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AEG-Corps: The Fall of Elithia [Tech Demo]

Archive: 8 posts


After lots of work, I finally uploaded a small level showing off some of the tech that will be used in my upcoming RPG level series: Last Days: The Fall of Elithia (Or TFoE for short) (Previously known as 'Crystal Shadows&apos.
A storyline trailer/prologue for Last Days: TFoE will be published soon.

The level features the player sackbot with all current abilities (which I will list later in this post), the HUD with all current elements (such as HP, Stamina and Potion stock), the inventory with all currently operational functions (costume switching is a function that is still in the works), a few enemies with simple, WIP AI, working chests (for refilling item stocks) and of course, a working checkpoint (Multiple checkpoints are already functional, but the level was too short to implement those).

The player sackbot, which has been completely re-made from scratch three times or so (each time featuring different abilities, control layouts, and older versions even supported multiple controllable characters), has abilities linked to all main buttons:
Left stick: Walk
X-button: Jump (press again while in mid-air for a jump boost)
O-button: Interact with chests and the like / Toggle personal light (Illuminator)
Triangle button: Open Inventory (Partially pauses the game)
Square button: Attack (in the direction you are currently facing)
R1: Defend (hold to block certain attacks from the direction you're currently facing. You cannot turn around while blocking)
R2: Sneak (hold to sneak past certain enemies (not featured in the demo, still a work in progress)
L1: Evasive move (Roll while on the ground / somersault after a jump (allows you to jump even higher) / perform a small backward jump while blocking) (requires energy)
L2: Sprint (hold for increased movement speed) (requires energy)
Left button (D-Pad): Use a potion (shortcut for use in combat)

The Inventory features:
- A 'Continue' option (returns you to the game screen)
- An 'Inventory' option (allows you to browse items/costumes) (costumes are not featured in the tech demo)
- A 'Quit Game' option (ends the level)

The Inventory features the following items:
- Health Pack: Restores some HP upon use. Maximum stock: 5.
- Energy Pack: Restores some energy/stamina upon use. Maximum stack: 5.
- Super Pack: Activates Invincibility for a brief time (except for death by squashing/lethal materials etc)
- Various items, offers some information about your equipment.
(Currently, the Invincibility starts when the x-button is pressed (when the Super-Kit is selected, obviously). I will change this later, so that it starts when you exit the inventory, granting you a longer Invincibility effect)

I hope you'll enjoy playing it! Constructive feedback is welcome, and please report any bugs/glitches so that I can fix them. (F4F will be discontinued upon publishing of my next level.)

This series is brought to you by the AEG-Corps Team:
Founder/Logician/Composer/Pretty much everything: Aegonian
Supporting logician: Gamer 3215
Composer: Dxcam1 (Music in the demo is by Aegonian)
Cinematic supporter/storyline supporter: Goober1823
http://lbp.me/v/3mb-0k
2011-07-19 23:19:00

Author:
Aegonian
Posts: 65


Queued, i'll come back with constructive feedback for sure after your detailed description 2011-07-19 23:25:00

Author:
Sport_dude
Posts: 622


The only bug i found was that i was able to multiple jump using the wall,from example i was able to get out from the cave after going in. Except that it was great!
To fix: Maybe instead of using a normal impact sensor use a impact sensor connected to a tag called ''floor'' and use that tags everywhere the sackbot should be able to jump.
2011-07-19 23:42:00

Author:
Sport_dude
Posts: 622


Ah, yes, I had expected a bug like that to occur... I will do my best to fix it. and your solution seems plausible, although it would require lots of tags (probably attached to invisible holograms covering the floors), and I'm not sure if the Thermometer will like that... There should have been a sensor that senses whether the bot is on the ground or not.2011-07-20 00:20:00

Author:
Aegonian
Posts: 65


Well just adding a tag to every floor won't heat the thermo, and yes a ground sensor would be great to have.2011-07-20 00:59:00

Author:
Sport_dude
Posts: 622


The demo won't suffer from a few tags, but a full level with complex terrain could cause some more trouble...

But as this seems to be the best way to fix the bug, I will also use it in the full levels. I have already updated the Tech Demo, and the bug should be fixed now. Thanks for your help!
2011-07-20 22:29:00

Author:
Aegonian
Posts: 65


Just noticed I used the wrong title for both the level and the thread :S : It should be "Last Days: The Fall of Elithia", not "AEG-Corps: The Fall of Elithia". Guess I was so excited about finally publishing it I didn't check the title before uploading. Anyway, the level name and description have been 'fixed'. Unfortunately I can't edit this thread's title.2011-07-22 15:21:00

Author:
Aegonian
Posts: 65


Dude! That level looks amazing! can't wait 'til the real level(s?) come out I'm so ****** I couldn't be a part of this.2011-07-22 18:47:00

Author:
Unknown User


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