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Ideas for Top Down shooter?

Archive: 5 posts


I felt the help forum would better suit what I'm trying to accomplish with this thread.

So here's what's up. I started running with a few ideas for a top down shooter/adventure (think "what if Link had guns") and I'm trying to incooperate various mounts (mostly critters) for the players to hop on and take control of on the press of a button.

Here's the issue I'm having. Being a top down shooter, the players are already going to be in a controlinator. Any ideas?

I'm also attempting to implement some sort of co-operative element with character development similar to an RPG but simplified a bit like packing additional ammunition, health expansions and the like.

I'm looking into previously made RPG games for some inspiration on logic to use and adapting it for what I need to get this to work for giving ammo in a visible quantity and keeping track of weapon or armor upgrades.

Does anyone have something working who wouldn't mind sharing the basics to get something started? I've got other ideas and I'll showcase it in the Ideas and Projects forum to give some people something to look forward to and actually show off the work I have.

Anywho, thanks in advance to all. I'm also open to some suggestions to make it not just another twin stick shooter.
2011-03-03 03:55:00

Author:
DigiOps
Posts: 111


You can destroy the top down character and emit a sackbot that goes into the creature, then the reverse when you leave.2011-03-03 04:59:00

Author:
Yofig
Posts: 288


I made a pretty rudimentary exp system that consists of 2 score sensors connected to an xor gate where it would supply power to certain circuits based on your score. You could implement a menu that asks what you want to upgrade and have the output of that connected to a selector so that only one thing changes per "level". or you could go the way of the rts and use a modified timer as a currency deal, but thats doesn't have a number so its up to you2011-03-03 06:26:00

Author:
Inferno
Posts: 58


I like the idea of the score based situation, Inferno. I think I will be using score as the basis for exp. Now, if only I could get those changes to the circuits to carry over through level links.

As for the mounts, I settled on a button-activated follower. The tag it follows also activates a controlinator on a seperate microchip in the sackbot I labelled "mount" which transmits to the controlinator on the test vehicle I whipped up. Works well enough for testing, anyway. Emitting and destroying the sackbot seemed counterproductive.

Anything else you guys would like to throw at me? I haven't had a chance to be online in a while so I haven't had much opportunity to see other twin stick shooters in action to see what they do right or wrong to improve mine and make a memorable and enjoyable experiance. I'd imagine the story line I've cooked up and using an explorable airship as a hub level might do some good.

Keep suggestions coming. I want to know what you guys think a twin stick should be about in terms of solid gameplay. After all, I hope to see YOU playing it so YOUR opinions matter to me.
2011-03-03 07:57:00

Author:
DigiOps
Posts: 111


As for the mounts, I settled on a button-activated follower. The tag it follows also activates a controlinator on a seperate microchip in the sackbot I labelled "mount" which transmits to the controlinator on the test vehicle I whipped up. Works well enough for testing, anyway. Emitting and destroying the sackbot seemed counterproductive.

The deal with using a sackbot for vehicle control has to do with scalability for a multiplayer game; in a case of two or more players, you'd want your idle vehicles to be able to be controlled by any of the approaching players and not a pre-designated player; so, you create your vehicle as anonymous as possible, slap an auto-mounting DCS (controlinator) on top and now it can be controlled by whoever hops inside (be it player or a player-controlled sackbot). Obviously, you do not need to show any sackbots or the DCS (set the DCS to invisible); you can have the player-controlled sackbot be emitted by the player-controlled object that is walking around near the vehicle; the sackbot is in that regard only a proxy to take over an anonymous DCS.
2011-03-03 10:25:00

Author:
Antikris
Posts: 1340


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