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Super Salient (arena level), NEED MUSIC, LOGIC, LEVEL DESIGNERS

Archive: 20 posts


So, I've been working on a new level for the past few days, a ridiculous arena level called "Super Salient". Here, have a sloppy MS Paint diagram, and an actual screenshot of my progress.
http://img189.imageshack.us/i/diagrame.png/http://img189.imageshack.us/i/diagrame.png/http://img189.imageshack.us/img189/9633/diagrame.png
http://img822.imageshack.us/img822/7355/aphotom.jpg
You are randomly spawned around the map in sackbots. You must pick up and smash crates for points, used to fire your weapon, which drains points. There are turret towers scattered around the map that you can jump into. When you reach a certain number of points, you can buy the ability to use a rocket car.

Crates randomly drop from the air every 7-10 seconds. They either reward powerups, extra health, or points. (ammo)

Okay, so the way I see it, this is how it is going to work. There will be one hub level, which leads to all of the actual arena levels (which are sub-levels). They will hopefully be simplistic, but varied in the ways you can play them. These arena levels will mostly be inspired by level concepts for my dead MAPEI series.

FORT TUTORIAL, the very first map, the one in the OP. Hilly with a low water level. It can be played with a tutorial or without.
DROEN, a city that is being destroyed by a flood.
BLEAREE FOREST, a dark, rainy fenland with tons of trees.
HAERO HILL, a snowy abandoned mansion with a ghost problem.
GRIHM GORGE, a creepy desert map with giant chasms and gigantic boulders, and subtle signs of alien activity.

Each level has a limited palette of materials, to give a unique look.

As for the actual gameplay, each level has the same formula. Players are spawned randomly around the map, with no sackbots or weapons. They have a choice of running in search of a turret tower, or waiting for crates to drop from the sky. The crates are one of the biggest parts of the game. They drop every 7-15 seconds, and must be tossed around with the grabinator until they crack. They can include point bonuses, sackbots, health, or creatinators.

I am not sure how to introduce the sackbots, whether to force players into them all of the time, or to add creatinators and have the sackbots drop from crates.

After each round, (which should last around 3 minutes), the players are teleported back to the hub.


CURRENT TEAM
Me - Almost everything
Jedibrad - Map design, crates + turrets
Inferno - Health and turrets
Silver39 - Map design, logic
Clivefan - Some music


I could always use more help! Anybody who helps will appear in the main hub level if you like, with links to your levels.
2011-02-28 03:24:00

Author:
Arkei
Posts: 1432


Hah, that sounds fun. Can't be of much help due to the headache my current level is, but if you have specific questions, I could potentially help. I have never used sackbots though, so can't be of much help there.2011-02-28 09:41:00

Author:
SSTAGG1
Posts: 1136


There, now I have a screenshot of what the game actually looks like. What I still need:
Damage/health system
Better bullets
Crate differences
Working turrets
A good level design
Good music
2011-03-01 02:32:00

Author:
Arkei
Posts: 1432


Shameless bump.

EDIT: Over 1,000 views and only 1 reply? Come on, that's just sad.
2011-03-12 21:07:00

Author:
Arkei
Posts: 1432


LOL, yeah, wow.

It's hard to find musicians since IMO it's the least functional creating tool, and if you want suggestions for level design, you should post some more information about how your level works.
2011-03-12 22:18:00

Author:
SSTAGG1
Posts: 1136


I'm not sure what you mean by that.2011-03-13 03:01:00

Author:
Arkei
Posts: 1432


I'm fairly proficient with health logic, and if I knew what the turrets were supposed to do I could possibly assist with that.2011-03-13 04:54:00

Author:
Inferno
Posts: 58


Okay, so the way I see it, this is how it is going to work. There will be one hub level, which leads to all of the actual arena levels (which are sub-levels). They will hopefully be simplistic, but varied in the ways you can play them. These arena levels will mostly be inspired by level concepts for my dead MAPEI series.

FORT TUTORIAL, the very first map, the one in the OP. Hilly with a low water level. It can be played with a tutorial or without.
DROEN, a city that is being destroyed by a flood.
BLEAREE FOREST, a dark, rainy fenland with tons of trees.
HAERO HILL, a snowy abandoned mansion with a ghost problem.
GRIHM GORGE, a creepy desert map with giant chasms and gigantic boulders, and subtle signs of alien activity.

Each level has a limited palette of materials, to give a unique look.

As for the actual gameplay, each level has the same formula. Players are spawned randomly around the map, with no sackbots or weapons. They have a choice of running in search of a turret tower, or waiting for crates to drop from the sky. The crates are one of the biggest parts of the game. They drop every 7-15 seconds, and must be tossed around with the grabinator until they crack. They can include point bonuses, sackbots, health, or creatinators.

I am not sure how to introduce the sackbots, whether to force players into them all of the time, or to add creatinators and have the sackbots drop from crates.

After each round, (which should last around 3 minutes), the players are teleported back to the hub.
2011-03-13 17:16:00

Author:
Arkei
Posts: 1432


SAMEless BUNP2011-03-15 04:42:00

Author:
Arkei
Posts: 1432


I could help you out with the maps! Looks very fun! =D

Could also help you out with crates and turrets.

Anyways, I'll friend you when I get on the PS3 tomorrow (All day off! Wooooooooo~!).

Have some ideas in mind for the maps already. x3 Will sketch them up before I go to bed.


P.S., please don't judge me by my current levels. They suck, really. xD Were created back when I was a newb at creating, except for 2. ^^
2011-03-15 05:19:00

Author:
Jedibrad
Posts: 85


Sounds like you're going to help a lot. For the record, I already have the crates figured out, and I have a manual turret, but I think they could be made better.

However, before we start the levels, we need to get the Hub level made and have the entire system (bullets, health, logic, etc) working.
2011-03-15 16:16:00

Author:
Arkei
Posts: 1432


Well I have been working on a arena game too. So maybe I could help with some logic but I think I could be useful in map design?

If you already have the layout planned I could help with scenery.
2011-03-15 16:48:00

Author:
Silver39
Posts: 1703


We're not that far into the map design stages, in fact I only have 1 map half-completed.

Welcome to the team!
2011-03-15 16:50:00

Author:
Arkei
Posts: 1432


Sounds like you're going to help a lot. For the record, I already have the crates figured out, and I have a manual turret, but I think they could be made better.

However, before we start the levels, we need to get the Hub level made and have the entire system (bullets, health, logic, etc) working.

I'll definitely try. ^_^

Yeah, it seems like a rather simple system.

Mind if I check out what you've got so far sometime?

I could help you out with turrets (made a few of my own, but they're kinda suckish. Could still help though. x3) if you want?

Are the weapons going to be controlinator or follower weapons? And since I'm a tad useless at advanced logic, I may work on a map or two and get the hovercar started. ^^;
2011-03-15 17:11:00

Author:
Jedibrad
Posts: 85


Okay, I just made a development group, anyone that has offered to help has been invited. (http://www.lbpcentral.com/forums/group.php?groupid=864)2011-03-15 17:33:00

Author:
Arkei
Posts: 1432


I'm pretty good with logic, so if you need any help just add me. Oh, and I'm ok with music, not great but ok.2011-03-15 18:57:00

Author:
CYBERSNAKE
Posts: 280


Checklist:
Fort Tutorial: 75%

Grihm Gorge: 50%

Blearee Forest: 0%

Droen: 0%

Haero Hill: 10%

Hub: 0%

Card-Bored Chaos: 0%
2011-03-16 03:56:00

Author:
Arkei
Posts: 1432


I'll start working on Haero Hill tomorrow, and maybe get a sketch down for that and Card-Bored Chaos. =D2011-03-16 05:31:00

Author:
Jedibrad
Posts: 85


THIS IS JUST MY THING! My specialty is battle/sackbot logic! Msg me/reply if your interested.2011-03-17 03:36:00

Author:
kvbkvb
Posts: 63


I can supply you with the random sackbot checkpoints ASAP if you add me on PSN2011-03-17 03:37:00

Author:
kvbkvb
Posts: 63


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