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Final Fantasy XI, Darkhold Boss Fight

Archive: 5 posts


Before you begin.. Learn the Controls & Abilitys & this game is not for stupid players. Which means if any low reviews I get is probally from someone that cant handle the game. There is tactice in this RPG right from the get go. Also this is just a boss fight. Its a very small part of the main game.

TIP, You can solo this as Dragoon. Try to evoid using too much melee because it does make the enemy use there special attacks more.

Anyway its pretty much complete. I do take feedback on my levels.

This is actually a 2 parter.

Your playing the end of the level.

First level before this is called Oredelle's Caves. (Still in the works)
Everything but the enemys are complete.

Lack of a tuterial yes.. there is one but uses the old sackbot models. I plan to add a new version.

Once I have all the enemys finished for first game update it the game will be finished within a week or two.

Level Photos:

http://i4.lbp.me/img/fl/4e4f96272da6521abf743d23ec2c4c4c801307c0.jpg

http://ib.lbp.me/img/fl/cab3d1f8b9d56607513ce9e5306e3df12894eca2.jpg

http://lbp.me/v/4vjt1h
2011-08-27 11:51:00

Author:
venat
Posts: 715


Well, I played it. I'd be willing to offer suggestions, but I don't know if you want any.

If you're publishing a work in progress, that's okay, but you should make it clear how you want other players to respond. You warned us there's no tutorial. You warned it's not finished. What would you like other people in the community to do? Are we playtesting a certain part of it? If so, which part? If there's no tutorial, that's cool - but you might add a quick button list to the level description, so we know that Circle is Action, D-Pad cycles attack types, and so on.

If you're interested, search "LittleBigPlanetorials" on YouTube. Comphermc has made some levels on custom sackbots and checkpoints that you might find helpful.
2011-08-28 19:34:00

Author:
coyote_blue
Posts: 422


Theres nothing wrong with the level expect lack of boss music & error in the cutscene.

Problem is im throwing you guys a way... to hard level that you cant handle. My game ment to be a casual/hardcore rpg depending on the game objectives I have set in.

This is a boss level and it is Required for more players to join in to help complete it. Yes you can solo it but having more players helps alot.

(Having more players that dont understand the battle system can make your chances way worse.)

Like having the Whitemage healer being the melee and not curing everyone. These roles were set in to add teamwork. Theres alot of RPG Tactice in this.

The most important things you need to really know is thats not really included anywhere is damage range and TP system.

For the sake of confusion TP is the points you gain when you attack the enemy and take attacks from the enemy to earn special abilitys known as weapon skills. Enemys work exactly the same way. Having more players attacking the enemy increasses the amount of TP it earns. Once it reachs the max it unleashes a special attack.

Slow steady wins the hard enemys.

Of course I am gonna change the tactice of some hard enemys by making them "very low HP" & super strong attack. Way to beat a enemy like that is unleash the most amount of damage you can before you die first. Like a enemy you win within 10secs.
2011-08-30 07:33:00

Author:
venat
Posts: 715


Well, I don't mind the losing part.

I don't know if my individual attacks are hitting the enemy. Yes, bad guy HP meters drop, but my attacks are pointing to the right sometimes, and I don't know if those are hits.
I'm not sure if I'm auto-attacking when I don't select attacks.
If I'm supposed to use more than the d-pad and circle for power selection, I don't know what those buttons are.

So I don't think there's anything wrong with a difficult level, or with the TP system. My issues are basic player-interface things.
2011-08-30 15:01:00

Author:
coyote_blue
Posts: 422


Im revamping the battle logic so things work alot better.

1. Menu screens will be shown at the bottom
2. Illness will disapear right after its emited. It will be emited and then follow the player in range. If no player in range it will die right after instead of being emited in the air and waiting for someone to run into it after its been emited for awhile.
3. More Abilitys to use to win the fight. (About 16 more, Halve of the Abilities will be locked due to this is a lv25 Battle.) (Will have better group gameplay)
4. Auto Attack system will attack towards the enemy and be displayed alwas during battle instead of being emited.
5. Illness/buff display
6. Equipment Weapons and changing weapons will be added in.
7. Monsters logic will be redone to handle huge amounts of Auto-Attack damage input.
8. Extra commands such as "Scan" and "Dodge" which aren't menu abilities.

Its such a huge improvement that the level will be 3 sackbots only. Which is 3players only.
2011-12-13 06:10:00

Author:
venat
Posts: 715


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