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Puyo Puyo - Final testing

Archive: 2 posts


I had this idea back in beta, which was why I started playing around with grid movement. After coming up with my well working grid concept (https://lbpcentral.lbp-hub.com/index.php?t=46236-Super-accurate-fast-and-simple-grid-movement&p=751731), I started working on this. Currently, I'm kind of finished with the basic concept & logic.

For those who don't know Puyo Puyo, I suggest going to youtube or something.

Here's the basic rules:

- A bit like tetris, you controls blocks, consisting of two units with 5 possible colors.
- The blocks can be rotated and moved left/right/down.
- The active field is 6x12 big.
- If one unit of the controlled block is placed (hits ground or another block), both units will fall down. (There are no gaps left, like in tetris)
- If at least 4 units of the same color are adjacent in any form, they will pop/explode/disappear or whatever you call it.
- If a unit is placed above the 6x12 grid, it's game over (just like tetris)


And there's some special rules which differ a bit or a bit more in each remake.
- Because all gaps are closed even when units are popped, you can do combos/chain reactions.
- As the game is usually multiplayer, this will punish the opponent by sending him some grey blocks, which can only be popped by popping other adjacent blocks.



What I have currently is only single player, but I think it's not hard to do it like this. But only once everything is finished for the single player version.
Here's how I implemented this for single player:
- There's a timer and a counter on the left side of the board.
- The counter will increment over time.
- If the timer is filled up, it will drop as many grey blocks into your board as the counter was incremented.
- If you do combos, the counter will decrement.

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So.. I'm all good with logic, ideas and stuff; but I can't seem to do any good in design - visual and sound wise. Some help there would be appreciated.
I also have some problems balancing the gameplay, difficutly wise.

Also, the mechanics/logic might be finished, but there's still many things that can be done.
Gameplay things I have in mind:
- The "reason" the grey blocks are dropped could be changed. Having this timer/counter doesn't seem to work well.
- The number of grey blocks dropped for punishment -> This is a huge point, as it will determine the difficulty. I want it neither too easy nor too hard.
- The number of grey blocks reduced by making combos. -> It's currently 1 grey block per chain reaction, which is not good.
- Possible other rewards for doing high combos.


Design things:
- I want to have nice effects and sounds when doing combos. I currently have some not so pretty hologram text floating around. Also, the "popping sound" changes with each chain reaction, but I can't seem to find any really fitting sounds.
- I need a pretty menu, with at least difficutly and music settings. The logic is not the problem, I just need visuals and sounds.
- Design of the board, background and environment.
- The popping effect is not final, it kind of works, but it's not very awesome.
- Although I'm not 100% sure to which extend this is possible: The design of the blocks can and should be changed, they could even be animated with some hologram effects. The only limitation is that they need to be hologram and need to fit inside a single big-grid unit circle. However Anything on the very front thin layer can be outside of this circle.
- Maybe some other random visual effects?
- Overall soundeffects, are they good like this, should they be changed? Can some be added? etc.

Once all or most of this is done, I'd also like to add some original ideas, like special blocks or said other rewards for combos.
No need to exactly copy the game after all
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I published two locked levels. A version with and a version without atomated down-movement. Reason for that is that automated down movement takes away a bit of the smoothness of the controls. Please tell me which version you think is better.

To get the keys for these levels: enter my calculator level (https://lbpcentral.lbp-hub.com/index.php?t=50261-Digital-Calculator-%28Display-amp-typing-interface%29&p=781892) and type in:
1, 3, +, -, 8, 3, =
Exit the controllinator and go back to the entrance, the keys will be there.
(Bad me, trying to get plays with this )

The Puyo Puyo levels are located on the south pole of my earth.
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Some things I added for testing purposes:

Press R1 to toggle cheat mode on/off.
While in cheat mode, you can choose between 4 different blocks you want next by pressing the right analog stick left/right.
Mind there will be no sound effects or visual confirmation that it is active! You will notice it's on if you keep getting the same block.

Also, here's a picture of how to do a 10 combo/chain reaction:
<img removed> (see second post)
The last block to place is the green/yellow one with the yellow unit still floating in the air.


The combo counter currently stops at 10, which I think is enough. I'm not very skilled though, I'd never be able to do this; so if you think this is too high or maybe even too low, please tell me.
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If anyone would like to help, try out the levels, look at the lists I wrote three sections above and post here.
I'm also open for any other ideas/problems I haven't thought of.

For design, you could take a look at the level and then go to create mode and create some layouts, animations, music, menus or look for fitting sounds, or whatever you can think of.

Of course, anyone who helped will be credited somewhere in the level.

You have quite a bit of thermo space, the level without blocks takes up about 2 thermo bars and I think it should take no more than 4 or 5 thermo bars even with a filled up board. Keep in mind this might double in the end for multiplayer.

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Note that I think this will still take a while to be finished, as I do not have a lot of time to play, being a physics student with upcoming exams and all. So at least my time for online create is very limited.

I think that's about it, if you want to help, have any questions, please post.


Edit: Please read second post.
2011-03-09 15:24:00

Author:
Shiwayari
Posts: 167


Update! I've been working quite a lot on this now and I could say I'm kind of finished now.
Got a menu which works and looks ok, 3 difficulty settings, a tutorial using notes and 9 tracks of music to choose from.

Well, most importantly, the combo system works really well now. I was working on combo detection for tens of hours and it didn't seem to be working as I wanted it to, too many delays etc.
Then I had a hunch, which I thought was too crazy to work.. I made a mini calculator with a small memory which adds the numbers of combos together. Surpisingly, it worked just like I wanted on the first try lol.
Only thing not so good is that it starts lagging a bit once the field is about 3/4 full, but I think it's not too bad. One shouldn't be playing very long with almost filled up field anyway.


Anyway, I uploaded the new version and I'd like some testers and feedback before publishing it unlocked.
You can comment on anything, I'm mostly curious about what you think about the difficulties, number of points rewarded for combos, and the overall design - visual and sound.

I'm not explaining everything in here; PLEASE read the tutorial in the level before playing!
Here's a screen, also helping you test, as it shows how to do a 10 chain combo (use cheat mode & easy difficutly)

http://i7.lbp.me/img/ft/9b70410b0f258e2da625803b37689794bc8991f6.jpg

I'd be happy about anyone willing to help; I've been working on this for over 2 months now and probably spent more than 300 hours on it. It's a bit of a logic monster, I've used calculator components, adding of analog signals, small memory components etc.
Thanks in advance.


Edit: Seems like noone feels like testing, so I uploaded this version as full level now, unlocked.
2011-03-24 23:18:00

Author:
Shiwayari
Posts: 167


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