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Zochu Chapter 1: The Unique Shooter

Archive: 6 posts


Now let me tell you why you should play this hidden gem.
One: It has a unique feature called the Grenade Chooser.
Two: It functions on player proximity. Which makes it more tuned to a real game.
Three: Great visuals and 3d backgrounds.

No pics here. Sorry about it.
Feedback is much appriciated, i will make a list of recent updates here.

Update 1.2: Tweaks A.I Proximity and Aiming a little.
Update 1.3: Revamps the core gameplay and level for more diversity.
http://lbp.me/v/5ezsz-
2011-08-25 23:07:00

Author:
Unknown User


Notes:

Your gameplay fundamentals are solid. Nothing in the core functionality seems broken. Your main character and world are original, and very interesting. The pre-boss cut-scene is very cool. Please send me a message when you publish the next chapter.

Suggestions:

*Intro typos: It's "Cities", not Citys. It's "smote" or "smitten", not "smited". "For its ruler," not "for it's ruler".
*Menu. Unless you're going to add an inventory later on, I recommend getting rid of it and saving the space. You could do the same by putting three bits of invisible hologram next to Zochu, then have d-pad cycle through each grenade type without leaving the action.
*The dirt and bullet-hole stickers. Your level feels empty, even though it isn't. I caught a very "Chronicles of Riddick" vibe from your level, and that means more darkness, more grime. If dirt isn't what you're going for, other decorations would also help break up the scenery a little more.
*Shooting. There needs to be more of it. Your core audience, the action gamer, is going to be much more used to having bullets that travel farther, more of them on screen at once, and moving more quickly to dodge. Your level is very roomy, so I wish I was running around within it a bit more. The most fun enemy was the tank bot, which I had to circle-strafe because of his high hit points.
*Tank Bot. His visible timer needs to be reversed. Hitting him heals him, and he dies when the bar is maxed.
*I'd like the grenades to be color-coded to the enemies. Perhaps if you hit an enemy with an ineffective grenade, a holographic circle should appear, indicating the type of grenade you SHOULD use for that enemy type.
*The boss is easily the best part of the level. He has great attack patterns. But I killed him before he could use his fists - If he uses them at all.

I don't know how much more you can add to the level. but if it's possible, I really do think your average shooter player is going to be able to move, shoot, and react much faster than much of this level requires. If more bullets and danger can be added, I highly recommend it.

Excellent work. Again, please let me know when your next one is up.
2011-08-26 04:58:00

Author:
coyote_blue
Posts: 422


I was going to have the boss use his fists. I modelled the style off the one on Maximum Carnage. Good suggestions though. I will consider them in another update. 2011-08-26 10:17:00

Author:
Unknown User


If the motion of the fists is troubling you (in a "how do I do it" sort of way), I would point out that Johnee, the Molecule who built the rooster boss, fakes it. The legs on that machine don't actually walk - the boss is just getting pushed forward on a piston while the knees are bending. I'd suggest something similar, using movers and some bendy at the elbows or shoulders.

I'd like to see the guts of your boss logic - I think it would be fun to have the boss go from an attack pattern to randomness when he reaches a certain level of damage. But I don't know how much thermo you have left. Please accept my suggestions as just that - you know better than I would how much you can add before you start breaking things.
2011-08-26 16:23:00

Author:
coyote_blue
Posts: 422


I do remember people were complaining of it's symplicity and ease. I suggested an alternate hard mode for completers of chapter 1 where all regular enemies take in 200 shots and the boss takes 350 as a side live. SackGirl didn't agree so much. Though right now they'r saying bug blaster was supposed to be given to anyone givin in bugs and glitches during the beta so i'd love to see where my code went. I think currently we are waiting for SCEA to recieve their codes for all to be distributed. To be "fair".2011-09-07 16:46:00

Author:
Unknown User


Generally, I'd always use more enemies before tougher enemies. Shooters involve progress. Mowing down 100 enemies is structurally the same as dodging one enemy and shooting him 100 times, but they feel much different.2011-09-14 22:49:00

Author:
coyote_blue
Posts: 422


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