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#1

The Mercenaries: Cooperative Campaign

Archive: 132 posts


An attempt to create the most incredible modern combat game in LBP.

All levels support 4 players, though for campaign, suggested player count is 2P.

Here's a link (https://lbpcentral.lbp-hub.com/index.php?t=58115-quot-The-Mercenaries-quot-Project-Making-Campaign-%28Vid-Demo%29&p=911645#post911645) to the video demo.

- Advanced movement (factors in status, weight, and training)
- Many weapons
- 2 weapon slots
- Pick up and drop of weapons
- Variety of weapon attachments
- 4 squad members (use d-pad to select character)
- Tanks (Driver = Cannon, MG. Turret = Rockets or MG depends on model)
- Helicopters (rockets / mg)
- UAVs (scout area, call in missile strikes)
- ATVs
- Humvees (minigun turret)
- Very advanced and variable enemy AI
- Many maps from different regions
- Mission based objectives
- Different methods to win (stealth, tactical, brawl, etc...it's up to the player...and the enemy )
- Voicing for units/actions
http://i2.lbp.me/img/ft/f5296a01d4055d9c61e5c98fae1469a998e970c5.jpg

Entrance to base.

http://i6.lbp.me/img/ft/b86f8849fde2dd325af44b4ce69dead6b7dd27d5.jpg

Airfield in base.
- SSTAGG1
- lordwarblade
- damaz10
- comishguy67
- Antikris
- Ayneh
I'm putting updates to the versus mode on hold while I remake the logic. It's already significantly less thermo intensive.

- New maps
- Map editor
- Scoring (k/d)
- More weapons
- Additional vehicle options and rewards
http://id.lbp.me/img/ft/22d205f08055f5ce3454230986f6c3ac5f133b02.jpg
SSTAGG1
- General Production / Direction
- Logic
- Level Design
- Maps
- Objects / Decorations
- Sounds

Duxy87
- Music

Lordwarblade
- Maps
- Objects / Decorations

pelicanthor
- Maps
- Objects / Decorations
Everyone is welcome to help. Every little thing, from designing a simple model for a vehicle to giving ideas and testing for bugs, is appreciated and will be credited.

***This is several weeks out-of-date BTW, recent news is posted in newest posts.***
2011-06-13 05:59:00

Author:
SSTAGG1
Posts: 1136


Awesome idea! sadly, i cannot help you with music. i am not talented at creating music. i love the idea though. if you do create this in the future please add weapon customization, would be awesome, question is would you use data transfer to save it from level to level?2011-06-13 06:16:00

Author:
jgsstl
Posts: 95


Yes, I'm going all out with the customization in this game. Each map you will be able to choose a loadout of the gear you own. There will also be a skill tree, where you unlock proficiencies, upgrade your abilities, and gain new capabilities. Different ammo types, weapon attachments, and fire modes are some of the things I am hoping to add to each weapon.

Depending on how advanced I go for each stage, I may have 30 stages all in one level, or make a level for each stage. If level changes do occur, then yes, I will add in data transfer (very simple to do actually).

This is going to be my summer project.

I'm going to update the original post when I finalize the concept.
2011-06-13 09:20:00

Author:
SSTAGG1
Posts: 1136


Sounds like a pretty awesome idea, may I ask, how far in production are you?2011-06-13 11:58:00

Author:
SPARTANDUDE924
Posts: 285


Production....not quite yet. I just wanted to float this idea to see if it was any good (also, typing things out seems to help me think).

Anyhow, I think I'm going to have to go with a top-down view of game, since I feel the 1st person view is not that useable for what I want to do. AI that can path-find....probably won't work when the level is spinning in circles, among several other elements.Top-down view would be better for such things as directable friendly squad members. Doing that in 1st person would be ridiculous, especially when organizing the HUD.

Anyone have ideas? I'm just putting together everything I want in the level, so now is the time to add anything before I start actually making it.
2011-06-16 21:29:00

Author:
SSTAGG1
Posts: 1136


can help with scenery if need be?2011-06-17 07:24:00

Author:
TheLittleSoAndSo
Posts: 181


Wayneiscool, I'll send you a message if the need arises.2011-06-17 23:33:00

Author:
SSTAGG1
Posts: 1136


Updated the main post with some new info. It's all hologram placeholders right now, so images are kinda pointless. I do like my soldier movement system though, might make a vid of that.

One question I have though: Has anyone made top-down shooter characters before? I could probably use some help with them.

EDIT: And I'm refering to very highly detailed characters. I want to try to make this look as well as play amazingly. They will not be sackbots.

EDIT: Nvm, sackbots look and function better. No need for costumes really, since you hardly see them, but I do need help making top-down items. Not anymore
2011-06-20 05:56:00

Author:
SSTAGG1
Posts: 1136


Hey there this project sounds really interresting to me as i love top downs and have ade three different types myself (Not completley perfect but getting there) I don't know if any of my stuff will help with concept or logic or not.

I really like the idea of a controllable squad that you cn give commands to. have made something simular to the concept in my 40k level where you can change between three different charracters.
I really like your weapon desighns i have been dabling with this idea myself but not sure wether to go about it or not. I'm not sure how much i can help but will try if needed.

Can't wait to see this project in action.
2011-06-22 12:53:00

Author:
Lordwarblade
Posts: 761


Sounds like a pretty impressive project!

I'm working on a top down, zombie survival shooter with resource gathering, a huge cooking system, deployable weaponry (i.e. turrets), house building, furniture building etc etc. As our projects are fairly similar (although mine is JUST beginning), add me on PSN, and we can help each other out!

Quick question, when the players character (or sackbot, for that matter) is in a controllinator, they seem to move right through walls that are in their layer. How did you overcome this?
2011-06-22 13:56:00

Author:
dr_murk
Posts: 239


My character movement is a little complicated, but ends up with the most fluid looking motion.

I have 4 (or 5, I forget ) pieces of holo to make up each unit.
1) "Destination": Using a glitched invisible block that I got from evret's level (that he got from someone else), everything follows this
2) The sackbot
3) The weapon
4) The camera: 2 parts, 1 limits camera movement with a string (you can look around, but needed an easy way to keep this near the player) and the other just modifies your view

This allows me very easy modding of each different part, and allows me to interchange them at will. Typically, the player movement and the weapon movement had some latency, but with them both lagging behind the destination, it's gone.

You could replace the invisible material with some theck. The sackbot would cover it up, so no issue.
2011-06-22 14:36:00

Author:
SSTAGG1
Posts: 1136


Thanks for the advice!

Also, what did you do in order to "hide" the controllinator? I'm working on the main character, and right now it just looks ugly.
2011-06-22 19:08:00

Author:
dr_murk
Posts: 239


I could help you with music, I'm not the greatest, but you probobly need my help.


But, if you don't need me, that's fine. But, it looks like you have alot of work to do. *Checks Progress :eek:*
2011-06-22 19:08:00

Author:
Undarivik
Posts: 442


I could help you with music, I'm not the greatest, but you probobly need my help.


But, if you don't need me, that's fine. But, it looks like you have alot of work to do. *Checks Progress :eek:*
Hah, yeah, I've got quite a lot of stuff planned. Right now I can hardly work on this since I'm doing some IRL work, but in a week, I expect to be done enough to post some demo. Probably only a single mission, but at least it's something.

I'm still deciding on the setting(s) for the campaign. Right now I've got it split 5 ways, 5 missions each: Military Base, Jungle Camp, Castle, City, and Desert. There will be a versus map for each setting as well. The player will select from a world map which location they want to go to, which then brings up the mission menu for that location.

Anyhow, I'm still going through all the music from LBP, I'll message you if I need your help (which is likely).
2011-06-22 22:13:00

Author:
SSTAGG1
Posts: 1136


Hmm, maybe for jungle camp, you could be the one going into the camp at midnight, then silently taking out all opposition? 2011-06-23 07:33:00

Author:
TheLittleSoAndSo
Posts: 181


@Wayne: Yeah, that'll work out well. It'd be interesting if I also added time progression to the game. Wouldn't really change anything, but sure would look cool.

Actually, I could make it change things.......hmmmmm.


I'm going to try to make all the sets so we can start decorating asap. I'm emitting each part, so thermo shouldn't be an issue.

Also, does anyone know exactly how much can be stored in emitters? I was planning on making the entire game in one level, and emit every part to it. Otherwise I'll just split up each mode. I'd really rather not deal with data transfer, since there are just so many things that would need to be transferred over.

Versus I may be able to make into it's own game, since I'd have to use additional logic to make the stealth work (giving each player their own version of the map, so I could make a unit invisible to an enemy player while leaving it visible to the owner).

Just some random thoughts: I am really looking forward to putting together the challenges. I've thought up some very difficult tasks. Each mission is similar to the campaign (which doesn't really have a story, should I add one? Otherwise they're just easier challenges...), but there are many secondary objectives that act as score mulitpliers.
2011-06-23 08:14:00

Author:
SSTAGG1
Posts: 1136


SStagg1- I finished my sound effects, just send me a message on PSN when you would want them. I made three: a rural sound, war zone, and jungle. I can do more realitivly easily, so don't hesitate to ask.2011-06-23 14:30:00

Author:
Undarivik
Posts: 442


This looks like a promising little project! You should have "fortunate son" by CCR play during the climax of the jungle stage.2011-06-23 14:46:00

Author:
poorjack
Posts: 1806


This looks like a promising little project! You should have "fortunate son" by CCR play during the climax of the jungle stage.

One of the greatest war-time songs ever. If you COULD make an accurate recreation of it, that would be AMAZING.
2011-06-23 15:00:00

Author:
dr_murk
Posts: 239


OP should request it in nunmasher's music request thread.....2011-06-23 15:06:00

Author:
poorjack
Posts: 1806


Hey, ou said bout times etc. and you could maybe have it so that each part of the year has its own beneficial parts, eg. Winter could provide cover and be used for stealth and summer for say daylight assassinations, maybe each time you replay a mission for money, upgrades etc. the weather changes to gradually harder parts of the year?2011-06-23 16:33:00

Author:
TheLittleSoAndSo
Posts: 181


Sounds very, very good as long as it's done right. Sure looks promising!2011-06-23 16:40:00

Author:
piggabling
Posts: 2979


Seems like a interesting idea. I suggest you get a team of people to help you, because that usually works best, especially with a big scale production such as this. Make sure you keep a lot of secrets about the game though. Don't want people to know everything just because they viewed this forum.

I think you should have a story. I wonder if you'll have voice acting, but I fear I may be asking for too much. Don't want you to blow up the thermo. Anyway, I think that time progression should effect missions like TheLittleSoAndSo (http://www.lbpcentral.com/forums/member.php?19396-TheLittleSoAndSo) said in a previous post. I also think you should add a team, but maybe only for team based missions because I don't think you'll always be able to work with a team.

One more thing, you should add some missions that randomise themselves to slow down the pace of the game, and add more length. (You can also use this as a excuse to have the time progression.) So for example, Extract a soldier from the Jungle for interrogation. Then you can also put the difficulty of the level, and make it optional. Oh yeah, before I forget, change the name of the level, unless The Mercenary is a codename/name for now, and will be changed later.
2011-06-23 16:41:00

Author:
Roneranger
Posts: 415


Looks really Good, but it also looks like you'll be Stressed with all of the Logic youll be putting in - i'm sure I would be.
Anyway, I think this looks like a Great Idea for a Project. If you need any Help with anything just PM me, I'd be sure to help you
2011-06-23 17:40:00

Author:
Unknown User


Looks really Good, but it also looks like you'll be Stressed with all of the Logic youll be putting in - i'm sure I would be.
Anyway, I think this looks like a Great Idea for a Project. If you need any Help with anything just PM me, I'd be sure to help you

I admire your ability to help others, but how are you gonna be able to squeeze this in with the time your putting in to "Operation: OMEGA"?
2011-06-23 18:52:00

Author:
Roneranger
Posts: 415


Wowee, what an amazing day. Just aced (imo) an english exam, french.....meh, but still very good . Now I come to the forums and suddenly my project has some interest.

I'll put together some creator positions later. I can do all the logic, but I could definitely use some setting decorators and music (any musicians willing to become permanent partners?) I'm looking for very high quality, so please don't apply if you don't think you can adequately contribute, I hate saying no.

Since I'm using a wide range of settings I was actually thinking of getting a level designer for each section. I'd imagine certain people would be better at certain environments, so this might work out well for everyone.

I'd provide the basic design, but I'd need to rely on others for making it look nice. Anything goes for this, lighting, sounds, logic, etc.. If you wanted to implement something with logic, I could probably make it pretty quickly, so if anything crosses your mind, feel free to comment on it.

Again, I'll post some more details on what exactly I have in mind later (partly because I haven't actually thought of much, didn't think I'd get that much interest)
2011-06-23 22:58:00

Author:
SSTAGG1
Posts: 1136


What I am doing for my huge level *Ahem*https://lbpcentral.lbp-hub.com/index.php?t=57493-Mythicos-the-Realm-of-Elves-AND-Mythicos-Year-of-the-Dark-Phoenix *Ahem* is directing a team, and each person is responsible for building components of things, like maxdiehard is one of my set dressing designers. He has made random props and things for me. Like pillars, molding for walls, and fonts. But I am the set dresser, and I take his props, and build the level, and decorate it with them. I mean, I am building 90% of the thing from scratch, but its always nice to bring in a specialist.2011-06-23 23:55:00

Author:
poorjack
Posts: 1806


@Wayne: Yeah, that'll work out well. It'd be interesting if I also added time progression to the game. Wouldn't really change anything, but sure would look cool.

I'm not sure how your planning on making bots interact with you, but you could make it so that at night it would be harder for them to see you and maybe less soldiers wondering around.
2011-06-24 01:00:00

Author:
Zero10100
Posts: 385


I'm not sure how your planning on making bots interact with you, but you could make it so that at night it would be harder for them to see you and maybe less soldiers wondering around.
That was exactly what I was planning on doing.
2011-06-24 01:30:00

Author:
SSTAGG1
Posts: 1136


What I am doing for my huge level *Ahem*https://lbpcentral.lbp-hub.com/index.php?t=57493-Mythicos-the-Realm-of-Elves-AND-Mythicos-Year-of-the-Dark-Phoenix *Ahem* is directing a team, and each person is responsible for building components of things, like maxdiehard is one of my set dressing designers. He has made random props and things for me. Like pillars, molding for walls, and fonts. But I am the set dresser, and I take his props, and build the level, and decorate it with them. I mean, I am building 90% of the thing from scratch, but its always nice to bring in a specialist.
That seems like a good way to organize it. I like the idea of getting help producing individual components, then it's just a matter of putting them together.
2011-06-24 02:02:00

Author:
SSTAGG1
Posts: 1136


Exactry. Its like putting together a puzzle.2011-06-24 03:48:00

Author:
poorjack
Posts: 1806


This looks like a promising little project! You should have "fortunate son" by CCR play during the climax of the jungle stage.
YES! Even without the vocals, this would be awesome. No, not awesome, it'd be ******* brilliant. Where is this music request thread?

EDIT: Nvm, found it. Now to make some pics for the jungle area.
2011-06-24 04:31:00

Author:
SSTAGG1
Posts: 1136


YES! Even without the vocals, this would be awesome. No, not awesome, it'd be ******* brilliant. Where is this music request thread?

EDIT: Nvm, found it. Now to make some pics for the jungle area.

*poops pants* awesome. This game is a sure thing now for a MM... I mean a poorjack pick. Already. Get some Creedance in this bidnis.
2011-06-24 04:57:00

Author:
poorjack
Posts: 1806


In reply to what the title of this game will be: Does anyone have any ideas for a better name? I'm going to keep the current one as the project name, but if anyone can provide an awesome name, I'll find some way to credit them in the level. "The Mercenary" is okay, but seems a little underwhelming.2011-06-24 05:46:00

Author:
SSTAGG1
Posts: 1136


How about-
"Body Count: Ballad of the Warrior"
"Men of a Higher Caliber"
"Killers and Saints"
"Fist Fulls of Lead"
"Iron Hornets"

There are some lame titles for you
2011-06-24 06:30:00

Author:
poorjack
Posts: 1806


I suggest you make most of the story first, then focus on a name later on. This will cause less confusion, and allows you to use a acceptable title within reason. Another thing, this should be made into a production group, so you'll have one place to contact each other, and then you don't have to keep making a forum post after you come up with a project idea.

EDIT:
How about-
"Body Count: Ballad of the Warrior"
"Men of a Higher Caliber"
"Killers and Saints"
"Fist Fulls of Lead"
"Iron Hornets"

There are some lame titles for you

lol
2011-06-24 20:16:00

Author:
Roneranger
Posts: 415


Everyone that is involved, if you don't get a group invite within a few minutes, message me.

EDIT: Well, so far it's only 2 (Undarivik and TheLittleSoAndSo)

If interested, message me or post here with the format shown in the first post.
2011-06-24 21:57:00

Author:
SSTAGG1
Posts: 1136


I read the first post, then got to the job lists, and was like **** It!! Logic: No Vacancy Logic is my thing. Nothing else.


Maybe ask RacingCreed for help. If he's not too busy...
2011-06-25 02:01:00

Author:
Unknown User


I read the first post, then got to the job lists, and was like **** It!! Logic: No Vacancy Logic is my thing. Nothing else.

Maybe ask RacingCreed for help. If he's not too busy...
After today, I think I changed my mind about the logic. Working with another creator who can make complex logic would definitely speed this up. You're in.

Any specific thing you do well, or is it just everything? I may need help setting up the upgrade logic. It'd be nice to see if you could find a simpler way to make it.

My major concern is the visuals though. My attempts today look, well, okay, but they're making quite a dent on the thermo.
2011-06-25 07:10:00

Author:
SSTAGG1
Posts: 1136


After today, I think I changed my mind about the logic. Working with another creator who can make complex logic would definitely speed this up. You're in.

Any specific thing you do well, or is it just everything? I may need help setting up the upgrade logic. It'd be nice to see if you could find a simpler way to make it.

My major concern is the visuals though. My attempts today look, well, okay, but they're making quite a dent on the thermo.

I wonder if there is a way to increase the thermo capacity. Hmmn..........

What about level emitting. One way to decrease the thermo, but still get the desired level intended.
2011-06-26 19:03:00

Author:
Roneranger
Posts: 415


Yeah, that's what I'm planning on doing. I managed to get it back to normal (2 segments) after removing the settings.

I 'still' need visual artists, so any takers?
2011-06-26 22:44:00

Author:
SSTAGG1
Posts: 1136


Erm.... me.... 2011-06-27 08:03:00

Author:
TheLittleSoAndSo
Posts: 181


Yeah, we're going to need more than just you though. I want to finish this before the end of summer, and unless you somehow manage to make a levels worth of detail every week, we're going to need some more creators.2011-06-27 08:24:00

Author:
SSTAGG1
Posts: 1136


Haha, true i'm very busy a lot of the time lol. In reply to your visitor thread, i think i'll try my hand at the jungle setting, is that ok? 2011-06-27 19:07:00

Author:
TheLittleSoAndSo
Posts: 181


Protip--- Make it so your bullets destroy themselves on touch with anything... That way, you can use cover. Was just thinking about that. If you want a few reusable props for the castle level, I can make a few in my spare time. Im good at top down stone architecture and thats about it2011-06-27 19:28:00

Author:
poorjack
Posts: 1806


Protip--- Make it so your bullets destroy themselves on touch with anything... That way, you can use cover. Was just thinking about that. If you want a few reusable props for the castle level, I can make a few in my spare time. Im good at top down stone architecture and thats about it
Already done, 2 sensors destroy, any impact and player impact. Bullets are theck to avoid hitting floors.

Also, that'd be awesome. I may be on later, so I could show you the level. I_Love_Logic might have even take a pic of it during his visit, so perhaps he'll have it.

Made some great progress today. All weapon logic is 100% done . Pick up and drop items is possible, and works brilliantly. Just need to test out my enemy AI and I may even be able to produce a demo by tomorrow. There will be no significant visuals, but meh, it works.
2011-06-27 20:21:00

Author:
SSTAGG1
Posts: 1136


Just send me a FR when ur on. While I take a short break from Mythicos, we can see whats the deal.2011-06-28 03:40:00

Author:
poorjack
Posts: 1806


Sorry, no pics... But I still need to make that menu... I messaged you ealier tonight and you didn't reply.2011-06-28 03:46:00

Author:
Unknown User


@poorjack: Will do.
@ILL: Sorry, didn't notice it. Was busy though with a friend who just got PS3. Schedule should now be LBP all day this week.

I think for the demo stage we'll just use the plain castle map as is for now. I'll throw together some scoring logic, and that should be it. Need to finish the health logic, but it's now just a matter of placing it on the units.

Reason why I want to make one now is because I'd like to test everything as soon as possible. Best way for that to happen is public release. Probably not going to be another though until we finish this portion of the project.

BTW: This is the versus mode we're making. Lot's of stuff planned for it, which is why it's going to be a separate level than the campaign (and also since campaign will have score leaderboard instead of whatever the versus leaderboard shows).
2011-06-28 04:04:00

Author:
SSTAGG1
Posts: 1136


Here's some pics of the unfinished castle map.
http://i0.lbp.me/img/ft/a50103659b57587f0313c8964a4d14fa2856f5a9.jpg
http://ia.lbp.me/img/ft/b3a6533ca6fe224d2a0e6c1236d5ad7522d72011.jpg
Bottom edge there is just some random objects.
Also, here's my updated weapons. Haven't changed much, but look nice.
http://ib.lbp.me/img/ft/13bd2a11324f59e57ef20c97585939184b179b83.jpg
Something to look at, at least. Had some trouble last night with my profile, so we were set back a bit. No demo for a little while, but I'll post as soon as it's ready.
2011-06-29 05:44:00

Author:
SSTAGG1
Posts: 1136


I feel it is safe to assume that's the castle zone? Well It looks nice, but I would put more walkable space on it you know? It's feeling a little counterstrike when it should be feeling COD2011-06-29 13:10:00

Author:
poorjack
Posts: 1806


That's just a versus map, so it was meant to be smaller, but I'll see what can be done about making it larger. I could add an entire other ring to the castle (which would make sense as well). It doesn't have any objects yet either, so there should be a few things throughout that open space.

Also, hey, what's wrong with CS, I'd much rather it than CoD (though MAG takes the cake). I see your point though.
2011-06-29 17:22:00

Author:
SSTAGG1
Posts: 1136


I love me some CS:S tho. I definitely like it more than COD but the maps are usually a bit small.2011-06-30 13:03:00

Author:
poorjack
Posts: 1806


The multiplayer component of this level will be published as part of the LBPC2 Multiplayer Contest.2011-07-02 00:39:00

Author:
SSTAGG1
Posts: 1136


With this being involved with the crown contest, I'm not going to post demos , sorry.

There is good news though, we tested 4 players at once and it worked almost 100% perfectly (only 1 mishap that is easy to fix).

Sorry for everyone hoping to see this before publication, but just think of it as time to prepare yourself for the incredible jaw-dropping gameplay you will experience when it is finished .
2011-07-03 08:37:00

Author:
SSTAGG1
Posts: 1136


Hey how are you going with music so far? let me know if you still need help in that area 2011-07-03 10:20:00

Author:
Unknown User


The multiplayer component of this level will be published as part of the LBPC2 Multiplayer Contest.

Hope you guys win! But that depends on the competition....

I wish to be included with the storyline version after the competition, if you wish to create that.................................
2011-07-04 18:12:00

Author:
Roneranger
Posts: 415


Since this would likely cause no harm to the project, and perhaps as a substitute for not releasing a demo (......, trust me, it's epic), here's some pics of the first map we made !
http://ib.lbp.me/img/ft/fdbf08c76e0f8ce51d2ba0891a0ebef9279fce1a.jpg
http://i6.lbp.me/img/ft/f46088452851d15f881d54a48327ac87e148ab27.jpg
http://i9.lbp.me/img/ft/95933ac8971e2be0d0d8f81d840a31339da101cf.jpg
I hope you guys like what you see. All credit for this goes to pelicanthor.

EDIT: Well, other than the castle walls.....since those are just AMAZING..
2011-07-05 03:46:00

Author:
SSTAGG1
Posts: 1136


That actually looks very nice. Good job, bro(s). I would honestly not be surprised if this wins the crown contest (based on looks)2011-07-05 15:49:00

Author:
poorjack
Posts: 1806


Since I contributed to your gun topic in the Help forum I somehow feel entitled to beta test your level.

Hey, in exchange you get to see stuff on my moon that the world is not yet ready for but soon will have to deal with anyway.

EDIT: I also'd like to cop.. eh, take a closer inspection of your top-down plant life.
2011-07-05 23:45:00

Author:
Antikris
Posts: 1340


Since I contributed to your gun topic in the Help forum I somehow feel entitled to beta test your level.

Hey, in exchange you get to see stuff on my moon that the world is not yet ready for but soon will have to deal with anyway.

EDIT: I also'd like to cop.. eh, take a closer inspection of your top-down plant life.
I 'do' need as many opinions as possible for the level, so......sure. I don't personally have the map, thor does and he's on vacation. Won't be back til the weekend.

We've already done several tests, and it's working beyond perfectly . The game itself is pretty much done, just need to add spawning and provide a menu for each map.

Just don't post anything anywhere about it til we publish it. I'd prefer some of the things we've made are kept mostly secret for now.

EDIT: I lied, there is so much I'm still adding, no where near done in my mind (though it's certainly playable ...bah, can't wait to publish it).
2011-07-06 03:02:00

Author:
SSTAGG1
Posts: 1136


If anyone has any ideas for what to include in the multiplayer level, post away. I'm mainly looking for actual gameplay ideas, not maps/visuals/music/etc.

I can assure you that I can produce even the most ridiculous ideas (done some already ). Right now I'm limited only by what I've thought of so far (which is quite a lot).
2011-07-06 09:15:00

Author:
SSTAGG1
Posts: 1136


If anyone has any ideas for what to include in the multiplayer level, post away. I'm mainly looking for actual gameplay ideas, not maps/visuals/music/etc.

- Switch weapon kits with fallen enemies/friends
- Revive dead friends
- Vehicle combat
- Capture the flag, rush and deathmatch game modes
- Smoke screens for covered movement and partial invulnerability
- Bunkers, gun emplacements and other static strongholds
- Mines
- Vehicle repairs

Did I just sum up Battlefield 2: Bad Company?
2011-07-06 12:33:00

Author:
Antikris
Posts: 1340


I love king of the hill/ Capturing bases type game play. You should have different modes of play... Like free for all.2011-07-06 13:17:00

Author:
poorjack
Posts: 1806


- Switch weapon kits with fallen enemies/friends
- Revive dead friends
- Vehicle combat
- Capture the flag, rush and deathmatch game modes
- Smoke screens for covered movement and partial invulnerability
- Bunkers, gun emplacements and other static strongholds
- Mines
- Vehicle repairs

Did I just sum up Battlefield 2: Bad Company?
Just come see the level lol. In 6 days I managed to go from pretty much nothing to a game, I've still got another 3 weeks.
2011-07-06 14:18:00

Author:
SSTAGG1
Posts: 1136


Good to hear it is going well. Use the 3 weeks to their fullest extent for quality control. I wish you the best of luck in the contest 2011-07-06 16:15:00

Author:
poorjack
Posts: 1806


Just some food for thought:

What if I made my logic systems into something akin to the Unreal Engine, offering a variety of function for creators in a very easy to use format.....

It works very well (poorjack, you barely saw any of it before you left, lol), and is VERY easy to adjust. Example: It takes me less than 4 minutes to make an entirely new unique weapon. I copied an LMG, and in 3 minutes, turned it into a flamethrower. They both function perfectly.

Granted, that's from the person who designed the entire thing, but still. If I wanted to, I could make 100 weapons by the end of the day. What's awesome is that they take up hardly any of the thermo as well!

EDIT: Lordwarblade came up with a name, "LBEpic Engine". The "LBE"....(?).
2011-07-06 20:25:00

Author:
SSTAGG1
Posts: 1136


Amazing stuff!2011-07-06 21:41:00

Author:
Roneranger
Posts: 415


lol. I was so tired when I left haha. I have to wake up at 4:00 am for work, and I had just gotten off and was editing for like 10 mins before a nap lol. But what I saw was awesome 2011-07-07 03:07:00

Author:
poorjack
Posts: 1806


SSTAGG1, as soon as I get this ridiculous grief ban sorted that Sony landed on me, I'll send you a PSN friend request to check out this great work.2011-07-07 04:20:00

Author:
Antikris
Posts: 1340


Sony banned you?! O.o Sony hardly bans anyone. Strange. Did you get any reason for it?

Anyhow, I sent you a FR already, so unless you need to create a new account, it'll be there waiting.

Also, for that list.......I'm getting there. Only 2 so far , but more are coming. If not in this level, it'll definitely show up in the next.
2011-07-07 04:42:00

Author:
SSTAGG1
Posts: 1136


SSTAGG1, as soon as I get this ridiculous grief ban sorted that Sony landed on me, I'll send you a PSN friend request to check out this great work.

Did you cause the Hindenburg fire? Is that why they banned you?
2011-07-07 13:02:00

Author:
poorjack
Posts: 1806


Pooooooooooooooooooooooooooooooooorjack wassup my homie2011-07-07 22:53:00

Author:
PSN:AAM2730
Posts: 128


Alright, I'm back from my little vacation, and am full of ideas to put into the project . We're probably going to have to cut back on the visuals a bit in order to include them all, but it should certainly be worth it. If all goes well though, we'll be able to maintain the level of detail shown in the previous pics.2011-07-11 03:10:00

Author:
SSTAGG1
Posts: 1136


How was your holiday SStagg?

Started on the track from red alert. Should be done in next couple days depending on spare time I get.

btw, Post up those new pics!
2011-07-13 15:34:00

Author:
Unknown User


How was your holiday SStagg?

Started on the track from red alert. Should be done in next couple days depending on spare time I get.

btw, Post up those new pics!
It was alright. Feel asleep in the sun 4 times, so I'm very burned . Also nearly broke my right arm slipping on some rocks and getting caught in a tree on a hill. Had to fight a raccoon, and lost my shoes....lol. Otherwise, I had fun swimming.
Sounds good.
They should be posted in the group with the pictures iirc. We are changing the jungle though, as it was too complex. Bunker map is amazing though.

To group: I made some posts in the group discussion, be sure to read them.

To everyone here: I have a level published now, so anyone interested, I may send them a key. If you do opt to test it, you will need to submit a message here with your review of it. Best if you play with another (since it is 2+ only). Also, only 2 players right now, but I'll change to 4 asap. Either message me or post here if interested. I am currently working on v15 iirc, I have v13 published. v15 adds a LOT of stuff, lol.

Also note that I didn't publish the level to 'be' playable, so most things are a definitely not what they're going to be (spawning, music, damage, map....etc). There is also no controls list, so have fun, lol. Just treat it like a CoD game, and you'll find most of the actions.

I'll also have an open 'Beta' test a few days before the contest deadline.

EDIT: Actually, I'll try to have v15 up by tomorrow. It includes some minor bug fixes, radically changes damage, adds some killstreaks (only 1 right now) and deathstreaks (again, 1), along with some other changes.
2011-07-13 16:50:00

Author:
SSTAGG1
Posts: 1136


So when will you need my help? When the compy is over? Or no help needed?2011-07-13 17:15:00

Author:
Unknown User


Probably no help needed ILL. I've got it all under control...., kinda.2011-07-13 19:18:00

Author:
SSTAGG1
Posts: 1136


I'll add the Beta thing to my queue, to check out later. Looks like it is coming up nicely, with some great maps. Just how many do you plan on making?2011-07-13 19:57:00

Author:
Roneranger
Posts: 415


It's locked, so I'll send you a key. For now, 3 maps. None of which are in the level due to dlc issues, but should be fine in a few days.2011-07-13 21:03:00

Author:
SSTAGG1
Posts: 1136


Can the multiplayer be played locally?2011-07-13 21:43:00

Author:
hesido
Posts: 166


Not really . Several functions won't work, like aiming down the sights, using killstreaks, and spawning.
Also, I realize that I'm kinda drifting away from my initial plan, but this is just for the multiplayer. Certain things just won't work online, and other things would make it much better, that wouldn't appear in the solo sections.
2011-07-13 22:01:00

Author:
SSTAGG1
Posts: 1136


Who cares if you drift away from the "original plan" if something turns out awesome in the end?2011-07-14 13:41:00

Author:
poorjack
Posts: 1806


Who cares if you drift away from the "original plan" if something turns out awesome in the end?
I must say, it is fairly awesome , at least for something I made. Just 'turned on' the killstreak system, missile works perfectly. Going to add a couple more before I leave for a week.

I didn't realize how much progress I had made. I'll post a demo level sometime today. It'll be locked, but just message me if you want a key. I'll be working on it most of the day. If you do test it though, be sure to use 2 players (preferable online, though it should work offline, just a little buggy), and be sure to give some feedback. I'd probably just test it with whoever wanted to anyway, so player numbers shouldn't be a problem.

EDIT: Oh yeah, and for the none of you that looked for my original level yesterday, I pulled it down so I could release the significantly updated version.
2011-07-14 15:21:00

Author:
SSTAGG1
Posts: 1136


I want a "beta key" 2011-07-14 22:19:00

Author:
Willman4
Posts: 170


You know what.... I'm just going to put together a simple menu system and publish this publicly. I'm fairly certain that at this point it's impossible to remake my design, so I can probably stop being paranoid, . Going to be another few hours before that occurs though.

I'm leaving for a week, 16-22, so :/. If I had that week to create, then I could probably make this perfect. Oh well.

As of now, I have:
- 4 fully functional players (probably the final version)
- 3 maps
- A killstreak/deathstreak system (only one reward though, but more will be added)
- Scoring system
- 10 weapons
- Spawn selection

Now just to see what people think.
2011-07-15 02:21:00

Author:
SSTAGG1
Posts: 1136


Wait can we play it now?2011-07-15 06:54:00

Author:
SPARTANDUDE924
Posts: 285


Is it up yet? I want to actually PLAY this with others 2011-07-15 16:16:00

Author:
poorjack
Posts: 1806


Bah, fell asleep last night at around 10. Meant to work on it til I finished . I'll throw together something to get you into the map, but it's going to be incredibly awful, lol. No menu, just send you to the map when you spawn. Also only one map, since no way to select which yet.

As for music selection, I'll spread them around the map. Just use L1 to aim towards them and they will turn on. Also, killstreaks work, but no way to know when you have one. It's also messed up, so when you go past the required kill count, you lose it. Just know that when you get 5 kills, press right on the D-pad .
2011-07-15 17:16:00

Author:
SSTAGG1
Posts: 1136


Bah, again. I had to do ALLOT of housework and packing, since I'm leaving tomorrow morning. I will have it published in another hour or so though. I ran into some issues with sounds.2011-07-15 23:21:00

Author:
SSTAGG1
Posts: 1136


Triple post!!

It's all good though, level is finally published . Hope it meets some expectations. It's definitely not finished yet. Still need to add the other 2 maps as well as make some menu system.

Level Link: http://lbp.me/v/3bn9ew
2011-07-16 05:30:00

Author:
SSTAGG1
Posts: 1136


Great to see it published pity there could only be one map at the moment.2011-07-16 06:11:00

Author:
Lordwarblade
Posts: 761


Yeah, I rushed it to get it published before I left for the week. Not going to have any internet access until I get back, so this will either be a surprise, or what I expect (a couple plays just from this thread).

I made a showcase thread, so anyone with feedback, go "Here" (https://lbpcentral.lbp-hub.com/index.php?t=60046-quot-The-Mercenaries-quot-Multplayer-Online-Shooter-LBPC2).
2011-07-16 06:27:00

Author:
SSTAGG1
Posts: 1136


I will not have access to my PS3 for a while, will check this first time I can!2011-07-16 20:38:00

Author:
hesido
Posts: 166


Ohh yeah, back from vacation, and redesigned nearly everything . Guns, scoring, maps, controls, killstreaks, HUD...list goes on. Going to try to implement some changes in a few hours.2011-07-23 02:10:00

Author:
SSTAGG1
Posts: 1136


OoooohhhhHHHH, Antikris just thought of SO many ideas for this project. Anyone I told 'I'm not going to work on this after the contest', forget that .
I put together a seemingly innocent UAV that you can toggle control to, and fly around...turned into pretty much adding an entire new game to my game. Also made some nice looking reticule effects.
Also, going to change HUD into a much better looking circular format - allows me to add in several effects that would otherwise be hard to see.

Turning this into Battlefield with every change I make, lol. BTW, changes are going occur 'after' the contest ends. No time to add, test, fix now

Also, as soon as the contest is over, I'm expanding the project...!!! I need:

- Map makers
- Unit makers (tanks, aircraft, vehicles, etc)
- Decorators
- Voice Artists: mainly military voices, ESPECIALLY need a radio comms voice ... my own seems unsuitable.
- Font maker
- Menu design
(I do all the logic, so don't add any , it's basically a waste of your time since I usually remake everything so I know exactly what everything is for)

Add me, and in the FR, explain what you're good at. Also post here so I know beforehand.
2011-07-25 02:22:00

Author:
SSTAGG1
Posts: 1136


Some major updates for anyone that hasn't seen them. Not sure where I left off 3 days ago, but the level is now almost completely finished.

I decided against adding another map for the contest, as it's thermo use is too high, and I was unable to use it due to some issues when placing it as a saved object.

If I have nothing to do, I'll try to add it, but I dislike level links.

Updates:
All killstreaks working: 2 = UAV, 4 = Missile, 6 = Artillery, 8 = Attack UAV (be sure to try this one out, it's epic ).
- Added Tutorial and Controls guide
- Added random spawn (so no more spawning at your fav/best weapon all the time)
- Added music shuffle (not sure if this is new)
- Now REQUIRES 2+ players to start (unless you know the cheat to play in single players, lol, allows me to test without others)
- A variety of minor changes and fixes, too many to list

Planning on adding 2 more killstreaks at 10 and 15. Taking some time since I want them to truly be Epic.

EDIT: Wow, 4th in trending levels?! How does that work?
2011-07-28 04:39:00

Author:
SSTAGG1
Posts: 1136


EDIT: Wow, 4th in trending levels?! How does that work?

It's trending levels on the web. Not sure how it works, but it doesn't translate into plays 1:1, maybe it is a combination of being queued or simply being viewed. A level of mine just got to the 2nd spot (wasn't being played at the time), and within 24 hours, the level got a massive 3 more plays. (three) :=)
2011-07-28 08:00:00

Author:
hesido
Posts: 166


I've been told that the killstreaks only being attainable by getting long chains of kills is not the best, as most players will not end up seeing them.

I think I'm going to change it so that dying doesn't reset your kill-chain, only using a ks will. I'm also reducing the required number of kills for each (1, 2, 3, 4), even though the 4 ks is radically overpowered.

Also, I can confirm that 4 players works, and is incredibly fun. Makes getting those ks' easy, and it's cool to see several in the air all the time.
2011-07-28 16:17:00

Author:
SSTAGG1
Posts: 1136


Yeah I played it, it was tons of fun. The one complaint me and my friends shared was that it was kinda hard to tell what you were aiming at and if you were shooting or not. And the camera was a bit to zoomed out.

But otherwise it was alot better than I expected it would be, well done. The enviorments looked good, and the gameplay was alot of fun.

And as always in almost any shooter, the sniper was almost instant death, lol
2011-07-28 22:56:00

Author:
SPARTANDUDE924
Posts: 285


Yeah I played it, it was tons of fun. The one complaint me and my friends shared was that it was kinda hard to tell what you were aiming at and if you were shooting or not. And the camera was a bit to zoomed out.

But otherwise it was alot better than I expected it would be, well done. The enviorments looked good, and the gameplay was alot of fun.

And as always in almost any shooter, the sniper was almost instant death, lol
Hmm, I could easily zoom the camera in. I use a very crisp screen, so easy to see everything, but another player noted this as well. Going to change it to be a little closer zoomed in.
Also, did you try using the 'scope'. I added it to help with this exact issue. Move support would be perfect for this, lol.
2011-07-29 02:59:00

Author:
SSTAGG1
Posts: 1136


The final level is out! It doesn't have everything I had planned, but at least it's done. Here's the link. (http://lbp.me/v/487qgz)2011-07-29 05:18:00

Author:
SSTAGG1
Posts: 1136


Nice work SSTAGG1. Just needs a storyline after the competition ends, so don't forget about that bit. Hope you win, may be a bit tough, I might need to look at the competition you know. Queued!2011-07-29 12:25:00

Author:
Roneranger
Posts: 415


Alright, I'm restarting this, as my other idea got a little boring...not enough explosions .

I updated the first post with some info on it. This is going to be big! (no, really, I need larger maps to fit the vehicles). Anyone is welcome to help. I can always use ideas, feedback, visual, gameplay, logic, music, and sound help. Just post with what you're able to do, and I'll see if there's anything that needs to be done.

I especially need people who have experience working with the foreground and background layers.

Right now, I'm just remaking the player logic. Once done, I'm going to finish the guns (now part of the player logic, just need the visuals), and move on to vehicles. If anyone would like to offer top-down vehicle help, it'd be greatly appreciated as well.
2011-08-06 05:00:00

Author:
SSTAGG1
Posts: 1136


Hmm well I could lend a hand, I'm very comfortable with using the 3d layers, although I build in the regular layers and then transfer it to 3d. I'm good with stickering, sound effects, visuals( natural enviroments etc), and I'm decent with throwing out ideas, don't know how to classify my expertise in that This sounds fun and I want in!2011-08-06 23:47:00

Author:
damaz10
Posts: 771


I need some voice actors for each character. 2 for players, 1 or 2 for enemies, and 1 for communications (or just one person good at accents). Need them to sound from the military.

Map makers are needed as well.

EDIT: Updated OP with news and made it easier to read.
2011-08-09 05:21:00

Author:
SSTAGG1
Posts: 1136


Here's a picture of the tank I just made.

http://i5.lbp.me/img/ft/73585a0d982ed383c63074cc6fa837298991b016.png

Took me about an hour to get all the visuals and logic done. 2 player slots. 1 controls driving, 1 controls weapons. If only 1 player in the tank, they control both. Soldiers enter by holding circle.

2 weapons, toggle control by pressing triangle. Main armament and MG.

Other soldiers there are holding (order left to right) LMG, RPG, Sniper. All are fully functional.

Thoughts?
2011-08-11 10:33:00

Author:
SSTAGG1
Posts: 1136


Argh, I hate triple posting, but I thought this would seem important.

The newest installment of this series is going to be made for single-player. Game design will be changed so that the player controls 4 squad members. Additional players will control random enemy units. These will only be able to do things the normal AI can do. Eg: Shoot, move, throw grenades, etc.

The extent of the enemy unit players' capabilities may change depending on the thermo (which should now be better due to the change from 2 to 1 player.

Also, all vehicles can be controlled by only a single character. Additional characters in each vehicle would be able to control additional weaponry. Eg: In a tank, 1 character would be able to drive and control the turret, while a second character would be able to control the MG/rocket launcher. This is similar to the initial design for multiplayer controls, but reduces logic load by a ridiculous amount .

For anyone incredibly curious why I am changing from MP to SP, and for those that may think that adding 4 character squad instead of 2 player MP actually increase logic load, here's a pointless look into my thoughts.

Multiplayer requires me to ensure that the correct player has control of each thing they should be controlling. In the case of the soldiers, it's a simple matter of emitting a soldier that corresponds with the correct player's DCS transmitter.

This also extends to the use of weapons. When a player picks up a weapon, a unique version of it made for that player is emit.

Issues begin to arise when you can't just emit the thing that the player wants to control. For vehicles and turrets, I need to make 4 modes of operation, each a replica in design, but only different in who controls it. These copied designs essentially increase the logic load of the object by 4x.

For vehicles that can contain multiple players, with each controlling a unique position, I need to double that again, and also add in a system that determines control between the two players (already made, and fairly simple, but it's still 'there'...).

By changing this to SP, all I need to do is determine which character is in the vehicle. This is incredibly simple to do, pretty much just 6 logic pieces (4 sensors, a selector, and a microchip). This also removes all the cases for divided control between players.

To put this into numbers, a MP design (even after I simplified it to about 50% of original cost) takes up around 1000 pieces for each player soldier (including all weapons), and ~100 pieces for each player for each vehicle, 200 for multiple player vehicles. For SP, all that is needed is a single version of each.
MP->SP soldiers: 4000->1000
MP->SP vehicles and other elements: Probably ~10000->1000

You can obviously see why, now that I am changing focus to a wider range of combat options, I need to switch to SP. I just don't have the time or dedication to even try to make that amount of logic.

BTW, this is all based on currently working designs, just extrapolated to include future additions.

For those that think squad based play may be complex...well... To control each squad member, I simply change which set of tags I use. Change control using the D-pad. Each character has DCS receiver which is activated when their control tag is active. Essentially, I achieve squad combat by adding a single selector, 4 tags, 4 sensors, and 4 microchips.

Do I hear a 'yay'? Oh, no, wait, that's just my brain celebrating.
2011-08-13 06:26:00

Author:
SSTAGG1
Posts: 1136


WHHHHOOOOOOOOOOOOOOO YEAH!

'Why are you so excited?' you may be asking.

Well, I just discovered a way to make this completely support MP with adding ANY additional logic.

To keep things short, I replaced all the controllinator frequencies with my own made from a tag for every control. This allows me to give every player every control frequency, which bypasses the need to transfer control to the correct frequency.

Here's the long version:

It's hard to explain, but what you've described is very similar to what I am currently making. The only issue with MP is that it just requires a **** load of logic to make and is incredibly irritating to work on, since each change needs to be done dozens of times over in order for it to match every other component.

Right now. The player uses a 5 port selector, with 1 being default (no selection), and the other 4 being the 4 directions of the d-pad. When the player selects one of the directions, it turns on a key, which is then sensed by the character, powering their logic system. The player view then adjusts to where that player is (due to a key being activated for a follower).

All characters use the same dcs frequency,they are just turned on/off depending on which character is selected. It's nearly impossible to create a bug with this, since it's just 2 splitters, a selector, and 4 keys.

MP appears to be not much more difficult to do, and I've already made a system like what you describe, where I just added 3 sets of selection from each of the additional players.

The issue I'm running into for MP is when it comes to vehicles. With SP, all I need to do is detect if a character is in the vehicle, and then power controls based on which character is activated. To make that compatible for MP, I can't just do the character selection method, where I just power a tag. I need the vehicle to detect which character entered, give control to that character, AND detect which player is controlling the character.

It doesn't sound too difficult to make, but tbh, it drove me insane.





On a completely opposite note, I was making the character control logic for SP and may have discovered another 'simple' way to make this MP supported....and when I say simple, I mean 'OMG THIS IS SO ******* SIMPLE, HOW DID I NOT SEE IT BEFORE!!!!' simple.

Each character is already completely independent of the player. Control is activated by powering a tag. Before, I ran into issues since I had to make a case for each different dcs frequency (since a player can't change dcs frequency without entering another dcs, which I am unwilling to do since it looks awful and unprofessional. I was messing around with completely removing the dcs from the equation, and instead using tags for every dcs control.

What this allows me to do is remove ALL the 'who controls what???!!!' logic, and instead just give each player 4 sets of tags, acting as 4 frequencies for control. When a player selects another control frequency, all of their logic adjusts accordingly (so instead of putting the different cases for control on what is being controlled, I put it on the thing that controls). All I would do is disable switching to an already selected control group, so a player couldn't change control to a frequency already used by another player.

If all that was lost on you guys.... this means that I need NO additional logic for MP than SP...


Also, sorry for so many consecutive posts, but just imagine these posts as a collection of the entire group's discussion.
2011-08-14 23:33:00

Author:
SSTAGG1
Posts: 1136


Question: Are any costumes needed? If so, how many?
I'd be happy to help
2011-08-15 06:12:00

Author:
Julianotis1
Posts: 110


It's official, the logic breakthrough is the best thing that ever happened to this game. Have you ever played an RTS where you control every aspect of the unit, not just movement and aim...didn't think so.

Right now I've got 4 fully functional, completely independent units. Any player can control them, so long as another doesn't already have control.

Those 4 units can very easily become 8. All capable of:
- Sprinting
- Scoping
- Aiming
- Throwing grenades
- Picking up weapons
- Entering vehicles
- Etc...

Any player can switch to any unit at any time and take control of all these aspects.

With 4 players, 4 units (soldiers), a tank, an ATV, and all (currently 11) weapons, the thermometer was only ~30% full. This is going to be awesome .

@Julian: Theres not really any need for costumes at this point, mainly due to this being top-down. I am considering adding cutscenes and such that would be done using sackbots though. I'll keep you in mind. Also, if you'd like to test out things I make, just say so. The only real tester right now is myself.
2011-08-15 11:12:00

Author:
SSTAGG1
Posts: 1136


I know it doesn't look like people care a lot right now, I just want to say that, THIS GAME IS GONNA BE SO AWESOME.

I don't say this to every game, but this has the potential to have:

EPICAL AWESOMITY!

MUST...PLAY...NOW!
2011-08-15 13:15:00

Author:
Roneranger
Posts: 415


SSTAGG1 has been working real hard to invent a system that is unique and enjoyable for ages now. The whole group is really trying to create something Epic thats why i suggested he called his logic the L.B.E.E (Little Big Epic Engine)

Even on the decoration and desighn side of things we are trying to create maps, props and desighns never before seen in LBP. Or at least better than what is out there. I myself like creating maps that are unique and extravagant.

So if you haven't tested Mercenaries multiplayer then you definatley should go a check it out.
2011-08-15 13:26:00

Author:
Lordwarblade
Posts: 761


Thanks for the info. I have some ideas for a storyline that is gripping and enjoyable. I can make a script if you like. I'll need a list of characters, and how many levels, or how long the story should be. I can include as much as you like for cut scenes and stuff. So I'm available to offer my expertise in the storyline area.2011-08-15 14:05:00

Author:
Roneranger
Posts: 415


I'd be happy to test the level! I'm waiting on some costume requests so feel free to add me in-game.2011-08-15 19:10:00

Author:
Julianotis1
Posts: 110


I was bored, so I put together a little demonstration of the level mechanics.


http://www.youtube.com/watch?v=oq0IvKf8Yqc

EDIT: My TV has horrible angle, so stuff around the edges gets cut off.
2011-08-18 23:26:00

Author:
SSTAGG1
Posts: 1136


I think you need to give the multiplayer a bit more hype, so I'll tell my friends about it. Speaking of the Campaign, you should see more posts in the group, but not here.

EDIT: I commented on your video too. If you never saw it then here it is quoted.


"Yo, Roneranger here. I think that you should've gotten some friends online to help you out with this you know."
PennyImages 1 minute ago
2011-08-19 14:48:00

Author:
Roneranger
Posts: 415


I think you need to give the multiplayer a bit more hype, so I'll tell my friends about it.
Haha, yeah I should. I'm thinking of releasing a short demo of just the squad and vehicle mechanics. Maybe make some targets to shoot at.

Actually, yeah, I need to make a shooting range anyway.
2011-08-19 18:47:00

Author:
SSTAGG1
Posts: 1136


Good luck, and I'll accept your friend request whenever I get the chance. 2011-08-19 19:47:00

Author:
Roneranger
Posts: 415


Made a level demo, http://lbp.me/v/5d0n3g

EDIT: I threw it together since I was leaving for a bit, I'll be making an actual map soon. Probably going to take it down later.
Also, this is encouraging, an unhappy face immediately after I published it...

Oh, and tanks only take 2% of the thermo... prepare for some epic tank battles . ATVs cost even less.
2011-08-19 20:05:00

Author:
SSTAGG1
Posts: 1136


I'll try out the demo, it seems really cool!
Also, should we meet in-game if you want me to do some beta testing?
2011-08-20 19:04:00

Author:
Julianotis1
Posts: 110


Sorry haven't been on for a while. I'll add you.

I'm dropping it down to only 2-player support. Too laggy.
2011-08-21 10:55:00

Author:
SSTAGG1
Posts: 1136


Hurray, new pics! 100% credit to lordwarblade for the awesome map.

http://i2.lbp.me/img/ft/f5296a01d4055d9c61e5c98fae1469a998e970c5.jpg
Entrance to Arctic base.

http://i6.lbp.me/img/ft/b86f8849fde2dd325af44b4ce69dead6b7dd27d5.jpg
Airfield in the base.

This is only a portion of the map. These pics don't do it justice.
2011-08-21 11:37:00

Author:
SSTAGG1
Posts: 1136


Seems cool, and the storyline must be shaping up right? I have a plot to use, or have you got some amazing idea for the basic storyline?2011-08-22 10:11:00

Author:
Roneranger
Posts: 415


I just posted the start of one in the group. Like I said, post anything you think of.

Also can confirm that this is changing to 2P only. Unfortunate, but online is just causing too many issues with lag.

EDIT: Story is DONE! Yeah! Can't wait to release this (in about a month), it's epic!
2011-08-22 19:01:00

Author:
SSTAGG1
Posts: 1136


What as in the campaign story is completely finished? Cool, hope you posted something good on the groups page.2011-08-23 20:00:00

Author:
Roneranger
Posts: 415


This project is still alive, don't worry. Some news ... wow, quite a lot has happened since I last posted.

Merged weapon slots and weapons to reduce thermo use and make them significantly easier to edit (changed a 1 hour process to about a minute!)

Adding attachments to weapons (surprisingly easy to do, at least the logic side is)

NOT going to be 2P only, but it's encouraged (new creator dlc player count suggester ftw)

Making an AI. I don't want to give away too much though. Just trust me when I say it'll probably seem like fighting a actual human player with the recent additions I made today (or would have had LBP not crashed.... ~#20 since starting campaign, getting really annoying).

Ammo system made and working perfectly how I want it.

Arctic map could be done, depends on if we change it based on story.

City map is being made and is looking incredible.

I'm sure there are more, but this covers most of it.

EDIT: Wow, 5000 views. If only I could get that for my levels
2011-08-31 04:34:00

Author:
SSTAGG1
Posts: 1136


I changed the name to "Little Big Battlefield" for now, since it's not exactly mercenaries any more.

EDIT: Woops, this post was supposed to be an edit to the previous post, strange.

Also, if anyone has suggestions for a better name, I'm open to suggestions. Right now it seems incredibly corny.

I'll take some pics when I get back on. Prepare for a sublime (and perhaps ridiculous) amount of logic
2011-08-31 04:58:00

Author:
SSTAGG1
Posts: 1136


Here's some random pictures of the things I've made.

http://i1.lbp.me/img/ft/401007fdef730dc4a8f5d9b7e1ea1bf1cb268615.png

The logic HUB for character 1. There are 4 characters. There is also a tank and atv, logic not shown here.
http://i7.lbp.me/img/ft/d270e7e90fcd639ceb5e3abf18fc401ebecbefbc.png

This shows the AI movement after about a minute of placing. They started in a box formation.
http://i2.lbp.me/img/ft/ad27edc630e8af050150f60b1176b9d568148d30.png

Far left tank and far right tank made by Ayneh, ATV made by Antikris, middle tank made by myself. Each tank has 2 turrets, 1 for the main gun, another for the MG or missile launcher.
2011-09-02 08:59:00

Author:
SSTAGG1
Posts: 1136


Progress seems immense. LittleBigBattlefield is corny and I thought I was automatically subscribed to another thread by you, random lol . Anyway I'll think of some cool names in the near future a.k.a now:

Very Cool-ish names

Reticule
First Strike
Deployed
Stormfire: (Names below)



Warbound
Squad's Game
Battle Commandeer
First to Ground


Four Men Down (FWD for short) This one may not make sense immediately or ever!


Well it was a first time attempt

Those soldiers should be proud of those names. (But personally I wouldn't be )
2011-09-02 16:25:00

Author:
Roneranger
Posts: 415


Read the group post, we decided to change the story a bit, 'The Mercenaries' can stay. I meant to post that here before, must have forgotten. I do like those names though, could definitely name the missions after them.2011-09-02 16:35:00

Author:
SSTAGG1
Posts: 1136


Epical, checked the group and liking the story for The Mercenaries Campaign, and some other stuff too. 2011-09-08 18:37:00

Author:
Roneranger
Posts: 415


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