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#1

Velox Nation - (Trial testers and Audio needed)

Archive: 140 posts


Hello, future pilots!
I've never posted in the Ideas & Projects board before, so I'm a little unsure. Anyhow, let me talk you through Velox -

A brief history -
Velox Nation was actually my first LBP2 project, and the one I spent most time thinking about on the run up to the games release. I wasn't a Beta tester, so my efforts to create Velox, were pretty much my first endeavors into LBP2s create mode.
Sadly, Velox 1, as I now call it, was nothing short of awful. The vehicles had large turning circles, they vehicles themselves were built on thick layers, and looked rather blocky. Plus they were rather big, which meant the level boundaries were an issue. Also, it was simply too slow. Big vehicles = big road. Fast vehicles + small track = short race. Geddit?


http://ie.lbp.me/img/ft/e9e59d6f7a060ab58da5f57fee74391c4bc3e5d3.jpg

What's Velox, anyway? -
Velox is a futuristic racer, with an emphasis on it's full 360-degree turrets and it's large numbers of racers.
The left stick controls both direction, and acceleration. (Joystick rotation, not left/right steering) and the Right stick, plus the 2 R shoulder buttons control the turret.
Velox 1 featured 8, unique vehicles. Each with varying stats and appearances. In keeping with this feature I thoroughly liked, and enjoyed making, Velox Overhaul will increase the number of selectable vehicles to 20, but still only allow for 8 racing vehicles.
Oh, yeah, and the name? It's latin for 'Fast race' Harr! My inventiveness is off the charts!


What do you need me for? -
Well, there are a few things I'm after. First off, I need to know the current 'feel' of the controls works fine. I need to know it's A) Easy enough to get to grips with, while being hard to truly master) and B) Fun. Yes, fun.
I'm also after any general comments you may have in relation to what could be added, beyond standard controls. Extra features, game modes, blah, blah, blah.

I'm also after any musicians who fancy their hand at it. I really don't mind what you want to go for. If you've ever played F-Zero or WipEout, you already know the feeling I'm looking for in music. And beyond that, you're free to create whatever you feel fits.
I'll happily repay the favour in any way requested. A level link to your work in Velox Nations Overworld? (Or 'Level Hub&apos Done. Whatever you please, really. You'll also be credited via subtitles as a/the race begins.

http://ic.lbp.me/img/ft/8fc28902b8cc3e0df55112c31f044da6ce304d2f.jpg

Testers? What do we test? -
There's a single-player demo I've published. It showcases the vehicles as they're made, the AI, and the first track. It's updated frequently, so be sure to check back from time to time.
Here (http://lbp.me/v/46vw8d), is the LBP.me link.

Oh, I should point out, there are no control explainations set up yet. Left stick moves and accelerations. Right stick aims the turret. R1 and R2 fire primary and secondary weapons. L1 is reverse, and the red lights on the vehicle indicate your remaining armour. Faster blinking = bad.


Only 1 vehicle? You said 20, earlier. -
True. But the reason I'm stopping here, is because I want to make sure controls are tight before making another car. It's important to ensure vehicles are well balanced. I learned the hard way before, that altering vehicles, AFTER you've balanced other vehicles in relation to them, is an absolute nightmare.

http://i5.lbp.me/img/ft/685bb7c1c84ed0ebb6ab80814719182839c68479.jpg

So, once you're done with the vehicle controls, what next? -
Well, after the 20 vehicles are set up, it's time to make, (And likely, test!) some tracks. I'm planing on having 14 Velox-based levels. The Overworld, 8 Multiplayer levels, and 5 single player campaign/challenge levels. Maybe more, if I, or someone else suggests something well worth doing.


You gonna stop typing any time soon? -
Yeah, that's all I got. I've covered what my level is, how I'd like peoples help, and what I plan to do. I reckon that's it.

I greatly appreciate you taking the time to read this, and even moreso, if you'll help me in either way I requested. See you on the race grid.

http://i6.lbp.me/img/ft/7d6f78157382e3fd32ea6168ee19128b6ea7c02b.jpg
2011-08-15 12:52:00

Author:
Ostler5000
Posts: 1017


This looks amazing i will test this as soon as i can and give you some feedback on it.2011-08-15 13:19:00

Author:
Lordwarblade
Posts: 761


Well i just played it and it seemed pretty good i can just imagine how much fun it will be with 20 cars.

I do think you need some holo arrows on the road that tell you when there is a turn coming as it would not only look good but really help the players know when to turn.
Because it was not only hard to see a turn coming but also awkard to turn it was a little frustrating.

I would also add a way to drift as it will really improve the level.

Another thing i think you need to add is a crosshair for the turret or at least a laser sight as unless i kept shooting it was extremley hard to know where i was aiming.

Other then those problems the level was pretty good. The map was reasonable and the gameplay was not too bad.
I can't wait to see more of this.

Also will it be multiplayer with AI as well cause that would be good.
2011-08-15 15:44:00

Author:
Lordwarblade
Posts: 761


Well i just played it and it seemed pretty good i can just imagine how much fun it will be with 20 cars.

I do think you need some holo arrows on the road that tell you when there is a turn coming as it would not only look good but really help the players know when to turn.
Because it was not only hard to see a turn coming but also awkard to turn it was a little frustrating.

Mmm. A few people have said the same thing. I'll definitely look into setting up some animated curved arrows in the middle of the road.

I would also add a way to drift as it will really improve the level.

I hadn't thought of that. What exactly do you have in mind? I can't imagine the Airbrakes from WipEout or the drift from F-Zero working in this. Largely because they have much larger turning circles, the increased turning is actually noticable.
Would it work just like putting a squint Mover on them? I can't really visualise this.

Another thing i think you need to add is a crosshair for the turret or at least a laser sight as unless i kept shooting it was extremley hard to know where i was aiming.

Laser sight it is. I've thought of doing this before, but I fear road-clutter. Wouldn't need to go far would it? Just enough to make out the line and where it's facing?

Other then those problems the level was pretty good. The map was reasonable and the gameplay was not too bad.
I can't wait to see more of this.

Also will it be multiplayer with AI as well cause that would be good.

I'm planning on adding the option to turn AI off, but by default, AI will always be present, regardless of how many players.


Thanks for your time, man. I appreciate it. I'll add these bits and pieces and probably have an update published in a few hours.
2011-08-15 15:56:00

Author:
Ostler5000
Posts: 1017


Really nice so far! Looks visually awesome, plays great, and has potential! I like Lordwarblades idea of arrows on the ground though. I repeatedly ran into every wall every lap... -_-" Controls are awesome though, so I think you're ready to start working on it! 2011-08-15 16:09:00

Author:
Speedynutty68
Posts: 1614


To be honest i am not entirley sure how you would implement the drift idea to it. Your idea sounds like it could work but i'm not sure really.2011-08-15 16:19:00

Author:
Lordwarblade
Posts: 761


Why don't you add some pads on the floor, similar to the ones you see in WipeOut, but instead you could use for some purpose. Maybe you could add in a pad, that can replenish your ammo, (Did you remember ammunition? If you did, you might have to put that in a pit stop, if you remembered that too) you could use it to slide round corners (if activated at the correct time), or give yourself a boost, or get a shield (protected from enemy turrets temporarily.)

Maybe use the X, Square, Triangle & Circle buttons to change when you can do something, and use the L and R buttons to increase the abilities of these 'perks'. Maybe you can increase your energy when you don't fire, or maybe you gain energy from the pads. Speaking of pads, they have a name. I like to call them Spark Pads. You don't have to use them, just glide over them, and you get the energy. Depending on what you select, depends on how you can mix and match these ideas.

Oh and another thing. I'm thinking of an idea about the Single Player. You could have a coach, who is this grumpy guy in his 50's with grey hair. He agrees to teach you how to use a Velix (the name of the vehicles, hope you like it) then teaches you how to use the turret. Then you could enter the Velox Nation League [VNL]. Then you have a few different game modes, because if a racer is the same styled game throughout, it bores me after a while, so a few different modes can keep it fresh, innovative and interesting. A few game modes I have in mind:

Superior [Deathmatch between all racers]
Cycle [Predator vs Prey style game, with two teams. Team 1 has a turret and needs to chase down the opponents. Team 2 has to outrun them, and get to the end of the race, without getting shot down. When the round finishes, they swap over]
Classic [Default race]
Takedown [Default race with two teams]

I hope you like my ideas, you don't have to use them all, but I think some will be a use to you.
2011-08-15 21:38:00

Author:
Roneranger
Posts: 415


Wow. Thanks for that. There's alot in that post and alot to cover, so forgive me if my responce gets a bit muddled here and there.
To start though, I love 'Velix' That's pretty cool.

I didn't really want to do ammo - I figure it's an extra complication to a non-existant UI. I have the blinky light for armour, or energy, and I'm not sure about limiting the number of bullets fired. Although I think it's great in other games, I'm not sure about this one.

Powerup Pads have been on the agenda for a while now. I added those a few hours ago, actually. There's been 'Speed Powerup' and 'Armour Powerup' logic on the vehicles since day 1, actually. I just haven't used it yet. Come the next update, those'll be in place, though.
Shield should be fun. I'll need to think over how I'll make it look, but I imagine it should be easy enough to implement. Just a case of switching off the Damage Logic Microchip for a short duration.
So, armour, boost and shield powerups. I'd settle for 4 different ones. So this'll still need some thought.
I'm not doing a ROF increase - that could mess with the thermo with certain weapons.

You mentioned gaining energy from pads - that's already implemented, but I forgot to mention it anywhere. The green neon bevel strips replenish armour.

Not too sure about team game modes. I think Velox is better suited to always being one-on-one. Part of my driving force behind this project is the thrill of knowing all those other drivers are out to get you.
I have, however, 3 game mode ideas as it stands -
Standard Race
Death Race (Unlimited laps. Last vehicle left driving wins. Points are earned through destroying other vehicles. Getting lapped results in an insta-kill)
Mach Race (All vehicles have the same controlled acceleration and top speed. Much like Zone from WipEout. First to reach top speed or last vehicle left driving wins. No armour regen anywhere.)

And as for a storyline, that's possibly the only thing I haven't given any thought to yet. I had planned to just have 5 Elite Velox drivers take on 'The Challenger', being the player, to a race on 5 specialised tracks. Like the Blacklist of sorts, from NFS:Most Wanted. Without too much of a complex backstory to it. We'll see how it goes, though. If people want a proper story, I'll give it to 'em.



EDIT-
Updated!
Laser sight turret
Powerups (Boost, Repair, Shield & Score)
Turn chevrons. (Might increase size later, they're a little small and hard to see at high speeds.)
2011-08-15 22:35:00

Author:
Ostler5000
Posts: 1017


One thing I forgot to mention in my earlier post: The armor indicator is REALLY tiny... I'm playing on a 32" HDTV with HDMI hooked up and I barely ever noticed it. If I stared at my car I would see it easily. But in the rush of battle against the 1 opponent, I didn't notice it easily. I suggest either making it a little bigger or doing some holo material somewhere off the car.2011-08-17 00:57:00

Author:
Speedynutty68
Posts: 1614


Hmmmm.
I'm trying to avoid off-vehicle Info/UI things as much as possible, as I feel it clutters the game, but I'll definitely see about increasing the size of the armour indicator thingy, plus adding more of them over the vehicle so it' should draw more attention.

That, plus new game modes and perhaps a new Team vehicle will be added by tonight.
2011-08-17 10:59:00

Author:
Ostler5000
Posts: 1017


Well you can count me in as a tester, as I've already tested it. But I don't think I remember there being any powerups. So I'll pop over to your pod and try it out again.2011-08-17 12:20:00

Author:
LittleBigDes
Posts: 920


Nah, there weren't Powerups when you played it. I think that was like... 3 days ago? I think there have been a fair few alterations/additions since then

Also, I've increased the size and number of damage indicators. But haven't republished yet. However, it does look an awful lot better now.
2011-08-17 13:22:00

Author:
Ostler5000
Posts: 1017


When I first tested it out I had a huge urge to just shoot everything and cause complete mayhem. Took me back to being a kid again and that was without all the other stuff you've added since.

2011-08-17 13:43:00

Author:
LittleBigDes
Posts: 920


OK, after some thought today, I'm thinking about just sticking to casual races. I think the 20 vehicles are quite enough choice. Extra game modes are going to be, (Or are) an absolute trip to implement, and as is, I've only got 2 game mode ideas I like. Hardly worth bothering about.

However, this means I can now advance with vehicles! I've already set up the second one. Padvetian Industries.
Higher top speed, heavier-hitting turret, increased armour, reduced boost and handling.
2011-08-18 01:37:00

Author:
Ostler5000
Posts: 1017


WipeOut style competition. ME-LIKEY!!!!! 2011-08-19 14:44:00

Author:
Roneranger
Posts: 415


WipeOut style competition. ME-LIKEY!!!!!

lol.
If you don't mind me asking, have you actually played the demo level? I ask because, I can't work out which PSN name is supposed to be you. All the names who appear on the levels recent activity are either already accounted for in this thread, or are someone else I recognise from this site, or are just randoms who played right after a republish.
It's fine if I'm correct here, but are you offering feedback on a level you didn't actually play? I appreciate your input all the same, it just struck me as a little odd.


Anyhow, I'd like to withdraw my previous post - I've had an ephiphany and now know how to overcome the issue I was having adding new game modes. Sadly, however, it will need to wait until tomorrow, as I'll be elsewhere for the rest of tonight and most of tomorrow.

Furthermore, there's a 3rd vehicle added to the demo, now. Rocket Moth.
RM is a speed-type vehicle, which still has some decent armour/handling stats. RM isn't going to be the fastest vehicle of the 20, but of the 3 existing vehicle just now, it is.
2011-08-19 17:44:00

Author:
Ostler5000
Posts: 1017



You've published the level already???


Above is the Ghost Defence Line (GDL). They form a barrier over pointless sections of a post. Please use them whenever you find it necessary.

I haven't given a review because I haven't played the level yet. I was just speculating from what you explained in the post, which is why I wasn't aware of the energy thing you added, because you never mentioned it. I play it whenever, if I find it in my queue. Unless it is on LBP 2 which I haven't been able to play yet.

EDIT: Haven't you made a post in the Level Showcase thread? I would've posted there for feedback. I'm pretty sure this section is for Ideas and Projects. (<-- This sentence almost made it into the GDL.)
2011-08-19 18:11:00

Author:
Roneranger
Posts: 415


The level is an idea and project. The published level demonstrates one working track, my Artificial Intelligence and the vehicles as they're created. Reason being, with all these vehicles handling differently, with their separate weapons and whatnot, it helps to make sure things are balanced as I go. If someone says "That orange vehicle is too fast in comparison to it's other stats!" That's a potentially huge problem further down the line. And is why I'm trying to keep things balanced, as I go.

Effectively, what I've published is an operational WIP, which people can suggest alterations and improvements to, as it's being built on. I'm sure loads of people do it this way. At least I thought so, anyways.

The level will go in Level Showcase once I'm finished all vehicles, and at least 3 or 4 tracks.


Edit -
And seen as these were taken and uploaded today, here are some new pictures;
http://ib.lbp.me/img/ft/fbb27fc16a7ae133bb0d496a63bb670d9da6c783.jpg
All 3 vehicles. Xablea, the white & red, Padvetian Industries the black and green, and Rocket Moth the yellow and orange.

http://ie.lbp.me/img/ft/cae1c1ca8cb3ce870301d3a984519d6c8dd0f431.jpg
You can see the new Powerup Pads in this one. Plus the Mines that Rocket Moth has for a secondary weapon.

http://i7.lbp.me/img/ft/7a75b014c60f53ab02153058618ef2b3ea38b9b2.jpg
The shield-powerup in use.

http://ia.lbp.me/img/ft/75ae8b3ab5ecd7abeed2387800fbb109c0210888.jpg
Another grid pic. Looks much better with the varied vehicles.
2011-08-19 19:10:00

Author:
Ostler5000
Posts: 1017


I'll be sure to play it and leave my thoughts. Sometime.2011-08-19 19:48:00

Author:
Radishlord
Posts: 706


I see my ideas have been put to good use. Keep up the good work, and this level is sure to be a masterpiece. I like the WipeOut style, but too much makes it unoriginal. However I haven't played your W.I.P. yet, so I might be wrong.2011-08-19 19:53:00

Author:
Roneranger
Posts: 415


Huzzah! There's now a game-mode selector and the addition of Death Race!

Because there is currently no in-level tutorial, I'll explain the rules here -
1) Lap counters are now switched off, so vehicles just continuously drive until one 1 vehicle remains
2) The winning vehicle gets 10,000 points, and all other points are earned through the usual means from Casual Race.
3) Once the leading vehicle completes a lap, all other vehicles have 15 seconds to do the same, otherwise they get 'Timed out' and are eliminated.

Rule 3 stops human players from finding hiding spaces on the track and just taking cheap shots at cars as they go past, plus gives speed-orientated vehicles a means of eliminating other vehicles they would struggle to beat in a firefight.
2011-08-21 11:26:00

Author:
Ostler5000
Posts: 1017


Cool, get the balance right. What if you allow people to upgrade vehicles, even if it's done once. Or customize vehicles or something.2011-08-22 10:08:00

Author:
Roneranger
Posts: 415


As much as I love vehicle customisation, and have a rough idea how to do something like that, I'm not sure if this is the level for it.
I'll perhaps try my hand at customisation in another project, though. That could be fun to work on.
The idea behind having 20 selectable vehicles, 8 tracks and (currently) 2 game modes is quite enough options I reckon. Haha.
2011-08-22 11:00:00

Author:
Ostler5000
Posts: 1017


Ok. I might make a project to see who can make a better level between two people on different games in the near future. (And why am I saying that here?)2011-08-22 11:03:00

Author:
Roneranger
Posts: 415


I could help with the music, since it doesn't seem like anyone else has posted about it. And I am a big fan of F-Zero and its music, so seeing and playing this was pretty cool. It just felt hard to catch up to the AI once you've screwed up just once, though.2011-08-23 21:08:00

Author:
Force Ten
Posts: 60


...It just felt hard to catch up to the AI once you've screwed up just once, though.
ModNation Racers is a perfect example of this. (When your online of course.) I don't think the idea was meant for you to easily catch up though. Haven't heard much from this thread.
2011-08-23 22:48:00

Author:
Roneranger
Posts: 415


Oh, wonderful! Someone who can actually use the Music Seq!
I'd greatly appreciate it if you'd help me with the music. I can't compose to save myself.
Just do whatever works for you and I'm an extremely happy Osty.
I love F-Zeros music. Got the X & GX soundtracks on my MP3 player. Haha

And I hadn't given much thought to rubberbanding. RBing has always annoyed me in racing games. It would be immensely difficult to implement, but probably not impossible. I can... Sort of work it out.
If a couple more people seem to be in favour of rubberbanding, I'll find a way to make it work. For the meantime, though, I'm not too sure.

And Modnation Racers just makes my blood boil. Cheating AI is not cool.



Oh, yeah, and despite their not being much action in the thread, I do republish the demo level once a night with something new. As is we're up to 5 vehicles. I hope to get another 2 done tonight.
2011-08-23 23:51:00

Author:
Ostler5000
Posts: 1017


From my last go I can say that the handling and pace seemed a lot better than before, although I did have a trouble catching up with the AI. But that isn't a major problem, a bit of challenge is good and would make me come just to keep trying and to improve over them. I only had time to try out the orange vehicle though. So I'll have to try out each vehicles next time.2011-08-24 14:27:00

Author:
LittleBigDes
Posts: 920


Funny you should mention their pace, I'm actually just in the process of upping all the vehicles acceleration. Reason being, after some tests off track, I found that vehicles which should be faster, don't seem to be. It would appear that weight is a bigger factor than the top speed value in my Basic Mover. However, this acceleration increase should see vehicles speed stats coming into play more often.
Now, there is a chance that increased Mover strength will radically alter the way vehicles control. And I may need to lower the Top speeds to counter this, but I'll cross that hurdle when I get to it.
When I said lower the top speeds, players won't actually notice a difference. The Mover Strength increase will also up the top speed due to the vehicles having more power, so lowering the overall Mover top speed will in turn return the pace to how it is before any of these alterations took place, albeit, with better acceleration.

Whoa, what a mouthful.


EDIT -
There. Accel pace is up across the board. Top speeds remain the same as they were, they're just easier to reach now. If the overall pace of the game is now too fast, do let me know, and if there are enough votes for it, I'll lower the speed of each vehicle by the same value.


EDIT 2-

To make things easier for people posting in the thread with valuable feedback, vehicle-wise, this may make things a little easier when comparing vehicles- The relevant bits from my Notepad doc where I write all my numerical values and info down -

http://i1202.photobucket.com/albums/bb369/Ostler5000/VeloxStats-Vehicles1-5.png

Asterisks are the ratings from 1 to 10. So, 1 asterisk means the stat couldn't be any lower, while 10 is the maximum possible.
2011-08-24 14:32:00

Author:
Ostler5000
Posts: 1017


I think you should have a percentage bar, and take some percentage of speed, weapon, weight & acceleration out of it. I figure that way makes it easier to make balanced vehicles. But that may mean reconfigurating the logic to ssuit this. However you can easily remake this by creating a vehicle that has everything in the percentage ar equal, and copy it serveral times changing the percentage, or using the percentage logic and making each vehicle from scratch. Personally I'll go with the first option. Unless your way does still balance it exactly. If it doesn't then you can try the percentage logic, if your planning on being accurate.2011-08-24 17:22:00

Author:
Roneranger
Posts: 415


I have indeed been copying one vehicle and altering the stats from that. Making each vehicle entirely from scratch would be an absolute nightmare. :G

Also, can I ask what you meant by 'Percentage'? Are you talking about the combined values in each stat? So, for instance, Xablea has 25, Padvetian Industries has 17 and so on? (As is.)
The reason I haven't done this, is because 1 asterisk in a particular stat, may not be equalavent to 1 asterisk in another stat. Plus, the weapons are of various combat-effectiveness, but I'm not gauging weapons on a 1 to 10 ratio, so at first glance, it does appear that PI is considerably weaker than Xablea, but this is not the case.
2011-08-24 17:44:00

Author:
Ostler5000
Posts: 1017


No I actually meant that if you have 100% of power for example, then you take out some of it, let's say 10% for speed, 20% for acceleration and so on. So if you set everything to 1% it should be the equivalent of 1% speed, acceleration, accuracy etc. I thought you were gonna do something like that, or you were thinking about it.2011-08-25 14:02:00

Author:
Roneranger
Posts: 415


OK, I went ahead and altered the speeds. After the accel increase, the fast vehicles were too fast, and in comparison, the slow vehicles were too slow. So, what I've done is drag the values in, from the highest and lowest stats, closer to the middle ground. There's still a noticable difference, but fast vehicles won't slam into walls as much, and slow vehicles won't feel so sluggish. Also, I need to do this anyways - Non of the existing vehicles are 10 star, or 1 star in the speed stat, but if they were, they'd just be impossible to use.
In fact, if my mathamalculations are right, the vehicles that do have minimum or maximum stats, should be about the same as what the existing vehicles were before.

Also, RoneRanger, I don't mean to come across as dense, but I'm still not getting what you're trying to put across. You don't appear to have explained what the 'Percentage' happens to be. You mention taking things off it, or from it, but I still don't know where or what the 'Percentage' is. 'Power' leads to me to believe you mean the Movers accel strength, but I'm not too sure.
However, I wouldn't dwell on it - I'm managing the logic side perfectly as is. Had a few hiccups and thrown controllers, but other than that, it's all good.
2011-08-25 19:21:00

Author:
Ostler5000
Posts: 1017


Ok sorry for not explain. If you have a powerful source, lets call it Badnik Core. All the vehicles use the same amonut of the source and what they have is 100% right? Then you take some of the power, lets say 25% for speed 10% for armour, etc. but it must not exceed 100%. I suggested that technique, because you can set thw logic to use this program to make balanced cars in the level.2011-08-25 20:16:00

Author:
Roneranger
Posts: 415


I lol'd at 'Badnik'. Maybe I'll hide an Eggman logo somewhere in one of the tracks. Haha.

But, yeah, I couldn't have been far off with my first guess at what you meant, then. Like I said, I considered having all vehicles have the same total, of all their stats combined, but the issue there is that certain stats aren't equivalent to others.
I especially know this having played wipEout HD. I absolutely hate Icarus. It has the fewest total points, but it's the most OP vehicle in the game.
2011-08-25 20:42:00

Author:
Ostler5000
Posts: 1017


That's good ol' WipeOut for you.

EDIT: Sonic FTW!
2011-08-25 20:58:00

Author:
Roneranger
Posts: 415


OK, we're up to 6 vehicles now. New one being Vetotech.
I'm particularly interesting in reading posts about this one, because I fear it could be quite OP. Problem is, it's quite difficult to use due to a high top speed but very low armour and firepower. Also rather low turning.
Hard to use, but could be extremely rewarding.

I must admit, judging by alot of the activity on the demo level, and this thread, it's all shaping up better than I'd hoped. I'm no LBP elite, but I do believe this is the best thing I've done.
Racing with 6 vehicles, as is, is just as hectic as I'd hoped.
2011-08-26 23:03:00

Author:
Ostler5000
Posts: 1017


lol but at least your level is getting famous by the second.2011-08-27 11:01:00

Author:
Roneranger
Posts: 415


OK, looks like it's gonna be 8 vehicles instead of 12. The thermo won't handle 12 vehicles, plus 4 players in the level. And given it's primarily multiplayer, limiting it to fewer, or just 1 player might take away from the experience.

8, relatively capable, challenging AI still isn't something to complain about, though. 8 ought to be fine. I am a little disappointed, but whatever. Onwards!

Also, we're up to 9 vehicles now. As is, the racegrid is holding all 9, but I'll be getting rid of 4 grid spaces later on.
2011-08-29 11:14:00

Author:
Ostler5000
Posts: 1017


Hey i can't test it today, but if you need any help i'd love to help. I'll test it tomorrow and see what I think. I currently LOVE the ideas! 2011-08-29 13:44:00

Author:
Unknown User


It has 8 people in Mario Kart, and people are still buying that at FULL price for some reason so you shouldn't worry. Also, it adds even competition if 4 people are playing. Speaking of Mario Kart, I always hated the Hard difficulty in Balloon Battle. All the enemies save their weapons for you, and because the game is crap, it is relatively easy to complete.

Anyway back to the topic, you should start focusing on different maps after you make the vehicles. Would you be able to make 16 different vehicles. Because 8 are racing at any one time, so 8 more will not be, if you get the idea.
2011-08-29 18:04:00

Author:
Roneranger
Posts: 415


Oh, no, I'm still planning on going for 20 playable vehicles. It's just the number in-race that'll be lowered.

I wanted to get as close to F-Zeros 30 vehicles per race as possible, but I can't picture that happening any time soon. Haha. Maybe LBP3.

Also, MK is great. MKWii was epic funs.
2011-08-29 18:13:00

Author:
Ostler5000
Posts: 1017


I was referring to the DS version. I haven't played Wii yet. I personally think that Mario Kart Double Dash on the Gamecube was the best MK that ever came out.2011-08-29 18:41:00

Author:
Roneranger
Posts: 415


Right, should probably post this -

This project isn't abandoned. I'm just on a little hiatus just now until I get my hands on that Speed Sensor. I figure I could really use it for something in particular. I've got a makeshift speed sensor I've been using this far, but I doubt it's as reliable as the official one. Work will resume in a week or so whenever we've got the update. (Could be whenever, really.)
2011-09-02 12:46:00

Author:
Ostler5000
Posts: 1017


What speed sensor?2011-09-02 16:56:00

Author:
Roneranger
Posts: 415


The Speed Sensor that's to be added in Update 1.06. There are a couple of different sensors, but the Speed one sounds the most use, personally. And for me, couldn't be added at a better time.
There should be a thread regarding 1.06 and it's content in the News & Media board, if you'd like to check it out.
2011-09-02 17:17:00

Author:
Ostler5000
Posts: 1017


Ok that's cool. Just an update or actual DLC? I would rather an update because I don't want to buy a sensor pack if a Move Pack is coming out soon.2011-09-02 21:10:00

Author:
Roneranger
Posts: 415


Full speed ahead, again.
Speed sensors implemented and the modded vehicles are all sorted.
Vehicles should be cornering ever so slightly better than before, but the main addition is the inclusion of a 'Draft system' as I've been putting it.

Once vehicles hit a certain speed, they start activating a Tag. As the analogue value of the Tag increases, any nearby vehicles also moving at a similar speed and tailing right behind that vehicle, will have their Anti-Grav Dampening lower. Increasing both their top speed and acceleration. The faster the tailed vehicle moves, the greater the benefit the tailing vehicle recieves. Tailing vehicles must be following behind the vehicle to see any benefit.
There's also a sound effect so you can tell when you're 'Drafting'
2011-09-09 16:32:00

Author:
Ostler5000
Posts: 1017


Just played the latest update, feels so much better now! Great job.

Also, I've finished 3 songs for your level, so maybe the next time we're both on, we can go to my moon and let you hear the songs.
2011-09-09 16:59:00

Author:
Force Ten
Posts: 60


Sounds good.
Saturday, Sunday or Monday will all work for me if I catch you online. Can't do it tonight though, as I'll be elsewhere with no Grillstation.
2011-09-09 17:16:00

Author:
Ostler5000
Posts: 1017


Sounds great and I love the drafting system, plus the speed sensor makes the game fairer than before. Nice job 2011-09-10 15:10:00

Author:
Roneranger
Posts: 415


OK, 2 questions for anyones who's played this -

1) What position(s) do you find yourself finishing in most often? I ask because I'm not sure if further improvements to the AI are nessecary or not. If the AI isn't challenging, I'll need to think of some major improvements. But if people are fairing alright against them, then I'm happy as they are.
2) A results screen before the scoreboard. Would it be nice to see who finished in what position after a normal race? Would anyone actually care?

Thanks for any replies.
2011-09-19 14:03:00

Author:
Ostler5000
Posts: 1017


Hey didn't know you still used this thread, how far until completely finshed?2011-09-19 18:42:00

Author:
Roneranger
Posts: 415


OK, 2 questions for anyones who's played this -

1) What position(s) do you find yourself finishing in most often? I ask because I'm not sure if further improvements to the AI are nessecary or not. If the AI isn't challenging, I'll need to think of some major improvements. But if people are fairing alright against them, then I'm happy as they are.
2) A results screen before the scoreboard. Would it be nice to see who finished in what position after a normal race? Would anyone actually care?

Thanks for any replies.

Hey Osty, I'll give it a go. It's been a while since I last tested or went into create with you. If I can later tonight I'll drop by.
2011-09-19 19:11:00

Author:
LittleBigDes
Posts: 920


Thanks, Des.

And LoneRanger, the threads been quiet recently while I was occupied with the Move DLC and whatnot.
I'm gonna make a final push to finish the remaining 10 vehicles, and then there should be a fully functioning race level + Overworld lobby. I'll wager I could do that in... a week or so. Full steam ahead. Or plasma. Or whatever the hell Velix machines are powered by.

Also, Once again I've got some music from Force Ten (Pime_Taradox234 on PSN) and I just figured I'd mention in here, that the 4 pieces I've had from him, have all been wonderful.
And should any other creators read this, I would wholeheartedly recommend consulting him regarding custom-music for any projects you have.
2011-09-19 22:28:00

Author:
Ostler5000
Posts: 1017


And LoneRanger... the threads been quiet recently while I was occupied with the Move DLC and whatnot.
I'm gonna make a final push to finish the remaining 10 vehicles, and then there should be a fully functioning race level + Overworld lobby. I'll wager I could do that in... a week or so. Full steam ahead. Or plasma. Or whatever the hell Velix machines are powered by.

Also, Once again I've got some music from Force Ten (Pime_Taradox234 on PSN) and I just figured I'd mention in here, that the 4 pieces I've had from him, have all been wonderful.
And should any other creators read this, I would wholeheartedly recommend consulting him regarding custom-music for any projects you have.

My name is Roneranger


...Once again I've got some music from Force Ten (Pime_Taradox234 on PSN) and I just figured I'd mention in here, that the 4 pieces I've had from him, have all been wonderful. And should any other creators read this, I would wholeheartedly recommend consulting him regarding custom-music for any projects you have.

Got a friend who I can recommend him to. @Force Ten (http://www.lbpcentral.com/forums/member.php?u=6997) your gonna be receiving a lot of work very soon.

Nice to see some progress mentioned in this thread. I think you should lock the trial soon, to just beta testers, so you can build up some hype and also hide some new cool ideas of yours.
2011-09-20 19:51:00

Author:
Roneranger
Posts: 415


My name is Roneranger

Pahahaha! Oops! Every time I've said your username in my head, I've got the R right. Yet the one time it actually matters and I go to spell it, I look dense. Wonderful.


Anyhow, another update tonight. I'd still love to hear how people are fairing against the AI, BTW.
Tonights update makes some major changes to the Death Race game mode, aswell as a few other bits and pieces.
All the details are posted in the Levels Comments section. 'Things looking like a tiny dev log now.

I'd wanted to get Team 11 done tonight, but I got sidetracked doing other things. The vehicles made and it works, just needs custom-stats, as it's still built off the Xablea template.
2011-09-20 22:02:00

Author:
Ostler5000
Posts: 1017


Ok sounds good. You shouldn't reveal every tiny detail here though, leave some surprises for the players. 2011-09-23 17:37:00

Author:
Roneranger
Posts: 415


Well, I've only 4 vehicles to go until Jetropolis is 100% complete. If I do 2 vehicles a night, I can start building track No.2, 'Magma Slalom' on Thursday. And likely have a bare-track completed and published on the same night.

There have also been a couple of big AI updates recently.
Remember any vehicles getting caught on walls and just driving forward and back trying to sort themselves out, to no avail? Not any more! I've got a new failsafe waypoint system in place. There's a bug to iron out just now, but as soon as I sort that tonight, I think I would be justified in saying, my AI is 99.9% un-stuckable.

If anyone has noticed any overpowered vehicles, say now, cause this week is really the final opportunity to fix them. I think they're fine, myself, but an outside opinion is slightly more reliable and interesting.
2011-09-27 09:08:00

Author:
Ostler5000
Posts: 1017


Add it to the end of the level, you'll get many more replies there than here. 2011-09-27 16:48:00

Author:
Roneranger
Posts: 415


Right Osty I gave it a good 9 play-throughs with 3 people. They all liked it%

Where's the rest of my post gone!?
2011-09-27 19:55:00

Author:
LittleBigDes
Posts: 920


Wow that post kinda makes you think about the basics. Good thing your Beta testing, right?2011-09-27 20:14:00

Author:
Roneranger
Posts: 415


Yo. No time for new cars tonight - Spent my time adding a skip function for death races once all players are eliminated. (In the event there is more than 1 player, it is mandatory all players press X once to accept the skip. If 1 player wants to see how it ends, everyone has to.
Added beeping tone for elimination timer. It gradually speeds up as the timer nears the end.
Also, fixed the AI waypoint issue I mentioned earlier.

Regarding the lack of vehicle-info in the level, Des, that's all going to be available on the giant telly in the Overworld. Those that want to see stats, can do so there. Because it's not published just now though, I can understand your annoyance.


EDIT-Ah, I saw your post Des! Haha. I've had this webpage open on my browser for the past hour. So your previous comments have been already been noted. Despite you having del'd them for some odd reason.
2011-09-27 22:07:00

Author:
Ostler5000
Posts: 1017


Yo. No time for new cars tonight - Spent my time adding a skip function for death races once all players are eliminated. (In the event there is more than 1 player, it is mandatory all players press X once to accept the skip. If 1 player wants to see how it ends, everyone has to.
Added beeping tone for elimination timer. It gradually speeds up as the timer nears the end.
Also, fixed the AI waypoint issue I mentioned earlier.

Regarding the lack of vehicle-info in the level, Des, that's all going to be available on the giant telly in the Overworld. Those that want to see stats, can do so there. Because it's not published just now though, I can understand your annoyance.


EDIT-Ah, I saw your post Des! Haha. I've had this webpage open on my browser for the past hour. So your previous comments have been already been noted. Despite you having del'd them for some odd reason.

What the...I DID NOT DELETE THEM?! Something strange is going on. Dam it that was a good post with some good in sight and info & now it's disappeared. Oh well at least you read it before it mysteriously vanished after the 1st sentence with a '%' in place.
2011-09-28 00:59:00

Author:
LittleBigDes
Posts: 920


Hmmm. Odd. Good thing I'm a cunning git who navigated back through his history to save your post, eh?


Right Osty I gave it a good 9 play-throughs with 3 people. They all liked it but felt the AI particularly in death race was a bit hard. But before you go tinkering or changing anything, it was still very playable and enjoyable. But it was fine in the casual race mode.

Deathrace: I felt waiting for the leading car to complete 20 laps after all the remaining ones were either eliminated due to lap time or from being shot was a bit tedious. Nice to watch it go but after a few laps it got a bit tiring. Say everyone got eliminated by the time it was the 5th lap, that leaves you watching the last AI standing to do the remaining 15 laps, over and over until the end.

Casual race: Somehow the AI and gameplay itself was a lot more fun and hectic. But I found it hard to keep track of the elimination count down. A few times lost track of the time left from all the hectic gameplay and what was going on in the track. I think a better visual or sound cue that the players has 10 seconds left to get to the finish line would help. Even a voice over from me would be a good idea, 10, 9, 8,7 etc. I found it hard to read the subtitles as well as play, since there so much going on.

Also a few more point pads on the floor would make it more interesting. I spotted a sneaky short cut to a power up which I though was great.

The vehicles I drove seemed fine with some handling better than others depending on your skill, style and which one you choose. What would help is if a short stats board was displayed above each vehicle type, or grouped by type, so you're not left guessing what sort of vehicle you've just chosen. If grouped by type it may help with re-playability and get people to come back and try out ll the others in various groups rather then randomly guessing and jumping in a booth.

Overall it's very hectic and fun, if not addictive and I can't wait to see this up in the level showcase area and ready for me to play the full version.

I thought you'd just re-read it or something and had a change of heart and felt you wanted to re-word it later or something. I've done that more times than I can count, actually.

Oh, yeah, and I didn't address the more Power-up Pads suggestion. Forgot about that. Yeah, I'll see about sticking an extra couple here and there.
2011-09-28 07:12:00

Author:
Ostler5000
Posts: 1017


Are you going to sneak in any preview pics from the working version into here? I'd love to see one or two, but not so much that it gives everything away. I guess you can put the full details and fancy pics in the level showcase/F4F section.2011-09-28 10:18:00

Author:
LittleBigDes
Posts: 920


I'll probably put alot of effort into the Level Showcase thread. TBH, I thoroughly enjoy making them.

And sneaking pics in here? I've done so once or twice, but there are more on LBP.me. But I'll be taking nicer ones when the final level gets uploaded. Like... Side-on photos and stuff. Cool anglez n ****.
2011-09-28 10:24:00

Author:
Ostler5000
Posts: 1017


Would you like me to do any snazzy voice-overs. For example, 'Final lap', or 'Speedia Molecule eliminated', or 3 vehicles remaining.

Oh quite a big oh, I noticed when playing with two other players, one of the vehicles was not in a position pad, was placed on the side of another vehicle. As if it fell off and got pushed out of the starting pad. So you may want to look into that.

http://i4.lbp.me/img/fl/8c4ef460999acbb8fc0d807f2f4b0027cd15a80c.jpg

If you can imagine an extra car wedged between two here in the pic, in the grey area between the first two in the front row. This happened 2 or 3 times. Sorry I only just remembered now.
2011-09-28 10:36:00

Author:
LittleBigDes
Posts: 920


How odd. That's never occured during a single test play of my own, but over the course of a few plays, you say it happened a couple of times? Mmmm.

You dont suppose it's a lag issue, do you?
I could slow the grid-placement logic down a little and see if it stops occuring.
2011-09-28 11:12:00

Author:
Ostler5000
Posts: 1017


How odd. That's never occured during a single test play of my own, but over the course of a few plays, you say it happened a couple of times? Mmmm.

You dont suppose it's a lag issue, do you?
I could slow the grid-placement logic down a little and see if it stops occuring.

I'll be home late, but if I can, I could always jump in with you with a few friends to see if it happends again. Seemed as if an extra vehicle was put into the race, as all the start pads were full.
2011-09-28 11:20:00

Author:
LittleBigDes
Posts: 920


Appreciated, Des.

Were any of the vehicles in the Grid spaces squint or anything? As if nudged around by the vehicle emitted in the wrong space?
2011-09-28 13:33:00

Author:
Ostler5000
Posts: 1017


Appreciated, Des.

Were any of the vehicles in the Grid spaces squint or anything? As if nudged around by the vehicle emitted in the wrong space?

No, but the rogue vehicle in between was ever so slightly off centre. All the others were positioned straight, inside the start pad.
2011-09-28 13:59:00

Author:
LittleBigDes
Posts: 920


Got it. I reckon I understand how it's caused.

Tonights agenda - Fix laggy grid-placement issues, and build at least 1 more vehicle.
2011-09-28 14:02:00

Author:
Ostler5000
Posts: 1017


Sorry, yes I know it's that annoying Des breaking everything in my level again feeling.2011-09-28 14:04:00

Author:
LittleBigDes
Posts: 920


Haha. Eh, it's alright - I'll just get you back next time you publish something. 2011-09-28 15:51:00

Author:
Ostler5000
Posts: 1017


Haha. Eh, it's alright - I'll just get you back next time you publish something.

Well it's all a part of good testing. Helps polish it up all shiny like
2011-09-28 15:54:00

Author:
LittleBigDes
Posts: 920


And I'll be there to give "constructive" criticism.

Oh yes, EPIC STALKER!
2011-09-28 19:43:00

Author:
Roneranger
Posts: 415


I sorted out the Grid, Des, BTW. It should work.
I've reduced the speed of the emittion, and set it up so that vehicles will blow up instantly if they're not in the right place before the loading screen ends.
2011-09-28 20:02:00

Author:
Ostler5000
Posts: 1017


...set it up so that vehicles will blow up instantly if they're not in the right place before the loading screen ends.

???

How exactly is this a solution?
2011-09-29 15:54:00

Author:
Roneranger
Posts: 415


???

How exactly is this a solution?

Actually I'm interested in that too. I'm guessing it's to do with the logic of if it's not in this place, then this happens. Bit like IF, THEN and ELSE's in programming, but done with logic. But then again I could be wrong.

Also let us know when the full version gets published.
2011-09-29 16:36:00

Author:
LittleBigDes
Posts: 920


Yeah! Des is in charge of the criticism here. After all she's played it enough times, so she should know it like the back of her hand. 2011-09-29 17:04:00

Author:
Roneranger
Posts: 415


Yeah! Des is in charge of the criticism here. After all she's played it enough times, so she should know it like the back of her hand.

LOL actually I don't. I'm awful on the track and when I look at the logic I get a head ache. I'm good at design but not so much at logic. Makes my head hurt
2011-09-29 17:24:00

Author:
LittleBigDes
Posts: 920


The vehicle destruction is a fail-safe precaution. My first efforts were to stop the problem from occuring, while the vehicle-destruction is an if-all-else-fails solution.
I'd consider failsafes a critical part of good logic design.
2011-09-29 19:08:00

Author:
Ostler5000
Posts: 1017


The vehicle destruction is a fail-safe precaution. My first efforts were to stop the problem from occuring, while the vehicle-destruction is an if-all-else-fails solution.
I'd consider failsafes a critical part of good logic design.

Any logic pictures or fancy pics?
2011-09-29 19:19:00

Author:
LittleBigDes
Posts: 920


http://ie.lbp.me/img/ft/25ea4c4dbf06acf70ed72deb2505ab99181cb190.jpg
Fully fleshed out Xablea, as of a few days ago.
Prepare for braincell melt-age.

I'll be fixing the score alocation tonight, Des. And then finishing the next vehicle. The one you saw me with last night.
For some reason the new vehicle isn't moving right, and I haven't a clue why not. But once I find it I'll see if I can do another tonight.
I know I said I'd be done for Thursday, but I hadn't foreseen the issues you uncovered recently.
2011-09-29 19:25:00

Author:
Ostler5000
Posts: 1017


http://ie.lbp.me/img/ft/25ea4c4dbf06acf70ed72deb2505ab99181cb190.jpg
Fully fleshed out Xablea, as of a few days ago.
Prepare for braincell melt-age.

I'll be fixing the score alocation tonight, Des. And then finishing the next vehicle. The one you saw me with last night.
For some reason the new vehicle isn't moving right, and I haven't a clue why not. But once I find it I'll see if I can do another tonight.
I know I said I'd be done for Thursday, but I hadn't foreseen the issues you uncovered recently.

OMG my eyes (and my inferior LBP logic making brain) :eek: that's not me in the picture with you, is it?

It's unlikely that I'll pop on tonight as I need to catch up on my sleep. If I do, I'll make sure I'll drop by your pod. Next time bug me earlier to come test out more thoroughly. At least you know now then after you publish and get bad feedback from any bugs.
2011-09-29 19:35:00

Author:
LittleBigDes
Posts: 920


http://ie.lbp.me/img/ft/25ea4c4dbf06acf70ed72deb2505ab99181cb190.jpg

Who is that in the picture with you? Someone else is assisting with the logic I see.


The vehicle destruction is a fail-safe precaution. My first efforts were to stop the problem from occuring, while the vehicle-destruction is an if-all-else-fails solution.
I'd consider failsafes a critical part of good logic design.

Ok I understand the idea and concept use. So if this does occur, does the racers vehicle respawn back onto the required space, or do you need to restart the whole thing

I like the use of () as the question mark (?)
2011-09-29 20:06:00

Author:
Roneranger
Posts: 415


The other fellow in the photo is Damaz. He hasn't helped with the logic, I just remember him asking something or other, and I explained it, then I opened up everything for the sake of a photo. Osty builds alone.

And yes, once destroyed, vehicles can be emitted again. I haven't re-published with that logic yet, but I'll need to have it in there, otherwise there could be issues with player-requested vehicles not appearing.
2011-09-29 21:01:00

Author:
Ostler5000
Posts: 1017


Any luck with your tweaking & updates yet? Like the respawning through a level link issue you had.2011-09-30 14:16:00

Author:
LittleBigDes
Posts: 920


Spawning from a level link is a stupid decision on MMs part.
For some reason Versus Levels think it's a clever idea to use level links like checkpoints. Not my problem.

It's just a case of changing the Overworld to Co-op again, later on. But I'd have prefered it the other way.

Also, here are some cool photos for shiggles;

http://i7.lbp.me/img/ft/877d269e4fc5458408420d1c9156a80382c57214.jpg
http://ie.lbp.me/img/ft/55e1d5c975f24e90fd7d536e872d199cc3cda5ae.jpg
http://i9.lbp.me/img/ft/9d97ae4bf432a0eb28427366f57a1d92053eafbc.jpg
http://id.lbp.me/img/ft/3bdbb7458ff272ec8bd1be7bd1a50cd7bb493090.jpg
2011-09-30 16:12:00

Author:
Ostler5000
Posts: 1017


Ostizade is your own drink?

When you create the career mode, add that as an advert. Such as 'this race is brought to you by Ostizade'.
2011-10-01 14:01:00

Author:
Roneranger
Posts: 415


Have You Added A Succesful Boost System Yet...I mean You Can't have A Racer Without A Boost System.

Oh and This Is Pure Genius


Originally Posted By Roenranger

Ostizade is your own drink?

When you create the career mode, add that as an advert. Such as 'this race is brought to you by Ostizade'.

I Love that Idea And I Would Love If you Could Add A bit At the End Saying This Disclaimer
"Ostizade Can and may Shoot Out of your Bowels At Terryfying speed, We Are Not responsible for this"
2011-10-01 16:42:00

Author:
butter-kicker
Posts: 1061


Haha. I've been meaning to do something of the sort with Ostizade.
Ostizade is actually something of an Easter Egg or whatever in my levels now, given it's appeared in every LBP2 level I've made thus far. A bit like the LBPC logo.

And of course there's a boost system. Boost pads and pick-ups. I'm not doing a 'Press X to boost!' deal as the controls are hard as is. But the current way works fine I reckon.

I spent a good hour or two last night completely re-creating the way the scores are allocated for kills. Before, there were a few issues I knew of. (Fortunately, no-one ever found or reported them, but I knew they were in there.) It was previously possible to get 500 points for blowing yourself up with your own Mine or Homing weapon. Not anymore, as the level now identifies which vehicle fired what item, and will not give points for self-destructs as a result.
The other big change, is that it's now easier to get points through combat. Before, only the player that landed the final hit, would recieve 500 points. Now, however, any and all players who hit the soon-to-be-destroyed vehicle will recieve 500 points. The way I see it, this makes it far more rewarding to be in the thick of combat, as it's much easier to earn points whenever one vehicle is taking an absolute pummeling from several other vehicles.

I've also added Team 18. Skorpion X-2. This team is a massive reference to one of my favourite childhood games.
2011-10-02 10:36:00

Author:
Ostler5000
Posts: 1017


Yeah...My Team Would Be A liitle Less exciting For example: TEAM 19: The Avengers

But If You Could Please Add In A Gamemode which Is A Reference to My Favourite Arcade Game ,Future Racers : Nex-Generation
The Game Mode Is Called MineSwap:

Gameplay: One Randomly Selected Player Has A Bomb On them and Is at the Back of the Track...the Bomb Has A countdown Period Of 30 Seconds, You Have That Time To Tag other Players And Give the Bomb To them, Each Lap the Bomb Is Reset, The Last Man Standing Wins, Trust Me this Is Butt Clenchingly tense. Oh And the Person At the Back starts On ly 5 seconds after the Others.

Don't Worry This Isn't Hard to Create Especially when using Logic....All it Needs is A Counter Connected to the Bomb Logic, A Tag System (There Are loads Of examples of this On community moon)
2011-10-02 14:14:00

Author:
butter-kicker
Posts: 1061


The Tag-like idea was thought of a while ago. I like the idea, but I don't feel it fits Velox very well. I am, however, already noting little things here and there for my next project. I'll sure as hell make a Tag-like gamemode in a race level, it just won't be this one. Haha.
Velox AI wouldn't be able to chase other vehicles specifically without doing a really poor job. That and it feels quite late on in the project to add new game modes.

However, last night, I finished teams 19 and 20! Huzzah! Which means Jetropolis is now absolutely finished. Time to create another track!
2011-10-03 10:15:00

Author:
Ostler5000
Posts: 1017


OOooooooh snazzy pictures

So when can I test this gem of level out, the one in the pictures? It's like micro-machine and Wipe Out in one.
2011-10-03 11:09:00

Author:
LittleBigDes
Posts: 920


The one in the pictures? Des, it's the same level. The photos are taken at an angle.2011-10-03 11:15:00

Author:
Ostler5000
Posts: 1017


The one in the pictures? Des, it's the same level. The photos are taken at an angle.

Dam it, I must be blind then. Oops, sorry I get all excited when I see snazzy pictures like that. I thought the one on demo was different from the finished one and you were going to do a big reveal. Tah dah!
2011-10-03 11:25:00

Author:
LittleBigDes
Posts: 920


I guess Ostler sort of did. Very surprising, Team 18 is the big unveil! 2011-10-03 20:21:00

Author:
Roneranger
Posts: 415


Odd question - RoneRanger, did you ever actually play the level at any point?

Also, instead of building a new track tonight, I made stickers for the Overworld info screens.
http://i0.lbp.me/img/ft/b20fccefeca9a19c3c6f818222d88c25a3a4d219.jpg
http://ic.lbp.me/img/ft/22c91f594feec648edc34172677e11cb4352c3ae.jpg
http://id.lbp.me/img/ft/fed3fb78af7a9d440c9b9d4665dc386d7c3f0c83.jpg

I finished all 20. But I only uploaded a few. The way I see it, once the Overworld is complete, I have a fully publish-able level.
Still need to make the weapon-explaination and pick-up explaination screens, though. Can do that tomorrow.
2011-10-03 22:05:00

Author:
Ostler5000
Posts: 1017


Impressive, that Rocket Moth actually looks like a moth. Oh by the way what's that blue power up that I sometimes pick up? I'm guessing it's a shield since it circles around me.

UPDATE: every time I pick up that power up no one shoots at me so I don't know if it's a shield or not. Then it wears off.
2011-10-04 10:05:00

Author:
LittleBigDes
Posts: 920


Yeah.
Blue - shield
Orange - Boost
Purple - Score
Green - +5 health

I'll be making those stickers tonight.
Along with all the different projectiles.
2011-10-04 10:09:00

Author:
Ostler5000
Posts: 1017


Yeah.
Blue - shield
Orange - Boost
Purple - Score
Green - +5 health

I'll be making those stickers tonight.
Along with all the different projectiles.

If that's the case then next time we're on watch me when I pick it up and shoot at me as I want to see how it works. I tend to get it once everyone has gone past me. I need practice as I'm awful at it, but it's still fun so I keep going.
2011-10-04 10:17:00

Author:
LittleBigDes
Posts: 920


Sure, Des.

Question -
When I publish these levels, the Overworld will be a main level, set to Co-op.
However, the race levels - should those be sub-levels or main levels? There are pro's and con's of either setup, and I can't really decide what to go with.

If it's a main level, people could (And likely will, much to my annoyance) skip right past the Overworld. They'll then 'itch and moan that they didn't know the buttons, or what they're meant to do, or anything. It's their own fault, but idiot-proofing a level is important.
The advantage of it being a main level, is that you can hit 'replay' and play the level again without returning to the Pod, or the Overworld.

If it's a sub-level, it's impossible to skip over the Overworld, but if you hit 'replay' in the sub-level, you get taken back to the levels parent. The Overworld in this case. A major pain in the backside.

Opinions?
I could lock all the levels or something, and only unlock them after people enter the Overworld, but keys are bugged for some players.
2011-10-04 12:05:00

Author:
Ostler5000
Posts: 1017


That's a tough one. I'm inclined to have it as a sub level purely for those that would skip past your over world. I say that because its full of detail and info for the player before racing. But as a sub level would it be possible to add in a reply button yourself? I'm not sure if this is possible in the LBP2 tools. Or a sort of quick replay area that opens up once they have done on a race and come back to the over world, so they then can then get a key which gives the player an option to reply that sub level? Similar to how you have the doors that open on the various levels, you could put keys in them.2011-10-04 12:18:00

Author:
LittleBigDes
Posts: 920


I thought about the idea of an in-game restart but I've just had an ephiphany!
I'll create a new level, that's nothing but a menu. Once you complete a race level, you get level linked there, and are asked a question.
"Where to?"
Pod, Overworld, Track 1, 2, etc.
It would load quick because there wouldn't be much in it. It would keep it impossible to skip the Overworld, as everything bar the Overworld would be a sub-level, and it would make repeat-plays easy.
2011-10-04 12:26:00

Author:
Ostler5000
Posts: 1017


I thought about the idea of an in-game restart but I've just had an ephiphany!
I'll create a new level, that's nothing but a menu. Once you complete a race level, you get level linked there, and are asked a question.
"Where to?"
Pod, Overworld, Track 1, 2, etc.
It would load quick because there wouldn't be much in it. It would keep it impossible to skip the Overworld, as everything bar the Overworld would be a sub-level, and it would make repeat-plays easy.

OMG that's a great idea, hope I helped with your ephiphany. Your level just got a lot bigger. Good luck with it all. I finally got back into my part 2 level, my so called overdosing on too much LBP has finally subsided. So you should be on in create mode more now.
2011-10-04 13:52:00

Author:
LittleBigDes
Posts: 920


Liking the spotlight?

Then view my Community Spotlight Contest (C.S.C.) (https://lbpcentral.lbp-hub.com/index.php?t=64000-Community-Spotlight-Contest-Episode-69) and vote for your favourite level from Episode 69!

I like the use of the word epiphany. And to answer your "Odd Question", of course I haven't. To me, and to you it's not finished yet. I'll play once it is officially in Beta stages. (LBDes is more of an alpha person )
2011-10-04 18:56:00

Author:
Roneranger
Posts: 415


Hmm, well, whatever. Still strikes me as odd that you've continuously offered opinions and input on things you've no direct experience with. I'm pretty certain anyone with a demo level available, has it in mind that those offering input, will actually take the time to familiarise themselves with the project in hand.
Now, as much as I appreciate your input all the same, it does imply a certain... Lack of interest.
I'm not trying to be mean, it just've would've been nice while it mattered. Y'know, between then and now. A month and a half.


Anyhow, speaking of 'finished levels', I've completed the Overworld.
And I've been giving some more thought towards main levels/sub levels. Screw it - I'm just gonna post everything as a full level so they can all be replayed willy nilly, and have their own separate scoreboards and such. If people skip the overworld, they either
A) already went there and have no use for it.
B) They used Dive in.
or
C) They're just a tool who's 2 cul 4 explan8shunz.

Jetropolis will be deleted and re-published under an alt PSN account at a later date, but for now, it will do.
2011-10-04 21:42:00

Author:
Ostler5000
Posts: 1017


Hmm, well, whatever. Still strikes me as odd that you've continuously offered opinions and input on things you've no direct experience with. I'm pretty certain anyone with a demo level available, has it in mind that those offering input, will actually take the time to familiarise themselves with the project in hand.
Now, as much as I appreciate your input all the same, it does imply a certain... Lack of interest.
I'm not trying to be mean, it just've would've been nice while it mattered. Y'know, between then and now. A month and a half.


Anyhow, speaking of 'finished levels', I've completed the Overworld.
And I've been giving some more thought towards main levels/sub levels. Screw it - I'm just gonna post everything as a full level so they can all be replayed willy nilly, and have their own separate scoreboards and such. If people skip the overworld, they either
A) already went there and have no use for it.
B) They used Dive in.
or
C) They're just a tool who's 2 cul 4 explan8shunz.

Jetropolis will be deleted and re-published under an alt PSN account at a later date, but for now, it will do.

I'm guessing it's a lot more work to do it the other way round. But it would be a shame for those that the stunning Over World that you've done. What you could do is put a little Osty sackbot before the scoreboard that points out a level link to the Over World, saying something along the lines of 'To see all vehicle stats and more please enter the Velox Over World level, go there now through the level link or end now by going to the scoreboard'.

Also, I'm a bit puzzled by your 'Jetropolis will be deleted and re-published under an alt PSN account at a later date...' what alt PSN account and why?! I thought Ostler5000 was the one and only Osty out there
2011-10-05 11:16:00

Author:
LittleBigDes
Posts: 920


Dude, I am not using all my 20 level slots for one project.

Also, I've had another idea.
Scrap the idea of single-player campaign levels. At least for now. Velox is primarily multiplayer, and the versus levels still work solo. Does anyone actually care about showing off their scores in a standard single-player level? I doubt it.
I'm going to publish all the race levels as sub levels, and then level link them to another full-level, that has further level links back to the Overworld, or other tracks or whatever. AND, it has the scoreboard to bank your Versus-score before leaving.

The reason I said I would publish them all as full levels, is because it would mean the scores wouldn't be saved without some extra scoreboard somewhere. It only just occured to me to put the scoreboard in the level-link menu level thing.

I may take a little while before I fully settle on a way to do this. So bare with me for the time being.
2011-10-05 14:30:00

Author:
Ostler5000
Posts: 1017


Dude, I am not using all my 20 level slots for one project.

Also, I've had another idea.
Scrap the idea of single-player campaign levels. At least for now. Velox is primarily multiplayer, and the versus levels still work solo. Does anyone actually care about showing off their scores in a standard single-player level? I doubt it.
I'm going to publish all the race levels as sub levels, and then level link them to another full-level, that has further level links back to the Overworld, or other tracks or whatever. AND, it has the scoreboard to bank your Versus-score before leaving.

The reason I said I would publish them all as full levels, is because it would mean the scores wouldn't be saved without some extra scoreboard somewhere. It only just occured to me to put the scoreboard in the level-link menu level thing.

I may take a little while before I fully settle on a way to do this. So bare with me for the time being.

'Dud'ette', I am not using all my 20 level slots for one project.' Right I'm changing my LBP profile description for all those that call me dude Also I didn't know it was taking up that many level slots. I'm impressed.

Tell you the truth all I care about is blowing other racers up and what position I finish in. It's best to take your time, so don't rush into it. So take all the time you need as I'm sure the finished version will be great.
2011-10-05 14:55:00

Author:
LittleBigDes
Posts: 920


Sorry, bro.

All things considered, I've decided I'm definitely going to just leave every race-level published as a full level. This way they all get individual scoreboards, they're easy to find, and people who want to skip the Overworld, can.
Saves all the unnessecary faffing about and stuff. Extra menu's are nice, but ultimately more annoying than just letting people return to the Pod and navigate levels from there.

Also, the Overworld is now published.
2011-10-05 17:38:00

Author:
Ostler5000
Posts: 1017


Hmm, well, whatever. Still strikes me as odd that you've continuously offered opinions and input on things you've no direct experience with. I'm pretty certain anyone with a demo level available, has it in mind that those offering input, will actually take the time to familiarise themselves with the project in hand.
Now, as much as I appreciate your input all the same, it does imply a certain... Lack of interest.
I'm not trying to be mean, it just've would've been nice while it mattered. Y'know, between then and now. A month and a half.


Anyhow, speaking of 'finished levels', I've completed the Overworld.
And I've been giving some more thought towards main levels/sub levels. Screw it - I'm just gonna post everything as a full level so they can all be replayed willy nilly, and have their own separate scoreboards and such. If people skip the overworld, they either
A) already went there and have no use for it.
B) They used Dive in.
or
C) They're just a tool who's 2 cul 4 explan8shunz.

Jetropolis will be deleted and re-published under an alt PSN account at a later date, but for now, it will do.

That doesn't mean I'm not interested, because I haven't played a level. I treat all the levels out there as individual games. It strikes me why the community doesn't see it that way.


Sorry, bro.

Wouldn't it be sister?
2011-10-05 19:13:00

Author:
Roneranger
Posts: 415


It would, but I'm a git.

Do you guys reckon I should put this in Level Showcase shortly, or wait till I've done a few tracks?
As is, everything is a go. But perhaps the extra track selection would allow the level to fair better. Or, I could just try to keep the level at least relatively active in the Level Showcase. All my other threads just seem to sink. (With the exception of a few. Tehe. Thanks, Des. )
I'm thinking, if it does seem like a good idea to post this week, maybe I ought to del the published Overworld and Jetropolis, and re-upload them on Friday night, along with the LBPC thread being created and whatnot. Weekends always have the most traffic, and I feel this work deserves a planned-out launch.
2011-10-05 19:29:00

Author:
Ostler5000
Posts: 1017


You should close the level, andhave a little trailer with release date uploaded instead. Then I'll play your level, after I recieve a copy of LBP2. (Oh so thats what you were asking about me not playing your level. **** I'm so slow.) :kz:2011-10-05 20:42:00

Author:
Roneranger
Posts: 415


Ah, so you don't actually own a copy of LBP2? Well, that's OK then. I just thought you just weren't interested in having a go, not that you simply couldn't.
Dude, why no LBP2? :G Get a copy. Now.

Pahahaha. And a trailer with a release date would be hilarious.
2011-10-05 21:06:00

Author:
Ostler5000
Posts: 1017


It would, but I'm a git.

Do you guys reckon I should put this in Level Showcase shortly, or wait till I've done a few tracks?
As is, everything is a go. But perhaps the extra track selection would allow the level to fair better. Or, I could just try to keep the level at least relatively active in the Level Showcase. All my other threads just seem to sink. (With the exception of a few. Tehe. Thanks, Des. )
I'm thinking, if it does seem like a good idea to post this week, maybe I ought to del the published Overworld and Jetropolis, and re-upload them on Friday night, along with the LBPC thread being created and whatnot. Weekends always have the most traffic, and I feel this work deserves a planned-out launch.

Don't worry I know you don't mean it Osty, it's just that 2 or 3 other LBP friends on my PS3 kept calling me dude and I thought it was just a figure of speech or out of habit until another friend joined and referred to me as a she. Then they were all like 'whoaa are you a girl'. Yet I thought my shiny twinkly dress and shiny bangles and girly head band gave it away. So all that time they thought I must have been a cross dresser or something.

Anyway back to your level, I would not delete them as you would risk your plays, hearts and the good reviews that you already have up there. Both the Over world and the Jetropolis. But do a F4F or showcase thread between Thursday?friday. Then keep updating it and listening to feedback once it's up. This way you'll get more views and exposure from it being updated as the most recent post is always shown. That's one of the points of the showcase/F4F forums. I know how much work you put into it.
2011-10-05 21:47:00

Author:
LittleBigDes
Posts: 920


Well, I have to delete Jetropolis, it's not staying on my account. There's no choice there.
I exaggerated about Velox taking up all my slots, but it'll require at least 9 levels, including the Overworld. So, no. I'm not gonna be uploading them to my main account. Definitely not. I want those slots for other projects.

And F4F is something I'm against. For reasons I covered before, I think.
People should offer feedback because they want to, not because they entered some sort of agreement.
I'll think about it. But I doubt I'll change my mind any time soon.
2011-10-05 22:02:00

Author:
Ostler5000
Posts: 1017


If you're not up for F4F just do a showcase one and update that one instead. As I think people will still give a bit of feedback on it even though it's not meant as a F4F thread. By updating your showcase thread it will stay on top.2011-10-05 22:07:00

Author:
LittleBigDes
Posts: 920


OMG Osty, I just played your Over World and I remember seeing it in create mode but it's even better in the published version. I am really touched by this in the picture:

:blush:

http://i7.lbp.me/img/ft/8777449df11f99b6855c03a9ff3ad69c141bf418.jpg

Thanks.

UPDATE: I died badly in my race and got blown up, dam your AI is good.
2011-10-05 23:16:00

Author:
LittleBigDes
Posts: 920


D'awww. Well that's sweet.
I only added the Thanks bits today, actually. I published last night cause everything was sorted, but I was still working on the last couple of stickers at the time.

And I've really put alot of effort into my AI. I expect to see a few 'Ur cars r 2 hard! >:I' comments.
I don't mean to brag, but I haven't seen many levels with AI racers at all. Let alone challenging ones.
2011-10-05 23:33:00

Author:
Ostler5000
Posts: 1017


Shame you're running out of space on your Earth for publishing in favour for other projects that you want to publish. How did get your Velox logo to animate as if it spinning around in 3D? Here in the picture:

http://ib.lbp.me/img/ft/85be9a8850a837524fc396c63a829860c900f698.jpg

I assume it's some sort of magic with the hologram material.
2011-10-06 10:53:00

Author:
LittleBigDes
Posts: 920


Sticker Panel.
Batteries on a Sequencer wired into each frame.

So, yeah. It's all done with magic and icecream.
2011-10-06 10:59:00

Author:
Ostler5000
Posts: 1017


What No teams Named after Hello kitty

http://fc09.deviantart.net/fs70/f/2010/321/3/0/son__i_am_disappoint_by_ilivehere74-d330yvq.jpg

But Seriously This Is Looking Too Awesome to describe (Mm Pick no doubt)
2011-10-06 19:06:00

Author:
butter-kicker
Posts: 1061


Who the hell likes Hello Kitty? It's all about ponies, now, son.2011-10-06 19:24:00

Author:
Ostler5000
Posts: 1017


Who the hell likes Hello Kitty? It's all about ponies, now, son.

Oi! Im a huge fan of Hello Kitty as long as it's not in pink. Red Hello Kitty and blue Hello Kitty are the best.

http://cache.gawkerassets.com/assets/images/12/2010/06/500x_hello_kitty_ferrari_360_hell.jpg
2011-10-06 19:26:00

Author:
LittleBigDes
Posts: 920


Osty....<32011-10-06 22:59:00

Author:
damaz10
Posts: 771


I love you too, Damaz, babes.

Tonight... We dine in Level Showcase!
I had planned on shifting the individual race levels to an alt account, but the copied level has a couple of bits that aren't working properly, and I simply don't care to fix them. I fail to see how or why a copied level would lose half the information of the original. How hard is it to make a working copy/paste system?
So, the levels will all be on my Earth, and I'm scrapping the idea of a single-player campaign. At least for now.

So... I'm sure I'll see a couple of you in that thread. And I suppose that's it for this thread. 9 pages. Ha. My most successful thread evar.

Also, check this;
http://i1202.photobucket.com/albums/bb369/Ostler5000/VeloxStatCard-Xableacopy.png
Gonna make 20 of these for the thread. Aswell as some other images and whatnot.
2011-10-07 11:36:00

Author:
Ostler5000
Posts: 1017


Fine, LittleBigDes doesn't get any love? phooey!

It's a real shame about the level copying problems. Maybe lock the one's you've published on the other account and put a bit of info in the profile about it to redirect them to your main Ostler5000 account.

If you're scrapping the single player campaign, does that mean I can't play it on my own anymore with the AI? I'm assuming it's your Jetropolis level that you're locking/deleting
2011-10-07 11:47:00

Author:
LittleBigDes
Posts: 920


No. There were to be a total of 13 race levels. 8 Versus ones, that take 1 to 4 players, but ideally allow players to compete against each other.
And 5 Co-op levels that would only allow a solo player to enter. Idea being, here players would compete for high-scores, not directly against other players.

So, scrapping the Single-player campaign just means no single-player levels. But the existing level you've played, will remain, untouched.
2011-10-07 11:51:00

Author:
Ostler5000
Posts: 1017


No. There were to be a total of 13 race levels. 8 Versus ones, that take 1 to 4 players, but ideally allow players to compete against each other.
And 5 Co-op levels that would only allow a solo player to enter. Idea being, here players would compete for high-scores, not directly against other players.

So, scrapping the Single-player campaign just means no single-player levels. But the existing level you've played, will remain, untouched.

So you mean they will all be versus levels then? But you can still play them on your own.

UPDATE: Ignore this post as I'll play them once they're published and find out.
2011-10-07 11:54:00

Author:
LittleBigDes
Posts: 920


Correct.
I would've liked single-player levels to compare scores, but I don't know if they'd be as well liked, anyways.
2011-10-07 11:57:00

Author:
Ostler5000
Posts: 1017


I can be really crap at getting around your track, so I like this one:
http://i8.lbp.me/img/fl/db84830bf26cdabfbe8f7ec7168061d4d60ba91e.jpg

Other time I just want to race as fast as I can & blow everything up and cause mayhem:
http://id.lbp.me/img/fl/fed3fb78af7a9d440c9b9d4665dc386d7c3f0c83.jpg

Looking foward to try out all the other vehicles. So let me know when it's all up and ready.
2011-10-07 12:07:00

Author:
LittleBigDes
Posts: 920


Everything is all up and ready.

There's been a bit of faffing about the past few days while I made up my mind how to go about publishing everything, but it's now finished.
Everything's going on my Earth. Not an alt account.
No longer planning on making single player challenges.
New tracks will be made, after the initial showcase.
All the vehicles are completely finished. Bar any bugs I'm unaware of. But hopefully those will surface in the Level Showcase, or via comments in-game.
Overworld is completed. Bar the fact I'll need to edit and republish it with Level Links as new tracks are built.

And I think that just about covers it.
2011-10-07 12:22:00

Author:
Ostler5000
Posts: 1017


Hey osty, any chance that you could manage to use the emit/destroy method to cram 2 tracks into one level? If so you could narrow your level count down significantly 2011-10-07 17:43:00

Author:
damaz10
Posts: 771


Tried that. There are too many parts for it to be emmited as one object, and thanks to large numbers of hologram hitboxes and stuff that I cannot connect to the main body of the level, emmiting several smaller parts of the level and fitting them together like a jigsaw probably isn't going to work.2011-10-07 18:39:00

Author:
Ostler5000
Posts: 1017


Well since the level is now officially over, I can delete my subscription to this thread. 2011-10-08 18:32:00

Author:
Roneranger
Posts: 415


Well since the level is now officially over, I can delete my subscription to this thread.

Go here instead, it's up in the showcase forum: Velox Nation (https://lbpcentral.lbp-hub.com/index.php?t=64094-Velox-Nation)
2011-10-08 18:38:00

Author:
LittleBigDes
Posts: 920


'Thanks' for the tip. 2011-10-08 18:39:00

Author:
Roneranger
Posts: 415


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