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#1

A side scrolling beat 'em up game~

Archive: 10 posts


Hi everyone. :] I've been working on a side scrolling beat 'em up game for the past few weeks, but I've only been doing logic so far. It probably won't be ready for quite a long time, but I'll be happy to release a gameplay demo once I work out multiplayer support. About the gameplay...

Fighting is all melee based at the moment, but I might add in ranged attacks as long as it doesn't imbalance the combat.

The sackbot I'm working on now has a fighting style based on various kinds of kicks (I used the gyroscope for kicks). If the player rapidly presses the triangle key, you can enter a series of Chun-Li style kicks which extend your attacking range as long as you press the triangle key rapidly. I'm using invisible holograms with tags attached so the enemies know when they're hit, and they are also knocked back. You can also do flying kicks by pressing triangle and while tilting the left analog stick in either direction when you're not in contact with the ground. The bonus effect to flying kicks is that the character homes in on the target when in range. L1 is used for sprinting, but if you press triangle while sprinting, the sackbot does a skid attack and slows to a stop. You can guard (though it's rather pointless at the moment now... I would love suggestions on how to make defense in the game better! Perhaps I can add enemies with projectiles you can block). When blocking, you cannot perform any other action.

As for punches, the animation is a slapping animation with invisible holo to knock the opponent back. Punches are very short range and are pretty much inferior to kicks, besides the fact that a punch/slap can knock the enemy down. Since this sackbot is focused on kicks, I will probably make another focused on punching combos, along with a stun effect. If anybody has suggestions on fighting styles for other sackbots or modifications to the current ones, I'm all ears!

And enemies. I have thugs right now that slap you if you get close to them, and if you manage to get closer without them slapping you, they'll grab you. Enemies of the same behavior will still vary in appearance, like different clothes, colors, and whatnot. If anybody has more ideas for enemies, I'm listening. I was planning on having all enemies be sackbots which are emitted in groups with a randomizer at numerous points through the game.

I'm also wanting to combine the beam 'em up genre with the platforming genre, but the way I have respawning set up is that the sackbot will respawn where it died after 3 seconds... which will be a problem if I add hazards. Perhaps I can have nonlethal obstacles instead?

I also have a question regarding character appearance... would it be more appealing to have preset character appearances or for the sackbots to take the appearance of the player? Oh, and combos too. I need more combo attack suggestions. ^^;

I'll be working on the HUD tomorrow.
And I'll be happy to answer questions you may have about my project.
2011-02-20 05:09:00

Author:
Unknown User


Well, I've decided that small healthbars directly over the heads of the sackbots would be better for multiplayer, so that's what I went with.

Over the past weekend, I worked on the second playable character which lacks rapid kicking but features a companion sackbot (a dog) which can be controlled by tapping R2 and L2 to toggle it. It will then be able to be targeted by enemies, which will make it useful as a decoy. It also cannot die, but it cannot damage the enemy either. Its normal speed is also faster than the player's sackbot. It can remotely heal the player sackbot by grabbing a health item instead of having the player sackbot need to grab it themself, which will be handy if the player is currently fighting off other enemies. The right analog stick will make the player sackbot drop a bone, and if enemies run into it before it disappears, they will be damaged.

The previous sackbot I mentioned can change into a bearsuit which has a separate healthbar. It can only be used once per emitted sackbot, and the player sackbot will need to die to change into the bearsuit again. The player sackbot will not take damage when in the bearsuit.

I need to make two more sackbots... I don't know what they should be able to do, though. Dx I want to stick with mostly close ranged attacks, but I also want to make them a little more different. Ideas?
2011-02-22 03:04:00

Author:
Unknown User


Hmm, well the standard thing in scrolling beat 'em ups is to vary the size and strength of the enemies, and also their attacks. But having enemies which are capable of different attacks is your biggest problem because of the limitations of sackbot animations. How about enemies using double fist attacks? Jump attacks? Maybe weapons? (If people can get sackbots to hold lightsabers, anythings possible. )

Can you upload some screenies through LBP me? I'm curious to see how it looks so far, ever play Scott Pilgrim, Castle Crashers, Final Fight?
2011-02-22 03:42:00

Author:
Snake Mountain
Posts: 84


Thanks for the ideas. :] I'll definitely try making more enemies of different sizes. I'll also rework the damage system a bit so that I will be able to give the enemies more varied attacks (I really need to do this as soon as possible). And about the weapons... I'll be thinking of that. I want to make it so the enemy can drop their weapons upon death and the player can pick them up... Not sure how I'll do that, but I'll try to figure it out. ^^ And I'll be putting screenshots up when I start making the scenery. If anything, I will upload a tech demo before I do screenshots.

I haven't played those beat 'em ups in particular, but I've played others like TMNT.
2011-02-22 04:12:00

Author:
Unknown User


Yeah, stuff like TMNT works too.

No idea about how to have enemies drop weapons that players can use. That sounds kinda tricky. :o

Will you be adding in some platforming elements too? Beat 'em ups have incorporated platforming elements too sometimes, and since LBP is tailor made for platforming, it might be something worth considering.

Maybe you could check out Youtube videos of games like Double Dragon and Streets Of Rage for more ideas? Lol, I'd love to see the first level of Double Dragon recreated in LBP.
2011-02-22 04:32:00

Author:
Snake Mountain
Posts: 84


I'll add a bit of platforming in, but there won't be any areas where you can die in one hit. ^^ I got a character selector up and running today, and I also worked on a quick opening scene for the start of the level. The character selector works 100% when there's only one player, but only around 80% when there's two players. :/ And the character selector can only manage a maximum of two players at the moment. I'm not sure if I want to set the level as a versus level or cooperative level. A versus level allows people playing online to have two different cameras, right? So the character won't die when the other is offscreen?2011-02-23 02:53:00

Author:
Unknown User


I like this idea, I'm working on an attack system for an idea I have. I was using a lightsaber for my idea though. But same method of gyroscopes for attacks, I had concepts up and were adjusting had an idea, then my system froze as I deleted a wire.... but anyways. The block system you were talking about could be an invisible hologram in front of the direction the character is blocking. I agree with "Snake Mountain" that sackbot animations aren't to great :/. A way you could do the weapon pick up after the enemy dies would be a follower activated by a tag. When the tag is triggered for the enemy it will follow them. Once the enemy dies it will put a not gate on the weapon and be available for pick via another tag which would then follow your character. I would say more but it's kinda late where I'm at. Friend me up if you want to know the method I'm talking about or message me.2011-02-23 04:46:00

Author:
bmoney2310
Posts: 187


No idea about how versus levels work, kinda something I'm stuck on with my own level. Being a beginner sucks.

If you are having problems with specific things, first do a search on LBPC, see if anything turns up. If you don't find anything relevant during the search, then make a post in the help section and see if anyone can help you out.

About animations, I was just thinking, wouldn't it be great if we could use the L and R buttons to control a characters legs like we can with their arms? Would open up the animation possibilities a little, high kicks would finally be a possibility and Kung Fu Sack could live!

Who knows? Maybe we'll get an advanced character animation editor at some point.

Weirdly, I've always imagined a LBP beat 'em up to look and play a little something like Rag Doll Kung Fu. Shame you'd need the grabinator power up to grab though. :o

Anyways, look forward to the demo of this, I think it's a great idea.
2011-02-23 19:44:00

Author:
Snake Mountain
Posts: 84


Anyone try making a River City Ransom like level?2011-02-23 20:02:00

Author:
Jman2113
Posts: 5


That sounds like a good idea for weapons, bmoney. :] And the blocking system I have is that L3 is connected to a NOT gate which is connected to an AND gate triggering damage taking, so that when you are blocking, you do not take damage. Also, I was just thinking... I'll have grabinators in the level and I'll be able to make it so you can throw objects at other enemies. I'll have the item emit an attack hologram when it senses it is being grabbed and when it is not impacting with anything. So it'll have a grab sensor and an inverted impact sensor with an AND gate with its output being the emitter. ^^ I hope to get a demo up before or during the weekend.2011-02-23 22:09:00

Author:
Unknown User


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