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#1

Project BIROM (Mech) Need Creators

Archive: 3 posts


I posted this in the object showcase, but perhaps here would be more appropriate,

I've been working on a humanoid mech I call a BIROM for a while,
But quite frankly, I find the creation of a working walking cycle a lot easier than designing it aesthetically. I'd also like some people experienced in level creation who can help me work this Mech into an actual game with a story.

As far as mech progress goes:
-I've almost gotten the walking cycle down
-I haven't figured out what kind of flight/boost system to incorporate as of yet
-Weapons are....meh...
-Appearance is far from finalized

What I need in list format are:
Object Designers- To help with overall mech look/design
Level Designers- Not urgent as of yet, but I'll need to put this in a game when it's done, and I'll need help with that.
Logic Creators- To help out with some mech features
Weapon Designers- For obvious reasons (this could fall under object designers)

Here's a video of the Mech so far

http://www.youtube.com/watch?v=3KE8Qf17BjY
(the tripping in the video around 1:15 was my fault but can probably be avoided altogether with walking cycle fixes)

I'll probably post a demo level sometime today so you guys can get a feel of it




Here's a video of the mech so far




I'm still fairly new to the whole creating thing

*Edit*
Here's the level demo
http://lbp2.me/v/yg8ey3
2011-03-03 15:05:00

Author:
Unknown User


Robots are cool.

Life is busy so it's hard to commit to anything, but what the hell, maybe a collaboration would be just the thing...

I played around with tanks a lot in LBP1 - I don't know to what extent this has been addressed in LBP2 but in LBP1 one of the big problems was setting up the camera angle such that you could see a large vehicle as well as whatever it was you were trying to shoot at or avoid. It's important (especially in what's basically a 2-D game) to have space to maneuver in order for battles, etc. to be interesting... If that's too difficult to achieve with a big mech we might want to think about scaling it down.

When I was experimenting with my tank I was also trying to think of how to make battles more interesting. I'm a huge fan of the whole "Itano's Flying Circus" thing from Macross - large numbers of missiles and good opportunities for evading them. Pulling that off would require lots of room to maneuver, though - plus, hopefully, some kind of structure to the robot's movements to make things more interesting. (Just steering an advanced mover around in a circle to avoid slow, poor-cornering missiles would be pretty dull. But suppose the robot had a "quick boost" kind of like the one in AC4, but that it could only do this once every couple of seconds - and a fairly effective short-range anti-missile gun that could be aimed in one direction at a time, plus maybe a shield that can take a few hits: dodging a swarm of missiles could turn into a series of boosts and anti-missile bursts to alternately dodge missiles, steer them into obstacles, spread them out, or make a hole in the swarm and charge through... Or in certain circumstances, it might be better to just sacrifice the shield to get through the swarm quickly...

One concept I was playing around with when designing my tank was the use of different weapons for different situations. Like it could take a sustained beam shot to destroy an armored enemy (like the "radioactive marshmallows" in that LBP2 survival challenge...) Or if you fired explosives at him, it would trigger his reactive armor, deflecting the blast, therefore taking multiple shots... But the process of shedding reactive armor would also make him more vulnerable to beam shots - or something...

The walking stuff is cool - but honestly I'm not sure how practical it is for gameplay. If you're doing a lot of walking on the ground (flat ground, even) - the "2-D" nature of the game becomes almost "1-D" - and particularly with a big robot, you become a large target without much opportunity to dodge. I think giving the robot good air mobility is almost essential to making a fun side-view game (though a top-down game could be fun if done right...) and the walking, while very cool, may be secondary, or even not particularly valuable at all in a gameplay sense...

All of that, though - just ideas. Take it for what it's worth. I'll do some experimentation, see what I can come up with, and maybe we can do some tinkering in create mode sometime...
2011-03-03 21:36:00

Author:
tetsujin
Posts: 187


btw I can make the mech have controled flying if you want, if you need help just ask ^^2011-03-03 21:44:00

Author:
fireblitz95
Posts: 2018


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