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Super Salient DELUXE v2: HELP WANTED

Archive: 4 posts


http://i.imgur.com/qn4Lg.jpg
http://i.imgur.com/Hwoqa.jpg
This is my newest project that I've been working on for quite a while, but it is still mostly unfinished.

You are randomly spawned around the map in sackbots. 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 an unpredictable water level. It can be played with a tutorial or without.
DROEN, a city that is being destroyed by a cataclysmic 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.
CARD-BORED CHAOS, a floating playground made entirely from cardboard and polystyrene.

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. 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, powerups, health, etc.

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


CURRENT TEAM
Me - Almost everything
Jedibrad - Almost everything
Inferno - Health and turrets
Silver39 - Map design, logic
Clivefan - Music
kvbkvb - General logic, sackbot logic

I could always use more help! Whatever your specialty is, be it logic, music, etc, drop me a line and I'll add you to the team.

Progress:
Fort Tutorial: 75%
Grihm Gorge: 0%
Droen: 0%
Haero Hill: 5%
Card-Bored Chaos: 0%
Blearee Forest: 0%

Other Notes:
Most of the songs have randomly adjusting volume tracks, to add a little bit of variety to each song.
The developer group is at http://www.lbpcentral.com/forums/newthread.php?do=postthread&f=120.
The cloudy sky you see in the second pic is actually just a piece of blue tinted smooth glass in the very back layer. For some reason, the reflection texture looks just like a blue cloudy sky.
2011-04-23 02:18:00

Author:
Arkei
Posts: 1432


Hmmm, "Blearee Forest" sounds especially interesting.
Good luck with it!
2011-04-23 02:52:00

Author:
Maxi
Posts: 1176


Gah, right. My latest project of mine is taking up so much of my mind with just logic, I keep forgetting about the Gorge! I'll try to work on it today! ^_^2011-04-23 15:21:00

Author:
Jedibrad
Posts: 85


Id work on the HARDEST one first, and then work your way to the hardest. Just a tip. you probably diddnt need it. yeah. Blearee forest sounds like the coolest one.2011-04-30 22:29:00

Author:
nk827
Posts: 193


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