
Posts: 59


I think I've got the story covered:
I run a roleplay on my 'own' forum (on forumotion.com), and that roleplay's story is the background story for the levels. In total, we have already written around 300 pages of story!

Anyway, the levels will begin with the player, being a member of AEG-Corps (a secret Aeginian military organization), exploring the deep undergrounds of a yet-to-be-named planet, where the legendary Relinquished is said to lie dormant. The player will find a gate that can only be opened with a special Key, ending his mission. He will return to the AEG-Corps Terran Surveillance Team Mothership, where he is chosen to participate in a special mission: To infiltrate Centagalaxon and retrieve the Xanafir before Creaton and his forces do so. The player will be sent on a few minor missions, which will be his training, after which he joins the crew of the AEG-C42 (the spaceship that will be used to infiltrate Centagalaxon) and takes off. He will run into several Thelean warships on his journey, and finally, he arrives at the entrance to the Centagalaxan Vaults. He travels all the way to its Core, where he finds Creaton and the Xanafir. Then, the final battle will take place. The player is unable to defeat Creaton, instead grabbing the Xanafir when Creaton is recharging energy after having launched a devastating attack. The player manages to lock Creaton away in a tomb, but just before Creaton is teleported away he shoots a last shot at the player, hitting the Xanafir and causing a massive amount of energy to be released in a single, giant flash. This burst of energy results in the downfall of almost all civilizations currently active in the galaxy, leaving many planets cold and barren. The fate of the player is not (yet?) revealed.

I guess you won't understand most of it (after all, none of you knows anything about the background story, the Aegi, Creaton, Centagalaxon, the Xanafir or anything), but I'll explain as much as I can in the levels.
2011-07-20 22:54:00

Author:
Aegonian
Posts: 65


I have decided to merge my two projects, Last Days: TFoE (previously known as Crystal Shadows), and Crystal Adventures (The top-down thing, of which I released a demo long ago). I never knew what to do in the Crystal Adventures levels, and I thought top-down, in some situations, fits Last Days better. Thus, some of the levels will be side-view, others will be top-down. Perhaps I'll even make it so that you switch perspective in some levels, but as that'll require quite some additional logic (and thermo space), I'm not yet sure if I will.
Both versions will use the exact same HUD and Inventory Menu.

Currently, I am building a top-down version of the sackbot I already made. I will try to include most abilities too, and to keep the controls similar, but this is not always possible: Rolling, for example, is not possible. Instead, I use dashing on the top-down version.

I will also build levels that allow the player to control a spaceship in a large open-world-ish level. These, too, will be top-down.


I am still looking for a level designer, btw. I'm having trouble thinking of good level-layouts and such...
2011-08-05 22:36:00

Author:
Aegonian
Posts: 65


I think I can help out with the top-down space parts. I like space, and I've done something like that before (hehehe). I'm pretty sure I can come up with some space invironments and such. 2011-08-06 00:38:00

Author:
Goober1823
Posts: 76


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