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Missfortune
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This is going to be the name of my game in development (a game with a surprisingly simple objective). It is soon to be renamed, 'Missfortune', as that hints at what the player should expect in their time spent playing the game. Missiles and, if they aren't careful, misfortune. In a bid to produce something at least a little bit like a game, I am asking for someone to collaborate with. The game's logic and mechanics should be a breeze, to anyone educated in those fields. But not to me. I'm still unfamiliar with logic and how to map my vision into the game. Anyway, I will now explain 'Missfortune', and try to do so in a way which interests you. On entering the level, I want the player's sack person to immediately be in control of a vehicle that is able to only move over to the right. That, I know, is accomplished through the use of a controlinator. However, it is much of what should occur later that I am struggling to understand. Once inside the vehicle (which may not appear to be a vehicle at all if a distinct lack of wings, propellers or wheels is anything to go by), the player must push right on the left analog stick once and only once to cause the occupied vehicle to move right. At points along the course taken by this vehicle are missile emitters. The missiles emitted from these emitters are what the player destroys; not the emitters themselves (although that would be an interesting aspect to the game, it doesn't suit the fleeting nature of the game and the fact that you are trying to reach an end point as fast as possible). The three missile types, respectively known as 'Penny', 'Pound' and 'Tenner' will fly towards the player controlled vehicle and on contact, not only will they explode, but they will signal a counter increment as well. Your vehicle has a cap for how many times it can receive successful contacts (and resultant explosions) from each missile. Penny missiles, as they are to be emitted in abundance, will need to detonate on impact with the vehicle many more times than say, the Tenner missile, because the counter on the vehicle which is totting up the number of successful 'hits' received from Penny missiles is set to reach a much higher target count than Tenner missiles. Missiles are destroyed if (by pressing square, circle or triangle) you conjure barriers/ forcefields to do so, as and when necessary. Pressing square (or any of the three buttons) will throw a barrier in the way of any oncoming missiles, but beware, missiles that are out of barrier range will go on to impact with the vehicle. Pressing square yields the largest and most effective barrier, named 'Penny Stopper'. In the sequencer of this barrier, you would see a small delay before the barrier object is emitted and a delay after the object is emitted which matches the lifetime of the emitted object. The Penny Stopper has the longest lifetime of any barrier within the game, at 9 seconds. It takes 2.5 seconds for it appear when you press square to use it again. In order of potential damage caused to the player's vehicle, Pound missiles are ranked 2nd for the moderate damage they inflict. By pressing circle, a barrier will appear and detonate any missiles within range of itself/ about to enter or exit from it's missile detection range. This barrier will (to match the missile it accounts for in the respect that it is of moderate effect) expire after 7.5 seconds and appear (from input triggering its usage) as soon as 2 seconds have passed on its sequencer. Posing the most worrisome to players, the Tenner missile is seldom encountered. Although this is the bomb. This is the one to watch out for, more so than regular Penny and Pound type missiles. Not many impacts with this type of explosive can be sustained, and the clue is in the name of the missile really. Ten strikes and you're out. The barrier to counter it with is named the 'Tenner Stopper', and will become a lifesaver during stages of a higher difficulty. Triangle is the button pressed to call forth a barrier of this kind. Something you will want to remember, lest you wish for an untimely demise. This Stopper lasts only 6 seconds and is active in gameplay when pressed and 1.5 seconds have passed. The player occupied vehicle will move horizontally until it 'impacts' with a hologram wall. It is then that the player would spawn inside of another vehicle facing the opposite direction and positioned higher up in the level than the vehicle which they were last evacuated from. This new vehicle will essentially repeat the game task of the previous one, with only one remarkable change. That now, instead of pushing right on the left analogue stick once, you would push left on the left analogue stick once. I will update this thread later, to flesh it out some more and provide answers to whatever I am asked (concerning the game and its mechanics). | 2011-03-15 23:25:00 Author: Krustiss Posts: 2 |
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