Home    LittleBigPlanet 2 - 3 - Vita - Karting    LittleBigPlanet 2    [LBP2] Ideas and Projects
#1

Top-Down City

Archive: 11 posts


I'm making a city (bit of a steampunk style).

What I have so far:

-2 trains that travel back and forth between 2 train stations.
-4 cars that drive themselves, following the road and stopping for the player, other cars and traffic lights (if the light is red, that is). They can even pick which direction to go when given the chance.
-1 player unit. Using 2 layers to include simulation of moving legs. Although it looks more like a walking mech than a person walking
You can rotate the camera, and you control the player with a cross-hairs symbol. You can move the cross-hairs symbol with your left stick, and press x to create a marker that the player will automatically walk to (unless they bump into a wall or something).
The player can climb minor stairs (you can only move 1 layer up, after all) which is used to get on the train.
The player will adjust their own speed to match the train's when they are on a moving train. This however is a bit bugged because there is some lag or something in sending info about the train's speed to the player. Thus the player will move slightly slower than the train when it's accelerating, and slightly faster when it's slowing down. I might be able to fix this by placing some tags in the train and making the player follow those instead though. You can't control the player while on a moving train anyways.
-I also have minor scenery like a river going through the middle of the level, with a couple of bridges to cross it, and ofc a road with loads of tags and stuff to make the cars stay on the road.


What I still need (and could use some help with):
-Loads of buildings!
-Something to actually do in the city other than walking around and enjoying the scenery.

The only problem is that my thermo is already like 70% filled.

So what ya guys think? Any ideas, tips?
2011-12-03 11:55:00

Author:
Elifia Kamigawa
Posts: 35


Sounds interesting mate and worth a play.
So its like "city" platformer yet we use Sackbot A.I for it?
I enjoy those types of leves quite much, I hope the level goes well!
If you need any help, just give me a call, Im not as busy these days as I were lol
2011-12-03 13:09:00

Author:
Unknown User


Well no, it's not a platformer, because it's top-down, and you can't even jump
The difference in controls is that you have a click-to-run system instead of movement with your joysticks. Will probably make it Move-compatible too, once I actually have a PS-Move. I imagine I could also use this as a targetting system, so you can use it to talk with NPCs and interact with objects.
I could even implement something to allow you to drive one of those automatic cars, although I think it might be quite boring, as you don't have anything to do apart from selecting a direction every once in a while.

I might have to shrink the level a lot though. You already hardly ever see any of the 4 cars, and my thermo is almost full. I just made 2 simple buildings, and together they took 25% of my remaining thermo space. So I can have 8 buildings max.
Would I half the size of my level, I'd have space for more while needing less.
2011-12-03 14:46:00

Author:
Elifia Kamigawa
Posts: 35


With that kinda load your first priority should be to try and find out what's eating your thermo, so you can take measures. If it's just a matter of too many different materials you can reduce them relatively easily (I say relative because you forget just one instance of a material it still counts toward thermo). It may even be that you can add a lot of story and combat logic without adding much to the thermo.

As for the next step, go with what you like. Point/click adventure or an RPG seems appropriate.
2011-12-06 11:58:00

Author:
Rogar
Posts: 2284


I don't really know why it takes up so much thermo. After cutting my level in half and adding Move-compatibility my thermo was at ~50%.
The cars take up about 5% each (20% total), the player and all the controls 10%, and the rest of the environment (trains, road, ground, river, bridges, stuff like traffic lights) 20%.

After adding 8 houses and 2 clocktowers, completely full. And those buildings aren't that complicated. They are square, for starters.

The house uses mainly 1 material (bricks), while using 4 additional materials (3 types of wood and 1 type of glass) for the 1 door, 7 windows and 1 roof.

The tower uses the same bricks, and 2 of the types of wood. And 1 object on the roof. And a piece of hologram with clock decorations.

Both buildings also have some light matter to keep them in place without having to glue them to the background (because when I glue too much stuff to the background, stuff starts to crash).

The buildings are made from a bunch of pieces though, And I have 2 stickers on each piece of bricks. Do stickers take up much thermo?
Also, does using the 3d glitch affect thermo?
2011-12-06 20:57:00

Author:
Elifia Kamigawa
Posts: 35


I'm no expert on 3D thermo, I assume it takes up the same amount it would if it was in the regular layers. Yeah, stickers take up some thermo, and having two on each brick sounds like a bad idea.

5% per car is huge, sounds like a good target for optimisations (in logic maybe?). But right now I'm thinking maybe you're using too many pieces. Try cutting down on parts, for example by taking a picture of the stickered bricks and using that on a single piece.
2011-12-06 22:29:00

Author:
Rogar
Posts: 2284


Hmm, guess I'll cut down on the amount of pieces my small buildings use, and change the bricks material so I don't have to paint em anymore.
The houses aren't made up from pieces that each represent a brick though.
It's the windows and stuff not being the same height as the whole building, and thus requiring extra pieces to fill the gaps.
And I split the main body of the building into pieces because I wanted the texture of the walls to face a certain direction. If you use just 1 piece the horizontal walls don't match the vertical walls. But I can fix that too by just picking a different material.
2011-12-07 01:04:00

Author:
Elifia Kamigawa
Posts: 35


try using one basic material2011-12-07 04:16:00

Author:
supertwinbros14
Posts: 69


Alright, I simplified my buildings a lot.

For starters: the houses. The windows now have only 4 pieces (1 for the glass, 3 for the frame) instead of 11 (4 for the glass, 7 for the frame). With 7 windows per house that's quite a bit. The door also has 1 piece less. Basically I lowered the roof, replacing the top piece of the frames.
Also the stone material is now the same as the ground (and just 1 big piece, instead of 13), and instead of using stickers I simply changed the lightning of the whole level.

Not as many changes to the tower. The main body is now 6 pieces (used to be 26) but has more corners per piece. Also the same stone as the ground.

Now I have twice as many buildings

I just wish i had more variation. All I have now is 4 blocks of 4 houses and 1 clock tower. Could use stuff like a tavern or a city hall. I'm not that good with creating artistic stuff If anyone could help me out with that I'd be really grateful.
2011-12-08 16:25:00

Author:
Elifia Kamigawa
Posts: 35


Make it out of Sticker Pannel... if you have the Move Pack...2011-12-11 21:16:00

Author:
Matt-The-Silent
Posts: 52


Make it out of Sticker Pannel... if you have the Move Pack...

Yeah, I have the Move pack. Wouldn't be able to make it Move-compatible otherwise
But what am I supposed to make from sticker panels exactly?
2011-12-11 23:30:00

Author:
Elifia Kamigawa
Posts: 35


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.