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#1

The Think Tank (A Community... Thing)

Archive: 16 posts


While not a creator myself I do like to toss out ideas to the community - my own way of giving back in my small way to the community - and seeing as this board here seems to be specifically about showing off projects while creating them I thought it might be good to put the Ideas back in to Ideas and Projects.

With all of your work creating there must be ideas that you think you might never get to or ideas that you think may not work and need to talk it over. This is the place to share. Give your original ideas out not for just games but mechanics and anything else, and let people get inspired and, in that way, plant your own ideas and see how they can grow in the community.

If you don't want to share ideas, that is absolutely fine. Remember, an idea is only worth as much as its execution.

I'll document and record the ideas as they come in and store them at the top of the thread under Game Ideas and Game Mechanics and we can add more areas if need be.

I'll toss in a few ideas of my own to start!


Game Mechanics
-On top of a single player campaign allow other online players that join to play as creatures that try to fight and outsmart the player so they can not finish their journey. Possibly allow the enemies to fight alongside the enemies but be weaker and possibly have a different fighting mechanic than them (uch as the main hero playing in a Sackboy with sword and shield and the enemy players be in little flying monsters akin to how top-down game characters are created.
Idea by Casabolg

A general prize store at the end of each level through a level link. You can use points from the levels to spend on getting individual things in the store and use that store as a constant between the players levels.
Idea by maddoggnick96


Game Ideas
-A spy game in which characters move around a crowded environment filled with bots and must blend in with them while getting multiple objectives done in any order he wants. Away from that, another player plays as a reticule and has one bullet to kill the spy in the level by clicking on the spy amongst the crowd before time is up. From this comes a turing test of sorts forcing players to think and pay more attention to subtle movement.
Idea by Chris Hecker

-A cooperative game in which players must work together with one other player that interacts with the environment (like moving platforms to give the other players more advantages) as a whole to allow the other players to manipulate the things there (pushing the objects, knocking over things, etc.) and get from A to B. A great test of teamwork and creativity in a platformer!
Idea by UberOrbPS

-A survival challenge based on Tetris in which the blocks come down atop the player and it is the players job to dodge them as they come down so not to get crushed. The speed (and possibly the complexity) of the blocks will increase over time.
Idea by Qrii Nakari

A grid based strategy RPG with classes and individual spells!
Idea by -LuckyMix-


I'll be sure to credit each and every idea you share in this thread. Any incomplete ideas you would like to develop through discussion please share as well for the sake of developing your ideas and making good discussion.

So would anyone like to store anything in The Think Tank?
2011-05-03 00:41:00

Author:
Unknown User


I haven't really done much with this yet, but I would like to see a level where one player can manipulate the environment and they need to help the other players get through the areas. This could range from basic move platform A here and platform B here to making dynamic environments with interactive elements (ie: ram a platform into a tree to cause vines to fall, or activate a landslide to make a makeshift bridge.) just something like this could be a really fun multiplayer level, and replay ability could be high, since players could switch places.2011-05-03 00:52:00

Author:
UberOrbPS
Posts: 290


I haven't really done much with this yet, but I would like to see a level where one player can manipulate the environment and they need to help the other players get through the areas. This could range from basic move platform A here and platform B here to making dynamic environments with interactive elements (ie: ram a platform into a tree to cause vines to fall, or activate a landslide to make a makeshift bridge.) just something like this could be a really fun multiplayer level, and replay ability could be high, since players could switch places.

Switch places? What do you mean by that?
And would you want the environment to react in scripted ways or do you want a game in which you are forces to manipulate the environment in your own unique way to accomplish the objective?
I'd love to see that. I'll be right back and I'll add it in, man.
2011-05-03 00:56:00

Author:
Unknown User


Switch places? What do you mean by that?
And would you want the environment to react in scripted ways or do you want a game in which you are forces to manipulate the environment in your own unique way to accomplish the objective?
I'd love to see that. I'll be right back and I'll add it in, man.

By switch places, I mean once you beat the level, whoever was the "player" in the environment would probably say to the "controller" let's play that again, and I'll be the "controller" this time.

Certain things in the environment could possibly be set off by events the controller sets in motion. There could be different areas with different themes, such as a construction site with destructible girders, or an office with lights that could be pulled down to create a sort of 'monkey bar' contraption. Just all sorts of various situations like this to make the environments more interactive.
2011-05-03 01:07:00

Author:
UberOrbPS
Posts: 290


Adding the core concept of that to the main page! I hope I wrote it well enough for you.
Thanks for being the first person to share on the thread!
2011-05-03 01:39:00

Author:
Unknown User


You know the meanie infection boss from the story mode? It can split into multiple parts and change it's shape and regrow and stuff like that. Well anyways, I tried to make something similar in which you control a swarm of blobs that you can shift into multiple forms and do stuff like split up or engulf enemies. I got it to work a little, but it just was too glitchy. I had it set up with a controllable hologram that your swarm follows. Unfortunately, all the blobs wanted to be in the same place, so they crushed each other. And when I set them to be indestructible, they just smooshed into one blob. I got mad and trashed the idea. However, I still think it is a very cool concept and if someone could pull it off, it would be awesome!2011-05-03 02:08:00

Author:
Joey9898
Posts: 131


I haven't really done much with this yet, but I would like to see a level where one player can manipulate the environment and they need to help the other players get through the areas. This could range from basic move platform A here and platform B here to making dynamic environments with interactive elements (ie: ram a platform into a tree to cause vines to fall, or activate a landslide to make a makeshift bridge.)
I don't mean to offend, UberOrb, but your idea sounds very similar to the things you can do in Sackboy Prehistoric Moves. :o It's still a very cool idea nonetheless, and if someone could pull it off without the use of the Move controller I'd be impressed! I just wonder when Mm is going to release that functionality for the community to use...


You know the meanie infection boss from the story mode? It can split into multiple parts and change it's shape and regrow and stuff like that. Well anyways, I tried to make something similar in which you control a swarm of blobs that you can shift into multiple forms and do stuff like split up or engulf enemies. I got it to work a little, but it just was too glitchy. I had it set up with a controllable hologram that your swarm follows. Unfortunately, all the blobs wanted to be in the same place, so they crushed each other. And when I set them to be indestructible, they just smooshed into one blob. I got mad and trashed the idea. However, I still think it is a very cool concept and if someone could pull it off, it would be awesome!
I remember playing a community level in which you were controlling the meanie infection boss itself, trying to escape from the laboratory it was held in. I was about to ask if you were the one who created that, but you said you trashed idea. Although, it doesn't hurt to pick it up again... To counter those blobs that keep crushing each other, you could use an emitter to replace the lost blobs and give off the illusion of regeneration. I'm assuming that you were using followers to get the swarm to come to a specific area too, so maybe lowering the speed would lower the chances of them squishing each other?

This may be a simple idea compared to the others, but I was thinking of some kind of survival challenge that involved Tetris blocks. BUT instead of the player controlling the blocks, an AI will be the one setting them down and filling in gaps while the player tries to stay at the top of the blocks without getting crushed underneath. Over time, the speed of the falling Tetris blocks would increase, therefore increasing the difficulty for the player. This little idea has been floating around in my head, but I've yet to actually start on this project.
2011-05-03 02:28:00

Author:
Qrii_Nakari
Posts: 204


I don't mean to offend, UberOrb, but your idea sounds very similar to the things you can do in Sackboy Prehistoric Moves. :o It's still a very cool idea nonetheless, and if someone could pull it off without the use of the Move controller I'd be impressed! I just wonder when Mm is going to release that functionality for the community to use...

Hmmm, i've never played Sackboy's prehistoric moves, I'll have to check it out. I have a free download of it, but I never got around to playing it...
2011-05-03 23:21:00

Author:
UberOrbPS
Posts: 290


Hmmm, i've never played Sackboy's prehistoric moves, I'll have to check it out. I have a free download of it, but I never got around to playing it...

I hope you enjoy it!
2011-05-04 20:50:00

Author:
Unknown User


How about a tactical game like chess, except with different character classes and spells to use.2011-05-04 20:56:00

Author:
PurpleChaos
Posts: 155


...Prehistoric moves is on the LBP2 disk..

Darn, I should have something to add in this thread since I conceitedly call myself a "creative advisor".. If anyone wants little details or misc silly ideas in their current game or project ideas lemme know!
2011-05-04 21:01:00

Author:
Dortr
Posts: 548


I know this idea sounds a bit silly, but here goes. Obviously one of the points of LBP2 is sharing and showing off some of the great things you created. Most of those things are just given away as prizes. I had an idea at one point to make a Prize Store. So, you know how points are transferred over to another level when you enter a level link? Well, the idea was to use those points to choose prizes you might want. The cool thing with doing it as a separate level is that a creator could make a general prize store for all their levels. A plus to this is that people can actually PICK what they want and are not just forced things into their hands. The downside though is that most people would probably complain saying the things should be free. That's just my 2 cents though.2011-05-05 01:12:00

Author:
maddoggnick96
Posts: 272


How about a tactical game like chess, except with different character classes and spells to use.

A strategy RPG? I'll be sure to add it!


I know this idea sounds a bit silly, but here goes. Obviously one of the points of LBP2 is sharing and showing off some of the great things you created. Most of those things are just given away as prizes. I had an idea at one point to make a Prize Store. So, you know how points are transferred over to another level when you enter a level link? Well, the idea was to use those points to choose prizes you might want. The cool thing with doing it as a separate level is that a creator could make a general prize store for all their levels. A plus to this is that people can actually PICK what they want and are not just forced things into their hands. The downside though is that most people would probably complain saying the things should be free. That's just my 2 cents though.
Well screw people wanting to get things free. That is an absolutely brilliant idea! Definitely have that down.
If I make levels at any point in time I'll be sure to do something like that. Very nice.






Darn, I should have something to add in this thread since I conceitedly call myself a "creative advisor".. If anyone wants little details or misc silly ideas in their current game or project ideas lemme know!
That is fine! I usually have a lot of ideas as well but I could only think of one when I made the thread. Come back when you get stuff or just stay in the thread and chat, Dortr.
2011-05-05 18:12:00

Author:
Unknown User


How about a tactical game like chess, except with different character classes and spells to use.

Hmmm, sounds like V3! lol... Thats kinda what I wan't it to be like anyway.
2011-05-06 21:22:00

Author:
Dortr
Posts: 548


Hmmm, sounds like V3! lol... Thats kinda what I wan't it to be like anyway.

See: Tactics Ogre, Final Fantasy Tactics, Disgaea, etc.
Do you think you could possibly make a game that works like that or are you trying to go without the grid system?
2011-05-06 21:50:00

Author:
Unknown User


True... no grid system.. and not turn based...like those...Disgaea does have like infinity classes! I want to have 22! that you can pick from! But in real-time, personally I think turn based game are boring... and harder to program. So yeah I stuck with real time tactics like "Uh oh! Fear has blocked a path with his tar thats on fire" "Thats ok!" Chram comes by puts out the tar and freezes the pond, so now its their turf! But then! Ah! Malice comes in and melts the ice with her lanturn! I think its tactical..

Anyways Casabolg I did remember an idea that I had but it was kinda more for the first one..er it wouldv'e been more creative in the first one I thought,but it was called the 1 roomed level.
Basically you are in one room the entire time with a fixed camera and all obstacles are emitted based on several things like (maybe time based or player sensors etc) and even at the end the scoreboard is emitted into the room. Something like this may have been done though..
In LBP1 I started to make something similar called "Framed" where you appear to be in a bedroom at the beginning with a wooden frame around the camera... as you walk to the right the camera followed you and the frame always stuck in place and the background changes and you have to go through obstacles.. This would have also more impressive in LBP1.. (Thank Mm for followers!) But I thought this level was cool because It is an illusion. As you moved it seemed like it was on a conveyor or something.

But ya just a few things I remember I wanted to share.

Edit so i don't double post.
I also thought of this Crazy Taxi-esue game called Pizza man! Where you deliver pizzas! and you have to get to the random deliveries on time to get a good tip. The neighborhoods and destinations could be ridiculous too lol. All while doing crazy jumps and dodging cars and people!
2011-05-07 03:27:00

Author:
Dortr
Posts: 548


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