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Weapon M : Story Level/Tutorial/Mission One and Two/Boss

Archive: 6 posts


Howdy


I've been working my tail off on this project for almost 11 months total. Most of the time was spent tweaking the sackbot. He's kind of my pride and joy. It's a heavy-hitting, multi-purpose, nano-augmented war-machine!




This is mainly a twin-stick-shooter for advanced folk but newbies can do just fine with it. . D=


-----Main Features -----
- Some weird storyline I've yet to fully flesh out
- Artistic animatic story chunks
- Strategic gameplay with shields that heal, remote turrets, evade/jump, main weapon swapping, ultra weapon, jetpack, GRAVITY...
- Straight-up blasty, physics-based effects, explode some buildings, frag a baddie or two with and some aggressive enemies that want you dead.
- Short and long versions of both story and tutorial levels.
- This sackbot owns!

http://ic.lbp.me/img/ft/8ac4202a6144f3d067da7dc0496bb0242e7b9dd6.jpg

http://if.lbp.me/img/ft/30fd7e4092a0d0953e061df0132741d5b45ba7b7.jpg

http://i0.lbp.me/img/ft/ed0d0c136c2f1c82cfdbcda5ad0f29506fa75714.jpg

http://ib.lbp.me/img/ft/3bb8764e56b7175af556774abc9a30875fd3d2b6.jpg

http://ia.lbp.me/img/ft/d8a9bc983723585b073181c17cbf713f4d0d9796.jpg

http://i2.lbp.me/img/ft/cb2173951482cd28371b98c6d74fdab91eff0db4.jpg



Story Level http://lbp.me/v/608ews

Tutorial http://lbp.me/v/606p7d

Mission One http://lbp.me/v/6p788r

Mission Two http://lbp.me/v/7f5zfd

Boss Level http://lbp.me/v/7f57qy




Ok, this section is for any of you guys that actually read this far down. :}

I think the thing that separates this from most shooters I play is weight, simply put. There's some pretty punchy weapon effects and all the ammo you fire has actual explosive warheads. They will explode you if you're too close when they hit something. As such, all the fights can have a random feel, since the weapon impacts will make the enemies react. Since I let the physics engine calculate the reactions...I ramble on too much, you get the point, hopefully.


So, the first level is there to establish some story and draw you into the whole thing. It may work for you, it may not. If it doesn't fill me in. I can pretty much still change anything but I need some feedback.


After the 4 minute-ish intro it links you to the tutorial level so you can get the basics on the weapon. It's a pretty long tutorial running about 5-6 minutes. Then it'll link you to the first mission. Since it is the first mission it's pretty straight forward and self-explanatory, for the most part just blast stuff. If you're feelin brave try the optional boss, follow the fireflies to find him.


There is a random bug with the story level where it'll sometimes break the ground object and makes it so you fall in water after the ship crashes, been trying to solve this riddle but to no avail, thus far. If it does happen to you just hit start and replay, it shouldn't happen twice in a row. If so you're just really unlucky.

The boss will occasionally get destroyed before the game ender actually kicks on. I guess you have to just replay to finish it. Sorry, trying to find why this happens.

Well, hope to get some feedback, F4F fo sho.


Thanks and peace. ,,v,-_-)
http://lbp.me/v/608ews
2011-10-12 10:56:00

Author:
Unknown User


Updated with more content and short versions of tutorial and story level.

I'm also working on an arcade mode with points and scoreboards and such to forego any story to just blow stuff up and score points for those that wanna.

Feedback would be nice. :}

-h
2011-11-02 16:42:00

Author:
Unknown User


Just got through trying out all of these levels; I gotta say, while the project as a whole feels rather unfinished, you've got a great thing going on here. The machine you fly around in feels great, and all the weapons feel as though they have actual impact and substance. The HUD is pretty easy to understand, and keeping an eye on your health makes that a very important thing indeed. It may be important to point out to the players that while you can have a maximum of three shields out at once, you have an unlimited reserve of them; this becomes necessary at the boss fight I found.

The levels themselves lend to a feel of more of a training ground than actual levels, perhaps because of the hologram material bordering each level. If you could find a way to limit the players movement without this, it would make the levels much more believable. A few times, as well, I couldn't quite tell if I was shooting at an enemy or a piece of debris, but that seemed more an error on my part since once I got used to recognizing enemies it didn't happen so often. It was also a bit of a challenge to figure out if I was actually harming the boss; perhaps a visual counter/timer/etc on each of the hit areas would make this fight more intense; I sort of felt like I was flying around firing aimlessly while desperately trying to stay alive.

The story overall seems intriguing, I'm interested to know why an ancient race of people have us flying around and destroying the targets we are, especially since you hint at some moral implications as well. If you flesh out a plot and give the levels a bit more detail, this will be a series to keep an eye out for.

As it stands right now, I would almost classify these levels as more of Tech Demos than levels themselves, since the star of the levels is the craft you're piloting. That being said, as stand-alone levels these hold up well against most side-shooters I've played for LBP at worst, and, when the level fires on all pistons, quite a bit better than the rest of the herd at best. Put some more work in the visual department and this is off and running! Yayed, and Hearted so I can check back on the series if you update.

EDIT: Quite a few times, I found myself thinking "This feels like Ranger X for Sega...", is that a coincidence?
2011-11-03 17:37:00

Author:
EvilWuun
Posts: 152


Hey EvilWuun, thanks for the response. Sorry for the delay, was on a bit of a vacation.

Yeah, I wasn't too familiar with how to limit level extents at first so I didn't use the right methods.

As far as the boss I kinda wanted it to be a figure-it-out kinda thing but I guess some indicator as to damage being dealt would help some. As it stands half the time you don't even know if you're doing the right thing.

I was literally making the story up as I went so it's not even fully sewn-up in any way, shape or form. Just a backdrop for the shooter, really.

Yep, pretty much inspired but Ranger X, Einh?nder, R-Type, etc etc.

At this point I don't think I'll devote too much more into this, the LBP community and I don't seem to jive so well. I think it has a lot to do with the type of thing I've made, it's more for shooter fans that want more than just simple controls and one-button shooter configs. I get really bored with 99% of the stuff I've played out there and I can see that I'm just not a good match. I've received about 3 comments in the month or so that I've shown this level around and only slightly more plays. So yeah, I may work on some private projects in LBP but I may have run my course, we'll see.

I'm a concept artist IRL and have worked on some games in that capacity but doing these levels in LBP has taught me I'm more of a game designer than I gave myself credit for. I know for a fact I'll be getting together with some of my friends in the industry and making an actual game soon for XBL and PSN with one of three engines we're looking at.

It's been a worth-while experience, for sure. <3 LBP

Edit: This post kinda comes off as rude and I really wanna stress that wasn't the intent, I <3 LBP and its community (most helpful bunch, eva) I just meant my levels may not be a good match.
2011-11-07 13:26:00

Author:
Unknown User


Gonna give it a try as soon as I get the chance!
Then I'll leave some feedback!
2011-11-07 17:39:00

Author:
StarrKable
Posts: 196


Groovy, thx!2011-11-07 18:26:00

Author:
Unknown User


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