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The Calamitous Computer Caper (W.I.P., taking layout suggestions)

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I'm starting work on a level that will take me more than a few hours or a day to finish. The idea for it is that Sackboy is sucked into his computer when a nasty virus invades it, as the inhabitants hope his technical know-how of the system and renowned platforming skills will help them out.

So far, I've mainly been focusing on making characters and some intro sections and cinematics. Here's a preview at the characters (and one important object):

http://i.imgur.com/NmB77.jpg
Floppy, An obsolete format who now does odd tasks for a virtual living and is Sackboy's guide and best buddy through the adventure.

http://i.imgur.com/Zw0mq.jpg
Yumae (Short for his pop-up disguise of "You may already be a winner!"), a nasty and nutty virus bent on nothing but causing trouble for innocent systems.

http://i.imgur.com/y59Bv.jpg
From left to right: Frank, Ace, and Slim. Yumae's three cronies that carry out his orders and stand in Sackboy's way before the head virus can be confronted.

http://i.imgur.com/xHhLa.jpg
The system CPU, responsible for sending and receiving all the information in the computer. Yumae replaces its eye with an evil duplicate, and Sackboy must fight him to retrieve the original.

Now, what I have made is an intro with Sackboy emerging and being greeted by Floppy, followed by hopping across some musical platforms to see the CPU, which is when Yumae shows up and causes trouble. While I've drawn out some layout ideas for what comes afterward, I'm still a relative novice when it comes to really good level design. The main idea I have is for Sackboy to do some platforming from section to section, bookended by three encounters with the minions that have him playing minigames to defeat them. I already have the first planned, a Space Invaders-esque shooter where Sackboy can move left and right and shoot upward to defeat some mini-viruses. For platforming, I plan having to do some timed jumps between electric charges a la Victoria's Laboratory in the story mode, and an automated section where you ride inside a hollowed-out wheel through some ramps and possibly loops. I'm going to look both at some story levels and favorite community levels for how I do the final boss fight with Yumae, as well as see if there are any tutorials on making complex bosses.

That said, you can still see that there are some big holes. If you have any ideas for the remaining two henchmen fights or the platforming sequences, let me know. If I put them in, I can mention you in the level description and even do a level playthrough and review for something you made.
2011-08-23 04:07:00

Author:
Behonkiss
Posts: 229


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