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#1

The Un-named Project of Possible Epic Proportions

Archive: 14 posts


So it's essentially this huge battleground, think of the WORMS games. It's online VS, character selection, weapons strewn across the battle field, checkpoints for each character, etc. I've got the logic almost done, just need help thinking of a name, Characters(So far I have a Pirate, Ninja, Robot, Zombie, Sack-Eating Plant, Two of my own Characters, a custom costume(copy owner) and some other one I can remember) and also what the battle field should look like, and how a winner would be decided, by score, or what?

Cheers, flyinhawaiian
2011-07-20 00:21:00

Author:
flyinhawaiian
Posts: 357


Reminds me to a degree of one of my scrapped large scale projects Couldn't get the APCs and such to work well with the buildings.

Anyway, as far as character selection goes, maybe focus less on that and more on level effects. (periodic and constant environmental dangers for example) In addition to your power ups which will likely eat chunks of logic as well.. Remember, a player takes up and average of a half notch on the therm.. a player in a sackbot can as much as double that.. without the sackbot's meta-logic coming into consideration.
2011-07-20 02:57:00

Author:
Eternal_Rise
Posts: 113


there's no logic on the bot itself, only the standard R/C sackbot stuff, tag, follower, controllinator

as for environmental, like lightning, meteors, earthquakes?
2011-07-20 21:00:00

Author:
flyinhawaiian
Posts: 357


There is logic if you're going to have weaponry. And you might want to keep in mind with the character selection that each player needs a unique tag for the followers to track, other wise your weapons could all pile onto one lucky player or go chaotic and leave player one firing player two's guns. lol

As far as environmental hazards go.. they all depend on your environment. Could be steam jets, falling debris, explosive barrels (I'm actually working on one that has the exact effect they have in FPSes. These are all examples.. but not by any means the limit of environmental.

Also, consider perhaps a score based "airstrike" type weapon.. something that for instance drops a randomized series of rockets or, if you're up to it, one that blankets an area in burning hologram spheres which "stick" to the ground until they burn out.

Destructibility or indestructibility can make or break a combat level as well. As can a water table and the lighting. But again.. lighting beyond the basic settings can be a huge logic hog.
2011-07-21 06:43:00

Author:
Eternal_Rise
Posts: 113


Don't get me wrong, I'm not trying to discourage you, I think it is a great idea. Definitely something I would happily play instead of the troll zombie survivals that have dwarfed the "plague" of bomb survivals in LBP1.2011-07-21 06:44:00

Author:
Eternal_Rise
Posts: 113


by weaponry, i meant, like, paintinators/creatinators, explosives w/ grabinators

I think I'll see if I can just use regular sack people, which will of course simplify things, and reduce thermo

the other ideas sound great, but what is a water table?
2011-07-21 22:03:00

Author:
flyinhawaiian
Posts: 357


Hi Flyinhawaiian
Your idea sounds awesome. Good luck with it. Interesting idea that the locic is on the enviroment rather than the sackbots or player
See if you can put in secret aread, likes caves that require explosives to blast open entrances etc. If you need any help with things or ideas, like inventorys or swimming sackbots, come look me up mate
Your level sound like it will be awesome though
2011-07-22 13:06:00

Author:
Sean88
Posts: 662


Hey Sean, thanks for the help, if I need someone, you'll be one of the first people I go to. As for swimming sackbots, do you use the 0.1 second emit technique, or hologram impact sensors and antigrav tweakers?2011-07-23 00:06:00

Author:
flyinhawaiian
Posts: 357


Hi Buddy. Nope. For waterproof sackpots, just do the following:-

1. On the sackbots base microchip, place an ANTI-GRAV and set its Dampening to 100. This makes the sackbot unaffected by water.(he is flroven in place)
-You can use this too to rotate and paste sackbots at any rotational angle too-
2. On the sackbots basic tweaks, set to act and record a suitable animation (if you want).
3. Use a MOVER then to make him travel in a direction.

2011-07-23 03:46:00

Author:
Sean88
Posts: 662


yeah, that's essentially what I do 2011-07-23 23:23:00

Author:
flyinhawaiian
Posts: 357


yup. The way they work is hilarious. If you need any help though mate. Just look me up- It sounds like a good project 2011-07-26 02:17:00

Author:
Sean88
Posts: 662


any good ideas for a name?2011-07-30 01:59:00

Author:
flyinhawaiian
Posts: 357


1st of all. great idea. 2nd of all... names I don't know /facepalm : but hey. do complete this. I'd certainly play when its complete.2011-07-30 04:12:00

Author:
huntedstorm
Posts: 488


Hi buddy. You should look me up online
Names? hmmm? How to declare a winner? Why not have a set time limit and if a player is hit they drop money. So the nearest person to it can pick it up and get the score. Winner is highest money/score If the player drops money it wold make the scoring logic easier as you will only get awarded if X player picks it up.
Location- Old Mansion? Off-shore oil rig? A town? A series of fields/ farm with a connecting underground tunnel system?
Name? - Why not make it something connected with the gameplay or loctaion.
2011-07-31 02:46:00

Author:
Sean88
Posts: 662


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