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Last Days: The Fall of Elithia -- RPG Project

Archive: 32 posts


http://elithianalliance.forumotion.com/users/1513/16/77/12/album/last_d10.png (http://elithianalliance.forumotion.com/gallery/Miscellaneous/Last-Days-TFoE-Logo-pic_22.htm)

In this thread, I'll post updates on my RPG Project, answer questions about it, and of course, recruit project team members.

About

Last Days: The Fall of Elithia (Or TFoE for short) is the name of an LBP2 RPG I am working on. It is a top-down RPG set in a futuristic world, featuring many alien species.
Most of the time, you'll play as Recruit Thaon (later Captain Thaon), a member of a special tasks force called AEG-Corps. Thaon's race can be chosen by the player: at the start of each level, you'll gain access to a Character Selection screen, where you can chose a species to play as. Each species has a unique power: these are usually powerful melee attacks.

The available species are:
Aegi: A race of humanoids, descendant of the long-extinct humans. They are now native to planet Elithia, a large Earth-like planet with two moons. Their special ability is Charge, an attack in which the player briefly charges up, and then rushes at foes to inflict high damage.
This species is available in a male and a female version.

Notix: Blue humanoid aliens from planet Icicle, a planet in the same system as Elithia. It is a frozen world in which only the most adapted of creatures can survive, making the Notix a hardy species. They are best known for the large crystals on their backs. Their special ability is Shockwave, an attack in which the player briefly charges up, and then releases a shockwave that damages and pushes back nearby enemies.

Hymid: A species of blue and white raptor-like creatures. They are native to Hyrolia, a planet in a nearby system, and one of the first to be colonized by Aegi. Their special ability is Backjump, an evasive maneuver in which the player quickly dashes backwards, while dealing moderate damage to enemies in front of him/her.

Other than these, there are special races that can only be unlocked by entering a valid code into the Character Unlock screen. These four-digit numbers can be found in levels, and can be given as rewards to people who help develop the series.
These special races have more advanced special abilities.



Story

The story featured in Last Days is an original story about the fall of a great galactic alliance, the Elithian Alliance.
In this series, you will play as a member of AEG-Corps, an Aeginian special tasks force, in an attempt to stop the Theleans, a race of gigantic cyborgs, who threaten to destroy all other species to allow for a new universe to be born.


Gameplay

As mentioned above, This RPG will feature top-down gameplay. In most levels, you will control a single sackbot, but there will also be at least one level in which you are in control of a spaceship.
This RPG is an Action-RPG, not a turn-based RPG. Gameolay will consist of exploring, fighting and platforming.

The levels will feature combat, exploration and puzzling. There will be a large variety of weapons, which can be picked up and dropped.


Controls


Left stick: Walk
X-button: Jump
O-button: Interact / Toggle personal light (Illuminator) / hold (1 sec) to pick up weapon
Triangle button: Open Inventory (Partially pauses the game)
Square button: Reload weapon (ranged weapon) / Attack (melee weapon)
R1: Attack (All weapons)
R2: Sneak (hold to sneak past certain enemies)
L1: Dash (requires energy)
L2: Sprint (hold for increased movement speed) (requires energy)
Left button (D-Pad): Use a potion (shortcut for use in combat)
Right button (D-Pad): Use a stamina pack (shortcut for use in combat)
Up Button (D-Pad): Spawn the HPT, a tool that can be used to pick up small objects, hack interfaces, and which can be used in combat.
Down Button (D-Pad): Spawn a turret that can help you fight enemies (consumes 500 points).



Pictures:

Coming soon!


Project Team Members:

Project Founder/Logician/Composer/Level Design: Aegonian
Logician: Gamer3215
Cutscene Desgin/Level Design/Voice Actor: Goober1823

We are still looking for more (music) composers!
2011-08-06 22:20:00

Author:
Aegonian
Posts: 65


This looks awesome, i will definitley add it to my queue when it is complete.
Do you want some advertisement for your level.
I am working on a tv level which will consist of my and many other players shows connected by a hub level. at the start or end of a level we will have a commercial (which will promote exisiting levels or build up a hype for existing levels) If you want in on this the click this link https://lbpcentral.lbp-hub.com/index.php?t=61277-LittleBigToons-(Help-Wanted)
Read the commercial section for more info

If you want or know some one who is interested in making a show for LittleBigToons refer them to this link
2011-08-06 22:35:00

Author:
Robmandx
Posts: 515


Looking GREAT Aeg 2011-08-06 23:56:00

Author:
Unknown User


@Robmandx: Seems interesting. So if I want to participate in this, I'll have to create a small commercial for my levels, which you will add to your level? What kind of commercial should it be, actually? A cutscene?

Some progress on the series was made today: I have created a new weapon, the Shock Cannon, which fires a ball of energy which explodes upon contact. It insta-kills almost anything, but it has a longer recharge time and has to recharge after every shot. It also decreases movement speed, disables sprinting and disables sneaking.
I also fixed some bugs with the enemy and player sackbot.

I'll start working on the tech-demo level soon. It will feature the player sackbot, the HUD and inventory, at least four kinds of weapons (sword, assault rifle, repair ray and shock cannon) and at least one kind of enemy ('Craton' with assault rifle). Perhaps I'll also build an ally for the tech-demo.
2011-08-07 21:00:00

Author:
Aegonian
Posts: 65


this seems really cool,i was making a rpg like this but not many people wanted to join lol.
good luck
2011-08-08 17:32:00

Author:
majormel84
Posts: 398


I made a new weapon today, the Minigun, and made a weapon-stats-thing for all weapons, which shows you the damage, range, accuracy, rate of fire and ammo clip size.
I also made a new hub-like level, where you can choose to create a new game, continue, or watch the trailer (which I'll make soon, and release after the upcoming demo (which I started working on today as well)).

This is the current list of planned levels (ordered by planned release date):

- Last Days: TFoE -- Top Down Tech Demo
- Last Days: TFoE Trailer
- Last Days: TFoE Hub
- the actual levels.

I am also thinking of a possible multiplayer level, top-down only. I'd like to do one with two gameplay modes: Deathmatch and Conquest (capture the flag).
2011-08-08 22:04:00

Author:
Aegonian
Posts: 65


Made two more weapons for the top-down levels: The Railgun (a HUGE railgun you can take from some tank wreckages, and the scattergun, which is much like a shotgun: short range, high bullet spread. The railgun makes you walk very slow, and prevents movement while shooting. It does, however, destroy nearly anything.

Also, when you're walking on snow, the walking sound changes, and you leave footprints.

I am currently building the Tech Demo level, and will soon start working on the trailer.
2011-08-10 20:57:00

Author:
Aegonian
Posts: 65


That logo reminds me of the Super Mario Bros Melee logo?

http://img135.imageshack.us/img135/6607/logo15im.jpg

Combined with the Death Star
2011-08-10 21:03:00

Author:
Nurolight
Posts: 918


I've heard hundreds of people tell me that, yeah... It was, however, in no way based on or even inspired by it. The Elithian Symbol (it's the symbol I use for the planet called Elithia) symbolizes the planet: It is round (like the planet), and is divided into two parts (left and right). The right part symbolizes Aegonia, the continent inhabited by the Aegi, and which makes up around 2/3 of the planet's surface. The other part is called Cratonia, where the Cratons rule.
The horizontal sections symbolize the planet, the sky and space, from bottom to top. The circle resembles the three suns of the planetary system, which, from Elithia's surface, appear like one large (and somewhat stretched) sun.

I must admit though that it looks like the SSBB symbol, but hey, both are nothing but circles and lines!
2011-08-10 21:17:00

Author:
Aegonian
Posts: 65


I just came back from vacation, and I immediately started working on Last Days again. I fixed several bugs, made the shield (which you equip when holding a sword) stop bullets, created turrets (both allied and enemy), and build an energy shield. I also added the option to use power-ups: The Up-Button (D-Pad) can be used to summon a friendly turret, which destroys itself after 20 seconds (but it can be repaired using the Repair Ray weapon). The down button summons an energy shield in front of you, which lasts for 25 seconds and stops all enemy projectiles. It starts fading away after around 15 seconds.
In order to use power-ups, the recharge timer (30 seconds, new element on the HUD) has to be full, and you need a set amount of points. For now, both abilities use 500 points, but I'm going to balance it a bit more.

Pictures of top-down stuff is coming soon.
2011-08-19 15:51:00

Author:
Aegonian
Posts: 65


Uploaded some pictures of the top-down stuff, and added them to the OP. For your convenience, I will also post the images here:

Gameplay (level is WIP)

http://if.lbp.me/img/ft/94f86993bd99e4819508a3caf6a32324143d483f.jpg
http://i3.lbp.me/img/ft/1038912b1e7c43b4919773886a69b2d02acdc931.jpg
http://i1.lbp.me/img/ft/3e1d907f2673d2d57b7fd3e8b2e685c748b4ce95.jpg


Footprints in snow:

http://i4.lbp.me/img/ft/594da7f1d9f90ce92ea0018ed897de41681e2e21.jpg


All current weapons (as pick-ups):

http://i8.lbp.me/img/ft/6c867cb98cebf75cfa4d83626c635867e318c18e.jpg

The upper four weapons are light weapons, the bottom three are heavy weapons: If you have these equipped, you will walk slower than usual, and sprinting becomes impossible. Any guesses on what each weapon is?
2011-08-20 22:11:00

Author:
Aegonian
Posts: 65


I just finished some of the last changes that had to be made to the player, weapons and HUD logic:

- Weapons now have limited ammo: Run out of ammo, and you won't be able to shoot any more. Ammo is shown by a second, smaller bar next to your weapon.
- Created two new pick-ups: Ammo and Health Pack. The ammo pick-up will fully refill your weapon's ammo, whereas the health pack pick-up will add one potion to your inventory.
- You can't pick up an ammo or health pick-up if your ammo or health pack stack (respectively) is full.
- You can no longer use potions when at full health.
- There now is a 1.5 second delay before your stamina starts to recharge. Previously, your stamina would recharge while your dash-timer was recharging, allowing you to dash all the time.
- Fixed a bug wherein the player's personal light would switch on or off while picking up a weapon.
- Some more small fixes.

- I also created a new enemy: a Craton equipped with a Scattergun.

I think the tech demo/tutorial/intro will be released in a few days.
2011-08-25 14:11:00

Author:
Aegonian
Posts: 65


A music composer... Hmmmm nah I'm not that good.2011-08-25 23:01:00

Author:
Unknown User


I played your other Rpgs, nice job!2011-08-26 12:08:00

Author:
Unknown User


Im totally gunna play yur levels looks great, I have been thinking of making a level almost like that, except for maybe more like medeival, but still inventory and stuff 2011-08-26 12:17:00

Author:
NcLc2010
Posts: 72


I'm very glad some more people are expressing interest in the series! I will try to complete the tutorial as soon as possible, which will also have a hidden section where you can play around with all weapons, pick-ups, two enemy types, and one kind of ally.

Today I fixed a lot of minor, hardly-noticeable bugs, and completed work on a new weapon, the grenades, a new enemy, the Craton grenadier, and an animal, the bat, which is a fast, hostile creature, but which has incredibly low health.

If anyone would like to apply as a level designer, please do so! We could still use some!
2011-08-27 22:56:00

Author:
Aegonian
Posts: 65


I'm trying to become better at level building, and I'm not bad at topdown stuff you're already on my friend list.2011-08-27 23:37:00

Author:
Unknown User


I added 'Voice Actor' to Goober1823's jobs, as he has now voiced the characters currently in the introduction/tutorial level.

Due to me having been ill for a few days, the level still isn't done... I will try to finish it ASAP, but I have run into an annoying bug that causes bullets to be shot from the bottom layer, no matter the current position of the weapon... I am trying to fix this.
2011-09-03 01:05:00

Author:
Aegonian
Posts: 65


I wanted to release quite some stuff yesterday, but due to certain unexpected events, I was unable to finish what I wanted to finish. However, if all goes as planned, I will release the Prologue and Level Hub today, which will be followed by the Top-Down Tutorial/Tech-Demo.2011-09-06 14:09:00

Author:
Aegonian
Posts: 65


Published three levels today: The Prologue Movie, the Top-Down Tutorial/Tech Demo, and the Level Hub.

The Prologue movie is, as the title says, a prologue to the series. It explains what you will do in the series, and of course, why you'll do those things.

The Top-Down Tutorial introduces you to the all-new top-down combat system. you are given the task to hunt a few Cratons on the Silver Mountains, a location on Earth. There also is a 'hidden' location, which is basically a testing room. In it, you can find several consoles: One that lets you spawn enemies, one that spawns allies, another that spawns pick-ups (like ammo and med-kits), and a final one that spawns all currently available weapons.

The Level Hub is simply a place where you can easily access all TFoE levels. On the main menu, you can choose 'Prologue' (which links to the Prologue Movie), 'Continue' (which takes you to the levels select screen), and 'New Game' (which will take you to Chapter 1 once it has been published).


I also finished two new weapons, though they still require some testing and they are not available in the tutorial. The weapons are the Pulse Blaster (a charge-up weapon, which shoots quite powerful energy blasts), and the Aegyl-Kit, which is a kit that lets you play like an Aegyl: A relative of the Aegi, but winged. When playing as an Aegyl, you have a sword (no shield), high speed (sprinting is even faster!), and the ability to switch between layers at will.
2011-09-06 19:24:00

Author:
Aegonian
Posts: 65


I updated the Tutorial Level with some new content, and a bug fix:

-Bug Fix: Spawned turrets were unable to damage enemies. This has been fixed.
-New content: NPCs (both enemies and allies) now make walking sounds.
-New content: NPCs now leave footprints when they walk on snow.
-New content: Secret Test Area was updated with two new weapons. These have not yet been fully tested.
2011-09-07 19:04:00

Author:
Aegonian
Posts: 65


I updated the logo. I think this one looks a lot better than the old one.
I will also update the logo in all levels, and I'll change the stickers used for the level gates, to make the levels look a bit more attractive too.

Also, I now have the LBP2 Move Pack (Thank you Goober!), and I have bought a controller and Eye Camera (which should arrive in a few days), so I'll soon start building a Move-version of the player character. (The normal version will remain my priority, and I will always allow people to choose what controller to use, so there's no need to worry if you don't have a Move!)
2011-09-15 15:54:00

Author:
Aegonian
Posts: 65


I built two new weapons: The Wooden Sword (without a shield, but just as powerful as the normal sword), and a bow (with infinite ammo, for now at least). Both have been tested, and work quite well.
I also included a new, small but neat feature: In the top-right corner of the screen, a Circle-Button sign is shown whenever you are near something that can be interacted with, such as a chest, console or a weapon (in pick-up form).

Furthermore, I have started working on the multiplayer version of the character.
Players in Multiplayer levels will have lower health and stamina, and, if I can get the system working without stressing the thermo too much, players will be able to incur certain status effects on others. These will be status effects that prevent others from using certain buttons, such as the jump-, sprint- or dash button.
In the levels, I plan to include a small menu at the start, where you choose the map, the weapon types that will be spawned, and some other stuff.
2011-09-17 18:38:00

Author:
Aegonian
Posts: 65


I have created a new lay-out for the In-Game Inventory. It has all old functions, plus a few more:

http://ia.lbp.me/img/ft/0ea857a4a00d18752129af486fe5eb15efed4ae2.jpg

Here's a list of changes:
- New action-select interface (Continue/Inventory/Quit Game-thing).
- Smaller amount of inventory slots ( there were too many in the previous version).
- Quit Game-interface has been moved to the right.
- Changed main colour to blue (was green).
- Inventory now shows your currently-held weapon. The three black boxes on the left are used to display the weapon, its weight (light/heavy) and its type (melee/ranged).
2011-09-21 20:39:00

Author:
Aegonian
Posts: 65


wow looks epic man!

cant wait to see this published!
2011-09-22 18:18:00

Author:
Skalio-
Posts: 920


There already are three levels! I published a prologue, hub and tutorial quite some time ago!

Some new developments:
- I made more enemies, with slightly more advanced AI. There now are enemies with melee weapons, there are evading enemies, and flying enemies (they are very unpredictable, and can be hard if not using the right weapons).
- I made a weapon: The Rocket Launcher. This one is a light weapon (so sprinting is still possible while holding it), it has insta-kill on many enemies (like the other explosive weapons), and it is slightly heat-seeking: It will slowly turn towards enemies. However, if there is a powerful heat source nearby, the rocket will be attracted to that source instead. Also, if you are spinning while shooting, the rocket will spin around you for a while.
- Vehicles are working! You can now enter and exit vehicles.
2011-09-30 18:35:00

Author:
Aegonian
Posts: 65


These are the vehicles currently available (I will make more!):

'Mini-Truck': A small car. It has moderate speed, moderate agility, and moderate health. It has no weapons.
'Hovercraft': A small car. It is slightly slower than the mini-truck, but it can turn around faster (and has a higher max speed when driving backwards)), and it has slighly more health than the mini-truck. It has no weapons either.
Tank: A slow, but powerful vehicle. It can shoot Plasma Bombs (like the Shock Cannon weapon) at a decent rate. It has high health, and incredible explosion-resistance: Unlike all other vehicles, the player, and most NPCs, it is not destroyed by a single impact from the player's explosives. Instead, it must be hit four times to be destroyed.
Helicopter: A fast, manoeuvrable, but weak vehicle. It takes three seconds to power up, during which it is impossible to move, turn, or shoot. When the engine is running, you can move up and down using X and Square, respectively. You can move with the left stick, and aim with the right stick. It has a machine gun that can overheat. It has very low health.

(Land-based vehicles are controlled by holding R2 to go forward, L2 to go backwards (if both are held down, the vehicle will move forward very slowly), and the left stick to turn. If available, weapons are used by pressing or holding R1.
2011-10-02 12:09:00

Author:
Aegonian
Posts: 65


After a very long period of inactivity, I have decided to resume development of the TFOE Series.

I am currently working on a new top-down level, featuring a ruined and overgrown Terran city.

I have also created new weaponry (including a tractor gun, a flamethrower, a handgun, and more! Also, all vehicles are working!
Furthermore, I created some new enemies, including an enemy tank, and I am currently working on more enemies. I will also try to build an NPC that assist you throughout the series, with more advanced circuitry and AI. It will not be able to die, but can be KO'd for a while.

Last of all, I have decided to edit the HUD a bit: I have shrunk it down a bit, so that the bars are right above your character, instead of in the top-left corner of the screen. I decided to do this for a simple reason: in levels using scenery that goes beyond LBP's front layer, the HUD is often blocked from view. Shrinking it resolves the issue in most cases.


When the level is done, I will ask people to test the level, and leave feedback. Testers will probably be included in the TFOE Credits.
2012-01-22 00:48:00

Author:
Aegonian
Posts: 65


I've been working on some new stuff again.

The player character now looks a bit better.

Ammo system has been overhauled. The old system was buggy, and did not allow for ammo storage/saving. Now, you have two kinds of ammo: explosive ammo (for weapons like the RPG and Shock Cannon), and 'standard' ammo, which can be used for every non-explosive weapon. Ammo is saved on the player character now, instead of on the weapon, so you can drop your weapon and pick up a new one without losing any ammo.

I've ditched many weapons: I have chosen to keep the more futuristic weapons, and several modern weapons, but the swords, bows, and many conventional guns and rifles have been removed. A new sword, the EMT, has been added for melee combat.

The ally that assist you throughout the levels has been added.

Sneaking now actually works.
2012-02-19 12:51:00

Author:
Aegonian
Posts: 65


I have almost finished a short introductory level to the series. It features all-new logic, including character selection, new abilities and a lot of bug fixes, along with story elements.
What I am still trying to make is fitting music: if anyone is interested in creating original music for a sci-fi series, please contact me on LBPCentral, PSN or LBP2. You'll be listed in the credits, and you'll get access to unique collectibles (including costumes, logic, stickers etc).
I would also like some people to playtest the level and leave feedback. People who help me with this will also be granted access to a number of unique collectibles once the collectible-system is done.

Some info on recent changes: at the start of each level, you can choose what character to play as. There are four characters: a male and female Aegi (descendants of humans, which are long-extinct in my series), a Notix (a species of blue aliens with large crystals on their backs), and a Hymid (a species of blue and white amphibians).
All characters have the same basic stats for now (will change that soon), but every species has a unique ability:
The Aegi can use Charge: an attack in which you charge your enemy, dealing high damage. Especially useful for those who prefer melee over firearms.
The Notix can use Shockwave: an attack that pushes back all nearby enemies (except for some of the larger/heavier enemies). It also damages them.
The Hymid can use Backjump: an evasive attack, in which your character quickly dashes backwards, while dealing some damage to any enemy in front of you. Use this to escape a fight and be able to attack from afar.
2012-04-06 12:25:00

Author:
Aegonian
Posts: 65


Updated the OP.2012-04-07 12:11:00

Author:
Aegonian
Posts: 65


Hey! If you need music, I have plenty on my galleries and if you contact me I would be happy to make you some music 2012-04-08 06:37:00

Author:
nk827
Posts: 193


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