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[UPDATED: Jan 16] Futuristic Noir Project [PICS]

Archive: 14 posts


Blade Runner and similar artistic works really seem to grab my attention. Upon searching for this genre in LBP2, I've found that it has not been given much justice within the game. Sure, there are many -- literally hundreds -- of sci-fi levels in the realm of LBP, and there is no shortage of good ones at that. But, there's an element missing in most of them that I find funny. Very few try to incorporate a gritty, dystopian future that really can add depth to the generic, "oh-so-shiny" sci-fi settings that seem in over-abundance.

"What does all this mean?" you ask. Simply, it means I want to create an atypical, atmospheric level that merges the technology of the future, the grit of a city's underbelly, and the dazzle of Broadway.

A story-driven level would be my aim, but if that cannot be achieved, I hope for a stylized puzzler. I already have a bunch of set pieces that really work well together. Piecing together the level should be a breeze once I'm finished with the pieces.

Well, thanks for taking the time to at least read this part. If you have any suggestions, tell me. If you have any critiques, tell me. If you want me to do this, tell me. If you have any support to give, tell me. If you want more info in the future, tell me. And if you want pics, just shush, they'll come soon!

Thanks, guys and gals! Pics soon!

Pics:

http://ic.lbp.me/img/ft/bccd9041a0ed5a90239aa88a0cbb4dd2c792e9ba.jpg
Walking platform with a train in the background and lift in front.

http://id.lbp.me/img/ft/7ad6ef0fec453bbded61fb5c4118aa5a9b791f77.jpg
Closer view. Ignore the costume once again.

http://if.lbp.me/img/ft/e0f052d1ed90febf0a02e66ed734d2a3f06cb96e.jpg
Hanging walking platform with train rail.

http://if.lbp.me/img/ft/9ff2b2e719dcdb47306241621bfea675a57899db.jpg
Close view. Closer to the view you'd be playing in.

http://i5.lbp.me/img/ft/6f5fae5fb3589e63e6924f010baddfe24cee1a08.jpg
Terrible angle of a train rail support, undecorated train tunnel, and the hanging platforms again. And one of the train cars is acting up.... Hmm...


http://ia.lbp.me/img/ft/d2a12811793b69fd0373e07f523b4bfd2d3494dc.jpg
Zoomed out view of early design.

http://i0.lbp.me/img/ft/d504375ceb63068e1b5de9f36b7d5171dff94f08.jpg
Hanging walkway underneath tracks. More set design.

http://i2.lbp.me/img/ft/352d814c2d22812048af39a74cdabd11a60bc396.jpg
Train in action with a closer view.

http://if.lbp.me/img/ft/03f844dc5ad84e2d3ac6de9b69e0382650d9f26d.jpg
Same view with front of train.

http://ia.lbp.me/img/ft/a9a45197567fcd0a5f59555a653b3292053de516.jpg
In-game view of the character.


http://ia.lbp.me/img/ft/35a5d03bbf9cfbbdda5d5fa8bfde64c66db85a0f.jpg
Level image.

http://ia.lbp.me/img/ft/96a27b2881928e989d15caa845f2d8876b81df98.jpg
Front view of the new section.

Progress Updates:

Alright guys, the level is actually coming along quite nicely right now. I've scrapped the first, experimental design and began work on the actual level. It looks nice to me so far, but the full visual effect won't be achieved until later. I'll add all the "undesirable" stickers to give the level the wear-and-tear that I want. The train is now working and will be able to be pasted wherever need be. The character and checkpoint system have also been finished.
After a little while of work today, I expanded the playable area and added the working elevators. If I do say so myself, the elevators work great. When the player is not in an elevator, the elevator randomly between each floor, stopping at each one. Once the population of sackbots is implemented, they should be able to go inside the elevators and ride them to the next floor as if on purpose. When the player is in the elevator, he or she takes control of it and determines where it goes. Once the player exits the elevator, it re-assumes its random actions.

I also temporarily took out the advertisements because I didn't like the way they looked. I'll put them back in later.

Level / Gameplay Info:

There is no story as of right now.
Open, rundown, future society.
Main character: Controlled by the player
- Checkpoint system
----- Not that significant, but this system will allow you to respawn from a point near where you last died.
- "Civilian Mode" and "Action Mode" abilities for the main character
----- "Civilian Mode" - Slower movement. Smaller jump. Zoomed in camera.
----- "Action Mode" - Faster movement. Larger jump. Zoomed out camera. Combat.*
- Platforming
- Action sequences*
- Dynamic world
- Multiple missions*
- Significant NPC's*
----- Significant NPC's would provide missions or be part of missions. They would stand out from the crowd.
- Insignificant NPC's*
----- Insignificant NPC's would just be the standard, roaming population of the city.
- Indoor / Outdoor enviornments*
----- I already have a system to allow the entering and exiting of buildings, but the thermometer inefficiency may outweigh the pros of the inclusion of such a system.
- More TBD
* Denotes features that are not added, but plan to be incorporated.

Community Input Questions:

- Should "Action Mode" be toggled on and off by L1 or should L1 have to be held for "Action Mode" to be activated?
- Should "Action Mode" be a use-and-replenish or an infinite-use system?

Thanks for reading!
2012-01-11 22:53:00

Author:
piggabling
Posts: 2979


Cool, do you have any idea of the story yet?2012-01-11 23:03:00

Author:
lark98-2
Posts: 116


Do sack folk dream of gingham sheep? I fully endorse this project, Blade Runner is a fantastic film. Seems like an ambitious project; I hope you can pull it off. I look forward to seeing some early screen shots.2012-01-11 23:10:00

Author:
fullofwin
Posts: 1214


So it would be a more "real" futuristic level, i have to say i am very intrigued.2012-01-11 23:15:00

Author:
Tyranny68
Posts: 390


Thanks for the support guys!

Well, let's see... The story -- if any -- will not be the Blade Runner story, it would be different. Probably some kind of mission-based level where you'll be able to enjoy some freedom to explore.

And the "real" future, I'm not so sure. I'll have to see what you guys think. As I'm creating it seems as though it's getting a little too bright and crisp. I will probably have to tone the holo down, add some grime/wear-and-tear, and add some more adverts.

Here's a few screens, just throwing together some set pieces. The thermo is raising a little too quickly though, so I'll have to get rid of a few of intricacies. Working with a 1/4 small grid really tears through the thermo...

http://ic.lbp.me/img/ft/bccd9041a0ed5a90239aa88a0cbb4dd2c792e9ba.jpg
Walking platform with a train in the background and lift in front.

http://id.lbp.me/img/ft/7ad6ef0fec453bbded61fb5c4118aa5a9b791f77.jpg
Closer view. Ignore the costume once again.

http://if.lbp.me/img/ft/e0f052d1ed90febf0a02e66ed734d2a3f06cb96e.jpg
Hanging walking platform with train rail.

http://if.lbp.me/img/ft/9ff2b2e719dcdb47306241621bfea675a57899db.jpg
Close view. Closer to the view you'd be playing in.

http://i5.lbp.me/img/ft/6f5fae5fb3589e63e6924f010baddfe24cee1a08.jpg
Oblique angle of train rail support, undecorated train tunnel, and platforms again.

Please tell me what you guys think of it. Of course it is not too full of variety, just platforms, trains, supports, and a lift. But, does it a little too vibrant to you?

Thanks!

EDIT: Also, the darkness, color correction, and fog aren't final. Just set to show off some of the set pieces.
2012-01-12 00:43:00

Author:
piggabling
Posts: 2979


Looking good. I was planing on making a Judge Dredd style level a few months ago using the same futuristic design as Blade Runner though gave up on it. I have made a cool small sack mech suit that i would have used for it though.

Can't wait to see how your level turns out anyway.
2012-01-12 01:42:00

Author:
Lordwarblade
Posts: 761


oooo gritty, I like it. I look forward to seeing this project.2012-01-12 03:34:00

Author:
biorogue
Posts: 8424


oooo gritty, I like it. I look forward to seeing this project.

LIAR, he has no desire to see it
2012-01-12 03:51:00

Author:
Tyranny68
Posts: 390


Alright, I'll be putting some time into this tonight and over the weekend. Hopefully I will be able to make some good progress. Can't wait to start throwing the pieces together.

I would really like some suggestions from the guys around here if possible!

Plenty more updates to come. More pics and hopefully gameplay info will come this weekend.

Stay interested for me!
2012-01-12 19:58:00

Author:
piggabling
Posts: 2979


Creating convincing futuristic scenery is tough (at least for me it would be). As you said, there are plenty of levels with interesting shapes and lights but making it look well used and like it has real function is a big challenge.

I think you've got a really good start here. it is very dark however which makes the neon pop just a little too much and tends to make things look overly sterile/geometric. some spaced out foggy light fixtures along with slightly toned down neon might help.

The purple signage is a little too regular and I'm not sure it works having this on the train cars (those are the cars right?). I'd want to try seeing how the cars look without the adverts and covered in graffiti instead. Put lots of neon signage on posts and mounted overhead, have holographic adverts that pop up when you come in proximity, etc.

I think you can accomplish a lot of this with just stickers on holo or sticker panel which could help to free up some thermo (especially the pop-up adverts which can be emitted/destroyed by a prox sensor). Anyway, this is cool project.
2012-01-12 20:17:00

Author:
fullofwin
Posts: 1214


Hey, everyone! I have a somewhat substantial progress update for you all! It's also now in the first post, but here it is anyway:


http://ia.lbp.me/img/ft/d2a12811793b69fd0373e07f523b4bfd2d3494dc.jpg
Zoomed out view of early design.

http://i0.lbp.me/img/ft/d504375ceb63068e1b5de9f36b7d5171dff94f08.jpg
Hanging walkway underneath tracks. More set design.

http://i2.lbp.me/img/ft/352d814c2d22812048af39a74cdabd11a60bc396.jpg
Train in action with a closer view.

http://if.lbp.me/img/ft/03f844dc5ad84e2d3ac6de9b69e0382650d9f26d.jpg
Same view with front of train.

http://ia.lbp.me/img/ft/a9a45197567fcd0a5f59555a653b3292053de516.jpg
In-game view of the character.

Progress Updates:

Alright guys, the level is actually coming along quite nicely right now. I've scrapped the first, experimental design and began work on the actual level. It looks nice to me so far, but the full visual effect won't be achieved until later. I'll add all the "undesirable" stickers to give the level the wear-and-tear that I want. The train is now working and will be able to be pasted wherever need be. The character and checkpoint system have also been finished.

Level / Gameplay Info:

There is no story as of right now.
Open, rundown, future society.
Main character: Controlled by the player

- "Civilian Mode" and "Action Mode" abilities for the main character
----- "Civilian Mode" - Slower movement. Smaller jump. Zoomed in camera.
----- "Action Mode" - Faster movement. Larger jump. Zoomed out camera. Combat.*
- Platforming
- Action sequences*
- Dynamic world
- Multiple missions*
- Significant NPC's*
----- Significant NPC's would provide missions or be part of missions. They would stand out from the crowd.
- Insignificant NPC's*
----- Insignificant NPC's would just be the standard, roaming population of the city.
- Indoor / Outdoor enviornments*
----- I already have a system to allow the entering and exiting of buildings, but the thermometer inefficiency may outweigh the pros of the inclusion of such a system.
- More TBD
* Denotes feature that plan to be incorporated into the level.

Any questions, comments, concerns or suggestions, feel free to share! Please continue the support. Thank you.

EDIT: Quick questions:
- Should "Action Mode" be toggle by a tap of the L1 button, or should "Action Mode" only be activated while L1 is held?
- Should "Action Mode" be a use-and-replenish system or an infinite-use system?
2012-01-15 22:50:00

Author:
piggabling
Posts: 2979


Update time!

Progress Update:

After a little while of work today, I expanded the playable area and added the working elevators. If I do say so myself, the elevators work great. When the player is not in an elevator, the elevator randomly between each floor, stopping at each one. Once the population of sackbots is implemented, they should be able to go inside the elevators and ride them to the next floor as if on purpose. When the player is in the elevator, he or she takes control of it and determines where it goes. Once the player exits the elevator, it re-assumes its random actions.

I also temporarily took out the advertisements because I didn't like the way they looked. I'll put them back in later.

Here are the updated pics. Not much, but it's looking better.


http://ia.lbp.me/img/ft/35a5d03bbf9cfbbdda5d5fa8bfde64c66db85a0f.jpg
Level image.
http://ia.lbp.me/img/ft/96a27b2881928e989d15caa845f2d8876b81df98.jpg
Front view of the new section.

Thanks for reading!
2012-01-17 00:50:00

Author:
piggabling
Posts: 2979


Lookin good, the replenish or infinite action thing depends on what type of combat you're going to have..2012-01-17 05:02:00

Author:
Bremnen
Posts: 1800


Lookin good, the replenish or infinite action thing depends on what type of combat you're going to have..

Thanks! As for the combat, I'm incredibly unsure right now. I'd love some kind of hand-to-hand combat, but I've found that combat is one of the hardest things to program into sackbots. Combat will be a time-consuming endeavor for me, but that doesn't mean I won't attempt.

That's all I have for you guys right now. Expect another update soon!
2012-01-17 23:30:00

Author:
piggabling
Posts: 2979


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