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The RPG Package DLC

Archive: 8 posts


RPG Package


I : Introduction
II : Contents A
III : Contents B
IV : Contents C
V : Extra Content
VI : Ending



I - Introduction

The RPG Package is a set of items designed to support RPG games. It contains the required tools and objects needed to create an effective Role-Playing game.




II - Contents A

The first contents of the pack are the basic gadget and gates. Included is the Analog Counter and the Analog Gate.

The Analog Counter is a modified counter designed to utilize Analog signals. It can receive Strength inputs as well as output it. Analog Counters have 2 outputs, a Counter output and a Strength output. The Counter output is a timer's default output, outputting a signal when the Counter is completed. The Strength output sends an Analog output based on the Counter's current strength. The Analog Counter can also be changed to contain a maximum signal strength from 100% to -100%.

The Analog Gate is an advanced Battery with an Input slot. Analog Gates can output Analog signals ranging from 100% to -100%. An Analog Gate's power can be changed with Analog Inputs.




III - Contents B

The second piece of the kit includes an extremely advanced gate, the Arithmetic Gate.

The Arithmetic Gate is a Math Gate that can combine multiple Digital and Analog Inputs into a single output. An Arithmetic Gate can utilize a maximum of 15 Inputs based on its options and will output it into a single signal. An Arithmetic Gate can be set to Addition, Subtraction, Multiplication or Division in it's options. Due to technical limits, a single Arithmetic Gate can only utilize a single Mathematics mode(x+x or x-x) at a time, requiring more than one Arithmetic Gate to create more advanced equations((x+x+x)-((y*y)-y-((y*y)-y))).




IV - Contents C

The concluding piece of the set is a pair of gates. These sister pieces, are the Network Gate and the Local Gate.

The Network Gate is a special Gate capable of storing an Input assigned to a name. The Network Gate can store any Input and transfer it between linked levels from a list. A Network Gate will link levels selected on a list by the player via settings.

A Network Gate works by transferring the saved Inputs to other levels by utilizing the player's name as a medium. Network Gates are required to have an option depicting which player slot is used upon creation. By default, this slot is player one. When a Network Gate detects the player, it automatically loads the player's client data based on the name. This data is unique to the player and will not work on others and nor will it work on other maps not linked by the Network Gate. However, Network Gates can be wiped by the map creator in the cases of an update.

Local Gates are variations of Network Gates designed to exist only for a single game. Local Gates use player slots rather than names as a medium, meaning that any new joining players can use the pre-existing slot. Local Gates will do anything a Network Gate can, but will only last until the game has ended and all players have left.




V - Extra Content

The final piece of content is neither a logic gate nor an object. The final piece of content, is an option, the Tournament.

Tournament is a customizable game-mode designed to use solo game-play, teamwork, or both. By default, all players receive their own game camera, like Versus. However, the ability to see other players with the L1 button is disabled to opposing players. Tournament is a game-type that utilizes teams and alliances rather than Free-for-All Versus or Single Team Alliance. While both can be created, a large set of options allow for individual customizations.

1. Points Pool - Whether points are shared by all players, team members or alone
2. Team Editor - The amount of teams, players in it and number of lives
3. Priority - Custom value saved for later. Can be set in Team Editor
4. Locator - Whether the L1 Button finds players or not. Can be set in Team Editor
5. Death Penalty - How many points are lost via death. Can be set in Team Editor
6. Lives - The amount of lives a player has. Can also be set in Team Editor
7. Camera Share - Whether players share a camera or not. Can be set in Team Editor
8. Balance - Whether teams are automatically balanced or not. Can be set in Team Editor and acts via Priority
9. Shuffle - Randomly shuffles teams on start. Can be set in Team Editor and acts on both Priority and Balance




VI - Ending

Well, there you have it. The RPG Package DLC, a must need for RPG makers and competitive gamers alike. Please comment and provide feedback.
2011-05-20 06:49:00

Author:
Unknown User


tbh I got lost in all that logic speech x| Does this count for ALL RPGs or just Action, top-down, or turn-based? x| All I really want are saving functions and a customizable speech bubble tbqh2011-05-20 07:22:00

Author:
Fang
Posts: 578


I think this is a fantastic idea, and a lot could be done with this.. I am FOR this idea!2011-05-20 15:06:00

Author:
Unknown User


I think this is a fantastic idea, and a lot could be done with this.. I am FOR this idea!

So... wanna help me spark popularity for this idea?
2011-05-20 21:52:00

Author:
Unknown User


all i need is a math system, because right now i have to make the math...all the variables and it takes a really, really long time. Secondly, a traditional save system is MOST important for an rpg. Thats the only thing keeping me from making a true rpg, though i am finding ways around this, it takes a really LONG time! lol

But seriously, most of this you could create yourself if you really wanted an rpg game. However, i dont see nothing wrong with releasing something like this... even either of my suggestions would make the whole process less stressful.

Make it happen MM!!!!
2011-05-21 00:17:00

Author:
Rpg Maker
Posts: 877


I'm glad to see people are happy with this suggestion. I wonder if MM ever visits LBPCentral.2011-05-21 01:07:00

Author:
Unknown User


Well Pvp teams would be cool too.. thats what i wan't. It sucks that versus levels have the little rank bar too.. i wish it would show a ratio or points of some sort.2011-05-21 08:30:00

Author:
Dortr
Posts: 548


First of all names are odd, not everything with logic need to be a gate (like Analog Gate), only those who process the signal


The Analog Counter is a modified counter designed to utilize Analog signals. It can receive Strength inputs as well as output it. Analog Counters have 2 outputs, a Counter output and a Strength output. The Counter output is a timer's default output, outputting a signal when the Counter is completed. The Strength output sends an Analog output based on the Counter's current strength. The Analog Counter can also be changed to contain a maximum signal strength from 100% to -100%.

Why limit yourself by integrating this to counter, instead of making Analog/Digital Splitter that will work with anything? A/D Combiner would be also great, there already custom microchip that function like one made by Balorn, ofcorse native solution for it would be the best.


The Analog Gate is an advanced Battery with an Input slot. Analog Gates can output Analog signals ranging from 100% to -100%. An Analog Gate's power can be changed with Analog Inputs.

What about 0% signal, how you gonna set that? Maybe include set input, huh? ;]


The concluding piece of the set is a pair of gates. These sister pieces, are the Network Gate and the Local Gate.

The Network Gate is a special Gate capable of storing an Input assigned to a name. The Network Gate can store any Input and transfer it between linked levels from a list. A Network Gate will link levels selected on a list by the player via settings.

A Network Gate works by transferring the saved Inputs to other levels by utilizing the player's name as a medium. Network Gates are required to have an option depicting which player slot is used upon creation. By default, this slot is player one. When a Network Gate detects the player, it automatically loads the player's client data based on the name. This data is unique to the player and will not work on others and nor will it work on other maps not linked by the Network Gate. However, Network Gates can be wiped by the map creator in the cases of an update.

Local Gates are variations of Network Gates designed to exist only for a single game. Local Gates use player slots rather than names as a medium, meaning that any new joining players can use the pre-existing slot. Local Gates will do anything a Network Gate can, but will only last until the game has ended and all players have left.

If you watch NY, you would know that MM have similar idea, but you need some kind of receiver to recive the signals. Thru imo i got better idea for it, integrate level transfer and save tweaks to all state containing gadgets, that will remember the state


The final piece of content is neither a logic gate nor an object. The final piece of content, is an option, the Tournament.

Tournament is a customizable game-mode designed to use solo game-play, teamwork, or both. By default, all players receive their own game camera, like Versus. However, the ability to see other players with the L1 button is disabled to opposing players. Tournament is a game-type that utilizes teams and alliances rather than Free-for-All Versus or Single Team Alliance. While both can be created, a large set of options allow for individual customizations.

In other words this mode should be alpha and omega and do everything, even Versus (aka free-for-all) and Co-op ( aka Single Team Alliance, that together with name "Tournament" sounds like paradox) is included. Ehhhh, only mode what we really need from waht you saying is team mode 2v2 that will auto balance it self (1v0, 1v1, 2v1, 2v2, but unbalanced 3v1 would be useful too), and teams would have it's own scoring ;] why limit yourself to RPG, that mode would be great for more stuff, like basket ball levels for example


1. Points Pool - Whether points are shared by all players, team members or alone
2. Team Editor - The amount of teams, players in it and number of lives
3. Priority - Custom value saved for later. Can be set in Team Editor
4. Locator - Whether the L1 Button finds players or not. Can be set in Team Editor
5. Death Penalty - How many points are lost via death. Can be set in Team Editor
6. Lives - The amount of lives a player has. Can also be set in Team Editor
7. Camera Share - Whether players share a camera or not. Can be set in Team Editor
8. Balance - Whether teams are automatically balanced or not. Can be set in Team Editor and acts via Priority
9. Shuffle - Randomly shuffles teams on start. Can be set in Team Editor and acts on both Priority and Balance

All those except:
-Points Pool - this kill idea of team mode
-Number of teams - If you didnt notice it's just 4 player game, 2 teams would be good
-Life related settings - this is job for logic and respawn gates

Would be good team mode tweaks
2011-05-21 12:08:00

Author:
Shadowriver
Posts: 3991


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