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LBP2 Age of Empires [RTS]

Archive: 35 posts


http://lbp.me/v/0eygb9

3 months ago, I started developing this level. Due to lot of problems with the score system, I stopped working with this and started with a new project. During the PSN downtime i decided to finish it and it turned out that when I stopped working, nothing was reallly wrong so i could finish it in just some hours. This game is the first of its kind on LBP2 I think. This RTS game is detailed and i works perfectly.

The game takes place in a bay somewhere in the Caribbean. Each player have its? own dock and starts with two ships next to it. You play as a cursor which you move with the left stick. Select a unit by placing the cursor above one of your own ships and press X. When selected, you can place a waypoint (press X) where you want the unit to go. Win the game by destroying your opponent's dock.

http://i6.lbp.me/img/ft/8f6e453e114d77a18d3bcd51a00d38520379a873.jpg

http://i9.lbp.me/img/ft/2f98dbc4fef41e0f43d4e5dcaed0b68f7eb2d274.jpg

http://if.lbp.me/img/ft/e6f2acc9ef4295d38c8a61b57b493583a6d5ac5a.jpg

Note: You need at least two players to play and it must be online.
2011-05-16 08:53:00

Author:
Willman4
Posts: 170


sweet, I'm queuing this now... but I don't usually have a second person to play with... I guess I'm a bit of a loner that way.2011-05-16 09:31:00

Author:
Mr_Fusion
Posts: 1799


I loved age of empires. I must play this.2011-05-16 11:28:00

Author:
BeaversLikeWood
Posts: 119


I also loved Age of Empires 2011-05-16 15:09:00

Author:
Willman4
Posts: 170


Lol I will give it a try later on, Age of Empires was cool, AoM was my game though, mythology was such a great game.2011-05-16 15:48:00

Author:
Bourne_
Posts: 33


Lol I will give it a try later on, Age of Empires was cool, AoM was my game though, mythology was such a great game.

Yeah I've got them all
2011-05-16 16:04:00

Author:
Willman4
Posts: 170


Whoa! This is quite unique! Loved it. Thx. Very entertaining! And beautiful!

See my lvl too plz.
2011-05-17 02:07:00

Author:
Unknown User


Really great level i just play it with more people and it was fun, has great logic. You could expand this idea and include more bout types and so on.

Also you might like to check Boat maps on Warcraft 3, they have similar idea, but it's more like DoTA
2011-05-17 02:28:00

Author:
Shadowriver
Posts: 3991


As a proof of concept, this one really shines.

Willman was kind enough to give me a sneak peek at this level while it was being developed, and even then, I was struck by the great esteem he puts towards the level and it's idea-parent; the setting is just marvelous, such that it becomes unfortunate that HOLY FLIP THERE'S AN ARMADA COMING AT ME. No time for gawking, I guess!

If I could make one suggestion for immediate improvement, it'd be to make it so that the level doesn't immediately end after setting a first waypoint in single player. Is a 2-4 player map useless when playing it solo? Sure is -- but some folk'd appreciate a demo of what the level does, beyond the tutorial. Speaking of which, great job on that tutorial, bud!
2011-05-17 11:59:00

Author:
The Manx Turtle
Posts: 50


Whoa! This is quite unique! Loved it. Thx. Very entertaining! And beautiful!

See my lvl too plz.

Thank you sure i can play ur level
2011-05-17 12:48:00

Author:
Willman4
Posts: 170


As a proof of concept, this one really shines.

Willman was kind enough to give me a sneak peek at this level while it was being developed, and even then, I was struck by the great esteem he puts towards the level and it's idea-parent; the setting is just marvelous, such that it becomes unfortunate that HOLY FLIP THERE'S AN ARMADA COMING AT ME. No time for gawking, I guess!

If I could make one suggestion for immediate improvement, it'd be to make it so that the level doesn't immediately end after setting a first waypoint in single player. Is a 2-4 player map useless when playing it solo? Sure is -- but some folk'd appreciate a demo of what the level does, beyond the tutorial. Speaking of which, great job on that tutorial, bud!

Thanks for the help, I may need to use you some more testing updates of the level
Would you like me to make single players able to "roam" free in the level and the maybe press L2+R2 to end it?
2011-05-17 12:51:00

Author:
Willman4
Posts: 170


Really great level i just play it with more people and it was fun, has great logic. You could expand this idea and include more bout types and so on.

Also you might like to check Boat maps on Warcraft 3, they have similar idea, but it's more like DoTA

If you saw the logic in the level you would realize that more units wont work, I have to come up with an easier system. More maps though would be easy using level links. The thermo is almost collapsing
2011-05-17 12:56:00

Author:
Willman4
Posts: 170


Great Idea I also loved Age of empires but I played more often the editor.2011-05-17 16:30:00

Author:
Erebus
Posts: 79


I wanted to make a level that I think is fun to play, that is why i built this. A tips to all creators out there: Make levels that you think is fun to play and levels that makes you want to play it again2011-05-17 20:06:00

Author:
Willman4
Posts: 170


As a proof of concept, this one really shines.

Willman was kind enough to give me a sneak peek at this level while it was being developed, and even then, I was struck by the great esteem he puts towards the level and it's idea-parent; the setting is just marvelous, such that it becomes unfortunate that HOLY FLIP THERE'S AN ARMADA COMING AT ME. No time for gawking, I guess!

If I could make one suggestion for immediate improvement, it'd be to make it so that the level doesn't immediately end after setting a first waypoint in single player. Is a 2-4 player map useless when playing it solo? Sure is -- but some folk'd appreciate a demo of what the level does, beyond the tutorial. Speaking of which, great job on that tutorial, bud!

I fixed your little suggestion. Now you can End it whenever you want in single player. I also fixed another bug with the score system when repairing a ship (I think...) Need help to try it out
2011-05-18 14:52:00

Author:
Willman4
Posts: 170


This was a well made level although you needed to add more for people that jump in as single player instead of it kicking you out after a few seconds. I would have liked to travel around the map and view the level when played as single player just to get a feel before playing in multiplayer. Other than that it was a really good looking level.2011-05-22 01:01:00

Author:
Lordwarblade
Posts: 761


I fixed your little suggestion. Now you can End it whenever you want in single player. I also fixed another bug with the score system when repairing a ship (I think...) Need help to try it out

Hey, Will! Sorry it took me a week to notice your mailing.

FANTASTIC job there, making the level single-player accessible. You nailed my suggestion to a -T-, man.

There is one Review attached to the level which expresses a sentiment, something like, this is running very smoothly now, and hopefully you'll be considering a sequel. I'd have to agree with that sentiment, in general. This is pretty much a complete work. It feels ... powerful. Sure of itself, you know? If you ever get the yen to add to the concept, yeah, hold additions off for a separate level spot. There is much value in defining a milestone for a project, and this is a good one.

Observations:
- You're right. There's still something 'fishy' with the point system. I dunno if it was just because I was playing single-player (going against theplay model of a level can't be helping it much), but my boats would be accumulating score, and I had to wait some time before I could build a new one at the dock. Significantly longer than I should have waited, if my points were climbing at the same rate as the visual indicator. We've already touched on how visual and hidden scores are kept, so I know this isn't an easy problem for you to beat. Seems like it's high time that I put my money where my mouth is. I'll whip you up a proposed scoring system that is easy on the thermo, and let you know when it's ready. Shouldn't take more than a week, really.

- The biggest obstacle to faithful point-tallying is "simultude". Since you've been unable to rely on the real player score, anything else that you use has to either queue-up additions/subtractions, or be able to handle several transactions occuring at the same time. LBP2's logic system does not lend well to this. You have to assume that, at some point along the line, each player has one "container" for their "money": only one set of wires can go into this container, so when two transactions are in progress, there's only one wire-set for both signals. This causes one signal to be lost. To a certain extent, this limitation affects everyone, and cannot be overcome. Still, we can try.
2011-05-26 09:08:00

Author:
The Manx Turtle
Posts: 50


Woot! I'm done, and I think it's 4 days earlier than my initial estimate?
You can call me "Chief Engineer Scotty" if you like.

http://i2.lbp.me/img/ft/8021ad4e131504ef22596eb75ec23f2156de7600.jpg

Okay, this device takes a bit of explaining. There are things here that are meant to be tweaked, to fit your level, and things that absolutely cannot be tweaked, or the whole thing explodes. (If my creations aren't on the verge of exploding at any given moment, they're obviously not doing their job.)

In this object, you'll find these components:

- The Dock microchip. This is the only chip in the object that has a label ("Magnum Opus").

- 3 Actions. They are located "north" of the Dock. From left to right, they are: Score A CannonBall Hit, Repair A Ship, and Build A Ship.

- The Action Listener. This blue-hued hologram starts out west of the Dock, but immediately goes chasing after Actions.

- 3 Action Producers. Provided mostly for demo purposes, these are in a crescent east-to-south of the Dock. They have a red glow.


How Does The System Work?

As Producers produce Actions, the Listener zips on over to each Action and observes what type of Action it is.

The Listener then sends a signal back to the Dock, informing the Dock that there is a request to add or subtract score.

It is the Dock that keeps scores -- internally. Inside, there is a daisy-chained series of Binary Digits (invented purely for this project ... yes, I invented Binary Digits ... tell everyone you know). Humans keep track of numbers in Base 10, but computers, and the Dock, keep track of numbers in Base 2. Potentially, this Dock could remember a maximum score of 12,700 [ = ( 128 - 1 ) * 100 ], but for ease of score manipulation, the actual maximum has been set at 10,000.

As the Dock receives requests from the Listener, it determines whether the player's score is high enough. (Build a Ship? Does the score equal at least 300?) If the score is high enough, it subtracts an appropriate amount, and executes the Action.

The Listener then orders the just-used Action (created by the Action Producer, you'll remember) to destroy itself. Actions are only meant to deliver a message to the Listener, and then they go away.


Things You Probably Don't Want To Change In This Model

The score amounts were taken from what I observed in your level.
Cannonball = +100
Repair = -100
Build = -300 ... oh crap, I just realized that the scores are off; CBs are x10 less. Okay, I will fix this.

Point maximum is 10,000. (It's actually kept internally as 100. Externally, everything is magnified by 100.)

The Producers that I have supplied are Emitters. They include in their settings a Linear Velocity of 1.0, and a non-0.0 Frequency of 1.0. When your ships shoot Cannonballs, your docks Repair, and your fleet Builds, you will want to use the same Producers.

The Listener should not be changed at all, except for its hologram color. It's currently blue for demonstration purposes. It's supposed to be invisible.


Things You Most Definitely Want To Change From This Model

Create 4 copies total of everything. You need one for each player. Obviously, players do not share scores, or order Builds/Repairs/Attacks cooperatively.

In the copies of the Actions, change the tag name "Player 1 Action" to "Player 2 Action", "Player 3 Action", "Player 4 Action". In order for each player's Listener to act independently, the tags need to be unique. In each Listener and Action, update the Followers with these same changes.

Tie in each player's visible score (the score that LBP keeps track of) to this system. You'll notice that, inside each Dock, there are microchips in the lower portion, with nothing but notes inside them. These are to be replaced with the animation and response logic that you already have.

'k. Looks like I gotta go fix the score amounts, so I'll let you know here when that's done. In the meantime, go ahead with your inspection of the model as it is, and do feel free to ask me a boatload of questions.
2011-05-28 21:58:00

Author:
The Manx Turtle
Posts: 50


Mmm. Yes. I think I understand now.
Cannonball = +10
Repair = -100
Build = -300

Are there any other significant scores that I failed to observe (correctly)?
Talk about "Did Not Do The Research".
2011-05-28 22:13:00

Author:
The Manx Turtle
Posts: 50


Observations:
- You're right. There's still something 'fishy' with the point system. I dunno if it was just because I was playing single-player (going against theplay model of a level can't be helping it much), but my boats would be accumulating score, and I had to wait some time before I could build a new one at the dock. Significantly longer than I should have waited, if my points were climbing at the same rate as the visual indicator. We've already touched on how visual and hidden scores are kept, so I know this isn't an easy problem for you to beat. Seems like it's high time that I put my money where my mouth is. I'll whip you up a proposed scoring system that is easy on the thermo, and let you know when it's ready. Shouldn't take more than a week, really.

- The biggest obstacle to faithful point-tallying is "simultude". Since you've been unable to rely on the real player score, anything else that you use has to either queue-up additions/subtractions, or be able to handle several transactions occuring at the same time. LBP2's logic system does not lend well to this. You have to assume that, at some point along the line, each player has one "container" for their "money": only one set of wires can go into this container, so when two transactions are in progress, there's only one wire-set for both signals. This causes one signal to be lost. To a certain extent, this limitation affects everyone, and cannot be overcome. Still, we can try.

Hi Manx

The reason that the score system wont work in single player mode is because you get points from the opponent if you haven't noticed already. That is an easy fix but I haven't had any time and didn't think it was really the most important thing to fix but I'll try.

You don't have to worry about when two transactions are in progress I have made a sort of pre-storage where I disabled that any points will be lost. I think you should take a look at it. Don't know if I have showed you it? I can give you the whole score system and then you can try to figure out "what does what"

C U on LBP
2011-05-28 22:18:00

Author:
Willman4
Posts: 170


Woot! I'm done, and I think it's 4 days earlier than my initial estimate?
You can call me "Chief Engineer Scotty" if you like.

http://i2.lbp.me/img/ft/8021ad4e131504ef22596eb75ec23f2156de7600.jpg

Okay, this device takes a bit of explaining. There are things here that are meant to be tweaked, to fit your level, and things that absolutely cannot be tweaked, or the whole thing explodes. (If my creations aren't on the verge of exploding at any given moment, they're obviously not doing their job.)

In this object, you'll find these components:

- The Dock microchip. This is the only chip in the object that has a label ("Magnum Opus").

- 3 Actions. They are located "north" of the Dock. From left to right, they are: Score A CannonBall Hit, Repair A Ship, and Build A Ship.

- The Action Listener. This blue-hued hologram starts out west of the Dock, but immediately goes chasing after Actions.

- 3 Action Producers. Provided mostly for demo purposes, these are in a crescent east-to-south of the Dock. They have a red glow.

I don't know if you know, but the reason why the unit limit is set to 5 per person is that every unit is unique. That means you need too have 5 different emitters on every microchip.

The reason why every unit is unique is that if every unit had the same "ID", then all units would listen to the same command and it would be a huge mess. I will try to figure out how to fix this. But that will probably be used in the next RTS game I'll make.
2011-05-28 22:42:00

Author:
Willman4
Posts: 170


Oh! Okay. That's fine, if each ship is unique (though I could teach you an alternative).
Your model is compatible with my model.

I've corrected the scoring by ... adding one LBP "Counter" object to the Cannonballs. It was a lot simpler of a fix than I anticipated.

http://i0.lbp.me/img/ft/fa0b72bc7986f01701d3b8f988e4f1862d21a370.jpg

You`ll have to visit the Tools For Other Creators on my Planet to get the updated version --- or you can just add the Counter yourself.

Note that the Maximum Score is something that you can customize. I`ve labeled it "BIG" in this 'shot.
2011-05-28 22:54:00

Author:
The Manx Turtle
Posts: 50


Oh! Okay. That's fine, if each ship is unique (though I could teach you an alternative).
Your model is compatible with my model.

I've corrected the scoring by ... adding one LBP "Counter" object to the Cannonballs. It was a lot simpler of a fix than I anticipated.

http://i0.lbp.me/img/ft/fa0b72bc7986f01701d3b8f988e4f1862d21a370.jpg

You`ll have to visit the Tools For Other Creators on my Planet to get the updated version --- or you can just add the Counter yourself.

Note that the Maximum Score is something that you can customize. I`ve labeled it "BIG" in this 'shot.

I'll take a look at it tomorrow. Thanks for taking your time to find a better solution to this problem. Good night
2011-05-28 23:00:00

Author:
Willman4
Posts: 170


100 plays! Thanks everyone who have played this level and thanks for the great feedback. The level is now totally free from bugs thanks to you all. And for those who haven't already played it yet, try it out. You wont be dissapointed2011-05-31 21:49:00

Author:
Willman4
Posts: 170


100 plays! Thanks everyone who have played this level and thanks for the great feedback. The level is now totally free from bugs thanks to you all. And for those who haven't already played it yet, try it out. You wont be dissapointed
First to reply to your thread, but it took me 100 other players to get to it. That's embarrassing. I'm sorry about that. Like a lot of other people I played single player, but it does look like you have addressed the scoring bugs as even by myself it was fun to play. It would be great if there were some sort of 1 player A.I. but to be honest it doesn't really need it because I very much see multiplayer is where this will shine.

I thought it would be good to see the waypoint clicks glow for longer so you could see where you sent a ship, but not really important in the grand scheme of things.

Your unit select sounds and repair noises are spot on and it is pretty amazing that you have accomplished this level of logic!
2011-06-04 02:17:00

Author:
Mr_Fusion
Posts: 1799


First to reply to your thread, but it took me 100 other players to get to it. That's embarrassing. I'm sorry about that. Like a lot of other people I played single player, but it does look like you have addressed the scoring bugs as even by myself it was fun to play. It would be great if there were some sort of 1 player A.I. but to be honest it doesn't really need it because I very much see multiplayer is where this will shine.

I thought it would be good to see the waypoint clicks glow for longer so you could see where you sent a ship, but not really important in the grand scheme of things.

Your unit select sounds and repair noises are spot on and it is pretty amazing that you have accomplished this level of logic!

Thank you for playing and for the feedback. I have started working a little on a new RTS game wich will include more units. I think the theme will be the world war or something similar. Feel free to come up with suggestions. I could maybe also make a small campaign for the ones that plays single or something.
2011-06-04 21:50:00

Author:
Willman4
Posts: 170


Mighty Munden suggested there to be fish in the level and now there is. A whale actually2011-06-15 23:14:00

Author:
Willman4
Posts: 170


Hey, got your message reminding me to check this out. Thanks

Positives:
- Sounds
- Visuals (only problem is that you put in so much detail afaik, but you can hardly see it since you're too far away.
- Game concept (it was nice an simple)

Negatives:
- Variety (if you retain the same amount of quality, but increase number of ship types/count, awesome)

Dunno how full the thermo was, but if you made another level, utilizing land and sea, it'd be brilliant.
2011-06-22 04:03:00

Author:
SSTAGG1
Posts: 1136


The thermo is pretty full but i will probably instead of updating it make a whole new RTS. I think I have come up with better logic that are lighter on the thremo.2011-06-27 22:29:00

Author:
Willman4
Posts: 170


If you liked this level you wont be dissapointed of what I'm about to publish in the near future. I will probably enter the multiplayer mayhem competition with it if I can get it done in time. The level will be a whole new RTS game, built from scratch. The logic is mostly done, it just needs some tweaking. Keep your eyes open for the new "Big thing"2011-07-10 22:29:00

Author:
Willman4
Posts: 170


If you liked this level you wont be dissapointed of what I'm about to publish in the near future. I will probably enter the multiplayer mayhem competition with it if I can get it done in time. The level will be a whole new RTS game, built from scratch. The logic is mostly done, it just needs some tweaking. Keep your eyes open for the new "Big thing"
Just to confirm this, it looks brilliant from what I've seen so far. Just need to watch that thermo, and it should turn out great.
2011-07-16 06:49:00

Author:
SSTAGG1
Posts: 1136


I hate the thermo and the thermo hates me but I think I can handle it.
I'm almost done now, just have to put it all together. I have built the level on 5 different spots. Most things will be spawned.
2011-07-20 22:58:00

Author:
Willman4
Posts: 170


Hello Willman
As you already know, I'm making an RTS.


Ok ok I'm gonna skip the blabbing crap... Can I see your RTS logic?
2011-07-27 00:00:00

Author:
Unknown User


AWESOME! Before i used to be a PC gamer. All i played was age of empires II. I cant wait to play! Would you be wiling to play the level in my signature? It requires 2 players but if you want to view it alone just turn on another controller if you have one. Feedback is appreciated . You playing it at all is appreciated!2011-07-27 00:09:00

Author:
LBP2_Tutorialist
Posts: 225


This level is legend. The bit I liked is how you made it so, if one boat had a waypoint set it would go to that one but wouldn't go any other waypoint which was around.2011-08-02 10:15:00

Author:
POOP2002
Posts: 20


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