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Bioshock Big Daddy tech demo/ Bioshock level

Archive: 29 posts


http://lbp.me/v/4w5whq
This is a very small tech demo for my Big Daddy that i made because i was bored on Monday night. It only took a day to make the models and the small demo level so judge lightly.
I wasn't sure whether this should be in the level showcase thread or not so i just put it here.

I would really like to know what would make it better and if anyone has any game play ideas or preferences that they would like to see.
The look and style of Bioshock has always interested me and is a very hard style to reproduce properly in LBP so i hope what i have made so far compliments the original game.

Updates - Started on new intro and menu as well as a sack bot Alpha Series big daddy to control instead of the Material Big Daddy in the Demo.
So far almost all of the textures in the level are stickers on dissolve material and because of the colouring of the level it seems to suit and doesn't look too cheap so far.
May remake original Big Daddy out of sticker panel so that i can fully animate him. He will more likely become an enemy you will encounter in the level.
Vending machines and security drones are almost complete as well as the hud. So far there looking pretty accurate to the real game.

Character ideas for the level
Artemus Quinn - One of the characters who will help guide you through the level with the promise of a way out of Rapture for you and the Little Sisters you find along the way. He is the owner of the infamous Quinn Towers Hotel within Rapture. The Hotel will have an ancient Greek theme to it with statues that represent the Goddess Artemis. He was also a big game hunter in his early years but wanted to move away from all the rules and governments on land so found solitude with Rapture.

Mortimer Poinard - A Frenchman who before Rapture owned a Butchers shop that was burned down by the mafia in the early 50s. He was one of the first immigrants to arrive in Rapture and built a great reputation within Fontain Fisheries until he eventually started his own fish market outside Quinn Towers which was also destroyed during the fall of rapture.

New Update - No longer using Material Big Daddy and going to use a sack bot instead. Already made a good chunk of the level along with some interesting props and things to interact with.
Update - The Big Daddy can now jump. Controls are better.

Working on a new demo with new game play ideas. Going by the relative success of this demo so far i am eager to start on the real thing. Hopefully it wont take me too long.


http://www.youtube.com/watch?v=wqSzptywpg0
http://www.lbpcentral.com/forums/attachment.php?attachmentid=35993
http://www.lbpcentral.com/forums/attachment.php?attachmentid=35992
http://www.lbpcentral.com/forums/attachment.php?attachmentid=35991
2011-08-08 16:14:00

Author:
Lordwarblade
Posts: 761


Wow! This looks sick! I'm a big fan of Bioshock 1 & 2. Got it queued and look forward to checking it out.2011-08-09 00:44:00

Author:
biorogue
Posts: 8424


Queued. The background look like MM made it!2011-08-09 04:25:00

Author:
Spazz
Posts: 484


I played this last night and WOW! that title screen is slick! I loved the big daddy, it did get hung up a couple of times on me though. Wish it could jump. Looks great and look forward to seeing a full scale Bioshock level. Good work.2011-08-09 23:05:00

Author:
biorogue
Posts: 8424


Thanks for testing. I am still working on jumping and a couple other things that will solve that.

I am having a lot of ideas for a full level but the only concern at the moment is gameplay. Seeing as the Big Daddy is big it will be difficult to have him doing very much. I am thinking it wouldbe great if somehow i could make the little sisters controlable as well once you find them. That way the gameplay could more interesting as the little sisters could be used to hack doors and maybe do simple puzzles and things while the Big Daddy will be used for traveling and escorting the little sisters and fighting enemies.

Any ideas for gameplay would be great.

@biorogue Is there a level or obect showcase you particularily want me to give Feedback on?
2011-08-10 06:41:00

Author:
Lordwarblade
Posts: 761


Man... The only feedback I can give without playing yet is; can you please stop creating stuff. Its embarrassing, I can't keep up!

Looks awesome I'll check it out post haste.
2011-08-10 07:42:00

Author:
Mr_Fusion
Posts: 1799


I just played this a bit ago. First of all I adore Bioshock so you already win some bonus points And the level totally nails the vibe of Bioshock.

I would really like to see a full level made out of this suit. However the suit is a little clunky to move, not gonna judge too harshly just because you made something in one night that's better than 2 million other levels. But the aesthetic is cool, and if the suit itself were more responsive it would be perfect. I would recommend making a reticule for the player to aim with, that way there isn't so much blind firing for hitting splicers.

All in all, good start though!
2011-08-11 05:07:00

Author:
Nightshade_games
Posts: 76


Thank for testing this nightshade94123 i am trying to get the suit to respond better but its a little difficult due to the fact that i want it to have the whole big heavy big daddy feel like they do in the game. Its quite hard to get the whole suit working properly at times especially the legs as material made characters are a real pain to get right. But its getting there.

A reticule for aiming would be a good idea so i will add that in when i can and i will be giving limited ammo in the real level so that you will have to find pickups or use the little sisters to find ammo. Also i am wondering what would be best for the other arm, should i keep the drill or remove it and use plasmids instead? I do like the drill but unfortunately it kills the sackbots instantly on contact making it too easy.

Also would big daddies fight each other? It has been quite a while since i played Bioshock and i don't have the games with me at the moment as i lent them to a friend.

I will be giving the slicers plasmids and other weapons for the actual level when i make it i will also be creating other enemies from the series such as the sentry drones.
2011-08-12 22:48:00

Author:
Lordwarblade
Posts: 761


All those sound like great improvements. Just curious, did you ever look into using a Sackbot for a big daddy? You can make a great big daddy costume using accessories and Sackbots can also be large. Plus you can set it to walk slowly and feel heavy. It would definitely save you alot of time and instead of having to program walking and movement functions from scratch you could focus on making the levels and awesome weapons.2011-08-13 00:09:00

Author:
Nightshade_games
Posts: 76


I had thought about using a sackboy at first but then realized an actual controllable big Daddy had never been done before. My original idea was that you would be the character from Bioshock 2 but i couldn't get it to look right. Building a big daddy from scratch and making it controllable is a hard task but worth the effort as i like to push my creativity to the limit. Thats why i made the demo level though, to see what people thought and to find out what bugs need to be fixed before i make a full level out of it. At first i didn't think it would all work.

Basically i want to make the story about the fall of rapture when it all started to go bad and the big Daddies had to fight even harder than before to protect the little sisters.
I would also like to make the little sisters controllable. My thoughts are that no Bioshock game yet has allowed you to play the story as a little sister before. So it will be a unique and hopefully impressive take on the whole LBP Bioshock thing.
In the actual level the map might not be as highly detailed though due to thermo limits.
2011-08-13 00:58:00

Author:
Lordwarblade
Posts: 761


Sounds interesting. It's really important you make the suit control better if you want to make a whole level. noone will want wo play to completion something that they have to fight with.2011-08-13 02:14:00

Author:
Nightshade_games
Posts: 76


Hey, just checked out the tech demo on LBP, it was pretty amazing. The look and feel of the level is completely Bioshock. If I had anything to recomend, I think it would just be that the big daddy could move a little bit faster, not much because obviously he is a big daddy, bit a slight bit in an actual level to give it a little bit more available movement. Also, if you are looking for a way to make it so that the sacbots need to take more than one hit to be killed, you can make it so that the weapons aren't actually dangerous, but based on keys, thus not actually killing the bots until they have been hit however many times the key needs to be triggered.

Otherwise, I think it looks fantastic, especially when the window started cracking and letting water in, very nice touch.

If you are interested, and have the time I would like some feedback on the tech of my spaceship in this level: https://lbpcentral.lbp-hub.com/index.php?t=62094-A-Quest-for-Stratta-Various
The level is complete, but I haven't got a clue if other people think its to hard or easy as it is right now...

But anyway, good work, look foreward to seeing a finished product!
2011-08-22 02:38:00

Author:
Alismadia
Posts: 77


Thanks for the feedback Alismadia i have your level queued and will check it out shortly.

A few people have suggested the movement needs to be smoother and a little faster so i will work on making it better to control.
The full level will have more logic to it but maybe less decos and detail as it uses a lot of thermo also the splicers will have actual hit data and health as will the Big Daddy i just never got round to it in the demo.

Progress is a little slow right no mainly because its a material model but its getting there. I am hoping to have it published when Bioshock infinite hits stores but not sure if it will be ready or not.
2011-08-28 02:32:00

Author:
Lordwarblade
Posts: 761


Ok just an update to what i intend to do with this level now.

After taking in all the great ideas you guys gave me and after building many controllable characters and animated sticker panel models i have decided to change my ideas a little and go for a controllable little sister sack bot as the main character. As far as i know this hasn't been done before and will be a little easier not only to control but to make a fun platformer-ish based level out of.

The big Daddy will still be controllable in game as well but only once you climb on its back for protection now and again throughout the level. The little sister will not be able to fight so you will need to avoid enemies and turrets to get around the level. The main objective will be to survive and find adam as well as maybe save other little sister's on the way when you get to control the big daddy.

I am also considering making it a little creepier like the games and less action packed then i had first planed.

Might not start work on this straight away though as i'm building a level series that is taking a long time to finish but hopefully in the next month or so i will at least start on something and hopefully even publish a new demo with the little sister game play that will need testing. I think this will be much more fun then my original idea and as Nightshade said not everyone will want to complete a level controlling a large awkward character.

Any ideas would be great as well.
2012-02-25 05:11:00

Author:
Lordwarblade
Posts: 761


havnt played it yet but i think the walking animation could use some work, still looks awesome though and have queued it.
take a look at geoff at the end of this level http://lbp.me/v/9qydse . i know it's 4 legs instead of 2 but it looks like he is walking and has a lot of weight, happy to show you the logic involved if your interested.
2012-02-25 05:45:00

Author:
evret
Posts: 612


I did see that level and yeah it does walk well i will have to play it again at some point (Unfortunately i have no internet at home at the moment as our modem has stopped working). I think i have some ideas for improving the walking visuals but not sure if they will walk yet or not. I will be sure to ask for some help if needed though. Thanks.

I am also considering turning a few parts of him into sticker material. I have worked extensively with it lately and think i may be able to make actual leg animations out if it. I also want to redo a bit to save on thermo as the demo does actually use almost full thermo. The enemies aren't emitted in it though and there are a few other things stored around the level that the player cant see.
2012-02-25 05:52:00

Author:
Lordwarblade
Posts: 761


Hum I like this idea a lot and may use the logic on my own bots ect. Thanks for sharing!2012-02-27 13:40:00

Author:
Unknown User


I did see that level and yeah it does walk well i will have to play it again at some point

It did other thing pretty well too. Things that didn't make it into the level.

*nudges evret* amirite!?
2012-02-28 10:23:00

Author:
Mr_Fusion
Posts: 1799


The only thing I can say about this before I play it is that THIS IS AWESOME!!!!! I can't wait to play this, and maybe checking out some other levels by you.......2012-02-28 14:56:00

Author:
Cobaltor
Posts: 222


Thanks Cobaltor I have to warn you though that the demo isn't very long and the gameplay is gonna be slightly different in the finished level.2012-02-28 19:19:00

Author:
Lordwarblade
Posts: 761


this is exciting to know you're working on this. To be honest, I had forgotten about it. I think going with the Little Sister is going to make for some interesting gameplay and no doubt opens up more possibilities. Have you thought about maybe having 2 controllable characters? A big daddy and a little sister, each with their unique skills and you'd have to switch between them to advance in the level. Not a new concept to LBP, but certainly original with the Bioshock aspect.2012-03-02 05:19:00

Author:
biorogue
Posts: 8424


this is exciting to know you're working on this. To be honest, I had forgotten about it. I think going with the Little Sister is going to make for some interesting gameplay and no doubt opens up more possibilities. Have you thought about maybe having 2 controllable characters? A big daddy and a little sister, each with their unique skills and you'd have to switch between them to advance in the level. Not a new concept to LBP, but certainly original with the Bioshock aspect.

Yeah actually that was my original idea. I have come across a few issues using a little sister though like the fact they see the world in a different view to anyone else therefore wouldn't be able to do specific things or even know they are in danger a lot of the time so i may make the main character an Alpha series big daddy made out of a sack bot. The reason for this is that i can have plasmids and weapons as well as make use of other things the Bioshock world has to offer.
I will more than likely use the little sisters as extra controllable characters still though for collecting Adam and stuff. Still need to think of ideas really.

The other issue is that you will no longer control the big daddy made from materials and it will now be an enemy. But i may make a short mini survival level attached to the main level out of him in the option menu.

I am going to base the level in between the first and second game and have Tanembaum (Not sure how to spell it) Guide you through Rapture helping her find lost little sisters. This way i can make use of the material Big Daddy as an enemy you have to defeat to get control of a little sister that is following him.
Sort of like Bioshock 2 a bit.

I have already made some of the vending machines and security bots and stuff and started the basic design for the level though it may take a while yet.

Also gonna have to play the game again to remember things about it.
2012-03-02 13:18:00

Author:
Lordwarblade
Posts: 761


I have to disagree, I had a friend, I've forgotten his user name now.(******) He made a fully functioning big daddy. VERY similar to yours. I liked his level better, but your big daddy has to be better in terms of detail.2012-03-08 22:07:00

Author:
jgsstl
Posts: 95


I did actually just play a level using a big daddy just the other night. Though it was not really fully controllable as such as it could only move in 1 direction and the aiming was limited and couldn't jump. I like to think of mine as fully controllable.

If i can find your friends level i'll give it a go at some point. Was this the one by any chance?

http://www.youtube.com/watch?v=iWijF3Uy6kA I found it a little bland for my tastes.

For the purposes of the real level though i have opted to use a sack bot dressed as an Alpha series big daddy. The reason is that it allows me to add a whole lot more into the game play. The main problem with the material big daddy is that he cannot face the other direction and takes up all three layers almost.
I could remake him entirely from Sticker panel which would work and allow me to completely animate him but this will use up more thermo than necessary. I have simplified him a bit though so he uses much less thermo and i will more likely add him as an enemy instead now.
Still i might remake him anyway not sure.

As an enemy he will be much more menacing and the player will be able to make use of plasmids and tonics as well as maybe weapon selection being a sack bot i don't need to have too much thermo used in the logic.
The little sisters are working great now and collect adam as well as ride on the shoulders of the sack bot big daddy. I have also nearly finished the vending machines and health stations as well as taken snap shots of the actual advertising from Bioshock.

There is now a poll to find out which playable character you guys would prefer to control in the level.
2012-03-09 02:14:00

Author:
Lordwarblade
Posts: 761


I think you should go with the Sackbot as the main character. Sackbots in general have much better mobility and make for much more interesting platforming than material-made objects. Also, the new 'Deep-Sea Diver' suit that just came out has some excellent parts for creating a sackbot Big Daddy character.

The only downside to using a sackbot is the fact that they cannot survive in water... which means you'd have to design around that. (which may not be TOO bad... but it's definitely something to keep in mind, especially for a level being based on Bioshock)

EDIT: As a side note, may I ask how you made the drill in the demo??? thanks
2012-03-09 07:46:00

Author:
Hawk14
Posts: 105


Yeah the whole water thing will be an issue though i have been experimenting with custome fake water. So far so good but tht was for another project so i'll have to test it out a bit.


EDIT: As a side note, may I ask how you made the drill in the demo??? thanks

The drill comes from the game its an actual object not sure if its DLC or not i'll have to check.
2012-03-10 09:39:00

Author:
Lordwarblade
Posts: 761


Well i have nearly finished the level and will publish either this weekend or next weekend depends how testing goes.

Here are some Pics of the level so far.
2012-05-31 05:13:00

Author:
Lordwarblade
Posts: 761


Having played a few eairler versions of this all I can say is be ready people. There is so many things that stopped me in my tracks while I marveled at the design, logic and how you interact with the environment.2012-05-31 09:01:00

Author:
Mr_Fusion
Posts: 1799


Those pictures look simply awesome. Bravo.

http://www.funnyzone.org/wp-content/uploads/2012/04/jeff-winger-clapping.gif
2012-05-31 09:46:00

Author:
Kaboosh99
Posts: 359


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