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inFamous: Alden's Rampage

Archive: 5 posts


So, me and a few other talented creators have been hard at work for over a month to make the most detailed level we have ever made. The thermometer is currently at 95%, and if we opened all the logic in the Sack Bot, the game froze.

It's called inFamous: Alden's Rampage, and it is a LBP version of mission 29 in the first inFamous.

Edit: The main menu has the tutorial connected by level link.

Here's some pictures: (please forgive me for my bad photography)
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I really hope you enjoy it!
http://lbp.me/v/-h3rkf
2012-02-08 00:30:00

Author:
Kaboosh99
Posts: 359


This looks really good, but didn't really grab me straight away. Yo have to shoot A LOT to kill anyone and you just stand there and mindlessly fire at the guys in the helmets that when shoot back didn't even seem to damage me, I think the bot actually automatically ducked the shots. Any way... I killed a few rounds of bots by mashing R1 over and over with no feeling of danger and then fought a big boss over a bridge. I shot at it for a few minutes and died every once in a while until I stopped spawning.

I think that what you have built looks great and controls well, but the actual game mechanics need tweaking, if I was supposed to take cover at the end boss, then I should have had to do it before that fight. If cole has an energy bar than the boss should have also, or at least some notification that I was doing damage past the simple flash, it let me know that I was hitting him but I did that a lot. Just little things like this is what detracted from what is clearly a very well built and thought out level.
2012-02-08 20:28:00

Author:
Mr_Fusion
Posts: 1799


Yeah... I was kinda considering lowering the health of the enemies... but what surprised me is that it actually stopped spawning?
Okaaaay... I'll have to look into that, that never happened when it was on my moon.
And for some reason, the enemies don't always aim at you, sometimes they hit you, sometimes they don't. I think that's the biggest problem for me.
Oh, and the final boss actually DOES have a health indicator... the more it gets damaged, the redder it turns. You probably didn't notice that.
Thanks for the awesome feedback though, I've queued your levels and I should be able to play them this weekend.

Level Updated: Lowered health of transients by seven units, fixed point switch error, made boss health clearer, added short cutscene, made the level more like the actual mission.

Level Updated Again: First cutscene more stable, fixed boss battle camera error, added main menu, added more quotes from the game, updated looks, more reliable loading screen, better machine gun turrets.

Level Updated YET Again: Much more reliable respawn system, first scene looks a little better, added credits to the main menu, slightly better main menu appearance.
2012-02-09 01:56:00

Author:
Kaboosh99
Posts: 359


I've added a main menu, the respawn system is heavily updated to erase three bugs, the first cutscene is more stable and the first quarter of the level's looks have been updated.

The last pic I took of the main menu: (taken two weeks ago)

http://i0.lbp.me/img/ft/0804630015aa04fd1b38a437353f6792d9871a1a.jpg

The main menu has been updated since taking the picture. (That cloud is glowing blue because it's signaling that it's about to release a flash of lightning.)

Hope you enjoy the new improved version!
2012-03-28 07:23:00

Author:
Kaboosh99
Posts: 359


After receiving a complaint from wheelbbase911 that the level is too easy, I have significantly increased the difficulty of gaining the special rewards in the level. Also, the main menu is now fully completed, with the credits page completely finished, and a page that appears upon start up warning you that it is not a good idea to play this with more than one person. Two unnecessary microchips that caused several glitches with the 'credits' option in the main menu have been removed and replaced with two NAND and one OR gates, making the credits page work smoother. Some animations and stickers have been added to the main menu. The spectator controlinators are more stable and reliable, as is the loading screen camera, and more enemy sackbots have been added (using a hidden emitter, meaning there should be no extra lag), making the level a bit harder. The machine gun operating sackbots now try to run away when you destroy their turrets, and all sackbots are now immune to slaps. Also, lag has been reduced by removing some unnecessary stuff. Many glitches in the boss confrontation at the end of the level have been addressed, and a strange noise (that wasn't meant to be there) that was discovered in part of the bridge has been removed. The machine gun turrets also flash when they are fired. The tutorial sublevel's repetitive music has been replaced with something much better by Velvet--Audio, and the lighting and gravity within the tutorial has been adjusted (the level is much more harder and darker looking and the gravity increased by 50% to match the actual level's gravity).

Yay, it's now been nearly two and a half months since this level was first published and over four months since I started making this level with wheelbbase911! This level has changed so much since it was published that I think it deserves to be judged again for the LBPC Spotlight! Although, of course, that's never going to happen.
2012-04-09 07:30:00

Author:
Kaboosh99
Posts: 359


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