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Meet the Bitmins!

Archive: 13 posts


Bitmin: v 1.0.0

Welcome! I'm glad to see you've popped in for a little visit ^_^
Check Everything out! I've revamped the information section for your convenience!

Just me -sniffle-


Minerals are the currency of Bitmin. They are used to heal yourself, purchase objects, items and upgrades, and to spawn Bitmin. They can be collected from killing an opponents Bitmin, destroying obstacles, or processing raw minerals.

The Bitmin are the focus of this project. Bitmin are small organisms who are very loyal and obedient to their commanders. They're used to solve puzzles, complete tasks and entertain!
The Bitmin come in a variety of species, each with their own special bonus!


The Bitmin Pod is a building which allows Bitmin to be spawned for the price of 30 minerals upon interacting with it.
Each pod is detailed in a way that represents it's containing Bitmin's power.


The Commander is who you play as! You're given a health bar, and plenty of horns to give different orders to your faithful companions, the Bitmins!


The Command Pod is the central structure of a players base. You can bring raw minerals to your Command Pod to process them, along with purchase heals or nifty objects to help you out!


Obstacles are objects which obstruct a players path, or allow them to solve puzzles with the help of their Bitmin!


Combat is simply complex in Bitmin. You're Bitmin have a fixed attack speed which will fluctuate by a few milliseconds. Therefore, victory between an evenly timed 1 on 1 Bitmin battle is unpredictable. However, with proper assistance from the Commander, a Victory is insured! In the future attack speed will be upgradable.


Bitmin have a wide range of behavioural traits.
An idle Bitmin will sit still and await to be called by their Commander. If in the idle state, a Bitmin will automatically attack close enemies, or work with obstacles.
A following Bitmin won't be distracted by obstacles, and will only attack enemies upon being attacked.
A Bitmin at work will hold onto obstacles, and break or construct them if possible. They will prioritize enemies, however, and leave their job to attack enemies at any time.
A scouting Bitmin will not enter combat, and will not move. They sit in the spot the order was issued, and alert the player of enemies that enter it's line of sight.



(Unavailable for now)



As of August 31st, the first Bitmin single player demonstration level has been released!




Raised the basic foundation of the Bitmins!
This includes:
-Advanced,stable Bitmin logic
-Bitmin pod design and functionality
-Player command pod design and functionality
-6 unique Bitmin species (As of now, they have no special qualities, only differ in appearance)
-A few basic compatible obstacles such as breakable and pushable blocks.




http://i8.lbp.me/img/ft/a7804b47ef721772f3f301aee2463aed82412e43.jpg
http://i9.lbp.me/img/ft/92968e110de6e7736660dcf9ff4a073fadc2fc7f.jpg
http://i9.lbp.me/img/ft/cc9cf1c6a67f815f14b5f8dc7693aa0c7c57e1bc.jpg
Click to queue me! (http://lbp.me/v/5wh7rp)



Tada!
2011-08-27 05:43:00

Author:
Tadao-ZM
Posts: 114


I read this thread this morning. But seen as nobody else has said anything, I will.
When you say versus game, what exactly do you have in mind? I love versus, and I'll be sure to check this out. But I can't really think what you have in mind for a player V player game using the Bitmin.
Like... What's the central objective to be? How do you imagine it all playing out?

This looks pretty cool. I wish you luck with your project.

Also...

THEY LIGHT UP WHEN YOU GO NEAR THEM! EeGad, I must be some sort of wizard!
I can't tell you how much I laughed at this.
2011-08-28 00:02:00

Author:
Ostler5000
Posts: 1017


I want to play this bad. Logic looks nice Gud jooooooooob.2011-08-28 01:36:00

Author:
Unknown User


OH YAY. People finally started to comment. Now that I have some attention, I guess I can get more In depth! I'll add some more descriptive writings in the top ^_^ If anyone wants to play around and maybe even help out (If someones good at using the music composer, that's the most important thing I need help with)2011-08-28 01:47:00

Author:
Tadao-ZM
Posts: 114


I do actually want a partner or two to help out with this, I like the idea of working on awesome stuff as a team :3 Anyoooone :3? (You have to be SOMEWHAT competent <3)2011-08-28 17:57:00

Author:
Tadao-ZM
Posts: 114


I will not let this marvelous-ness-ness go to waste! ^_^2011-08-30 20:27:00

Author:
Tadao-ZM
Posts: 114


I love the pikmin games... Speaking of which nintendo, Wheres pikmin 3!!!
Can't wait to play this
2011-08-30 22:07:00

Author:
DarrienEven
Posts: 217


You should help me beta test then. I need someone. xD (It's not ready this very second but if I find a beta tester I could start throwing together testing levels2011-08-30 22:15:00

Author:
Tadao-ZM
Posts: 114


Ah, yes. A 'Beta'* level would certainly make posting easier. As much as I like your project, throwing random suggestions at a level you've no direct knowledge of strikes me as a little awkward. At least that would give people something to post about.

If you would like people to play a WIP level and offer opinions and feedback, I will do so aswell.


*Bleh. Always hated that word.
2011-08-30 22:32:00

Author:
Ostler5000
Posts: 1017


I guess I'll have to put two together then. 1 for players that don't have a partner at the moment to play with, and 1 for those that do! ^_^
I'll get the single player testing area put together. :3
2011-08-30 22:40:00

Author:
Tadao-ZM
Posts: 114


Ok folks! The beta demonstration level is complete! ^_^ (Top)2011-08-31 05:06:00

Author:
Tadao-ZM
Posts: 114


I do apologise, I've been thinking of what to say since playing the level a few days ago.

Anyhow, the level was a bit shorter than I expected, so do bare with me if I haven't much to say.

Control wise, I reckon I got everything nailed pretty much as soon as I started. Follow mode, sentry mode, (I forget what it was called in-game) and such was all fairly simple. So I've nothing much to add there. Perhaps further down the line I'll have something. But as is, it's all good.

One thing I think may need some attention is Sackbot navigation. I found they occasionally got stuck on things, or wouldn't follow me up the environment as I'd expect.
For instance, there's a block thing players need to shove right at the start. When I was finished the main bits of the level, I started to screw around, and I actually got a Sackbot permanently stuck in between the block and the rest of the environment. Couldn't pull him out, get him to follow me, or anything.

And that's all I got.
2011-09-02 12:42:00

Author:
Ostler5000
Posts: 1017


I'm sorry about the level shortness, I rushed it and threw it together in an couple hours or so I was mainly focusing on giving everyone SOMETHING to criticize, other than words. Anyhow, yes, I've noticed the navigational problems, and I'm rather stumped on how to fix them. I'm assuming I'll have to switch from a tag follower sackbot behaviour to a physical mover, won't I? I noticed a single bug with the logic too, it seems the sackbots current follower-mover is only set to "If on same layer", which was an accident. The follower is meant to act as a last resort in case the bots get to far behind or stuck :32011-09-02 15:29:00

Author:
Tadao-ZM
Posts: 114


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