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Craftworld Aleste

Archive: 69 posts


http://ie.lbp.me/img/ft/21e5f5687e8a32dfe44b28b9e6e43822a23eae63.jpg

Hi there. I have been doubting a bit about posting a thread like this but people have been asking how the project is going so I might as well keep you updated in a central place. Maybe it will stimulate me to work harder as well.

Alright, Craftworld Aleste. A vertically scrolling shoot-em-up I have been working on since somewhere in May 2011, inspired by Compile's "Aleste (http://en.wikipedia.org/wiki/Aleste)" (1988) and "Aleste 2 (http://en.wikipedia.org/wiki/Aleste_2)" (1989) on the MSX homecomputer - games I loved to play during my childhood (and, occasionally, still do). Here is some gameplay footage from Aleste 2 (http://www.youtube.com/watch?v=5GNAv2rx-dM#t=0m30s).

Scope

I plan to release a level series that consists of 5 playable zones, a title screen/menu and an intro and outro cinematic. Originally I wanted to release everything at once; in part because LBP2 lacks a practical method to transport custom data from one level to another - and hence I wanted to stuff everything into one level. Over time I have abandoned that approach and will now publish first zone and an intro first and publish additional zones over the coming year.

http://i2.lbp.me/img/ft/c12d919b1e0eadb26972e42401936ef35c373842.jpg

Features

The game features 6 upgradeable weapon systems freely to choose from, 3 manual difficulty settings and an automatic difficulty system on top of that which adjusts itself to zone progression and arsenal buildup. There will be no health system; instead, one hit and you're dead. The game puts heavy focus on dodge skills to stay alive; to aid in that, some enemies drop yellow powerups that - beside upgrading your main machine gun - will also grand you 1.5 seconds of invulnerability.

Replayability

I take replay value of a game very serious; I enjoy playing games myself that continue to give me a challenge. Aleste's replayability will come from its manual difficulty settings and a player's desire to beat a (personal) highscore; higher difficulty will reward more points; less dying and more kills will also receive bonus rewards. In time I plan to add an extra game mode that adds an additional challenge (and reward) to boss fights. After the player completes the zone (or loses all his lives), he will be given the option to replay the zone if he is unhappy about his results. Score will be rolled back to the amount he had when the player entered the zone.

http://ie.lbp.me/img/ft/ede48675c23d8cb53dfcf8f950a7096aecaf7dab.jpg

Boss fights

A lot of focus in the game will be on beating zone bosses; beating the rest of the zone is an exercise in preparing for those fights by building up your arsenal, gaining extra lives and of course not losing any. The boss fights will scale up in difficulty as well, but only based on the manual setting. Ranging from easy, which requires moderate reflexes and a trigger happy finger, to hard, which will demand patience, fast reflexes, ammo conservation and attention to tactics.

The first zone will feature two boss fights. I intend to give every zone at least two bosses.


http://www.youtube.com/watch?v=d8zmPyuWcTo

Music

I make all the music myself, based on classic tunes from the original games. You can find most music I have made so far collected in this thread (https://lbpcentral.lbp-hub.com/index.php?t=65315-Craftworld-Aleste-Some-music).

Status

The first zone is practically finished right now. I am currently polishing the artwork, adding a few details here and there and playing around with the layout a bit. Fixing a list of bugs as well. The pre-zone battle menu needs to be integrated into the zone level and I still need to finish the post-game menu and score summary. Also, the intro cinematic isn't done yet.

http://i0.lbp.me/img/ft/df09413d0a795f1f6488cb3528f23a052dc02cf9.jpg

Timeframe? A month, perhaps two if things move slow (slower than they do already ). I currently have a closed alpha version of the first zone published which a few friends are testing for bugs. As soon as the above modifications are done (minus the intro) I intend to publish a closed beta for about a week before a live version.

I'll try to write replies here with updates regularly.


Oh... and spoiler movie of an early alpha version...



http://www.youtube.com/watch?v=Jp5bARY5yxU
2012-02-24 09:57:00

Author:
Antikris
Posts: 1340


I had the great fortune to be among people that have had the honor to try the Beta.
I'm looking forward to this great work ll be complete!
2012-02-24 10:04:00

Author:
pirmaut
Posts: 99


Wow, looking really good. I will look not forward to not seeing this on the cool pages because it doesn't contain the word survival on it but looking forward to playing it from my queue. Is it near completion?2012-02-24 11:33:00

Author:
LittleBigSnooth
Posts: 454


This project never fails to amaze me. I can't wait to see it published Will definitely keep an eye here to see what else is in store 2012-02-24 12:05:00

Author:
rialrees
Posts: 1015


Wooooooooooooooop!
Looks awesome!
2012-02-24 16:30:00

Author:
Valeview
Posts: 1581


Look's amazing - good job!2012-02-24 21:56:00

Author:
PixelJam
Posts: 88


Update Feb 25: changing the looks of the aircraft. I have been unhappy about its bulky looks for a while; especially when moving along the edge of the screen the distortion becomes obvious. Made this new, much more slender version and will use it in the title screen as well.

Another reason is that it turns out the emitter to respawn the chip has trouble with the toilet roll object on the original ship; the ship gets emitted into the wrong layer and no matter what I do I cannot fix it. The emitter works flawless with the new craft.

http://i1.lbp.me/img/ft/691956f29ecfe3f86aed6eb9bf26b2db5dab7fdb.jpg
2012-02-25 00:30:00

Author:
Antikris
Posts: 1340


Update Mar 4: updated the title screen typography and all appearances of the ship. Much happier with my own font spelling 'craftworld' than the borrowed one.

http://i4.lbp.me/img/ft/60414c2385ec12b09bf5a0de92224a1e40b4d9ce.jpg


The forest part of area 1 now features massive frog-like creatures crawling around, attacking you with alien eggs that are thrusted from their backs.

http://i2.lbp.me/img/ft/762ee479136bdbe8b2dac8341e477c150ec137a2.jpg


Fixed more bugs, added more detail (all the mini-eyes turn and stare at you as well ). The list is getting shorter and shorter.

http://i3.lbp.me/img/ft/b734eac4e59881d30e9efae495483107110dce1d.jpg
2012-03-04 12:55:00

Author:
Antikris
Posts: 1340


...You're a master of suspense...I really want to play this and fail at getting past the first area.(which I can hope'll be as awesome as I expect :3)
Can't wait for it ^^
2012-03-04 15:35:00

Author:
Valeview
Posts: 1581


Update Mar 15: I refactured a lot of little stuff, added some new effects and did a bit of framerate optimizing. Squashed a lot of bugs. Here is a screenshot of the sun's reflection off of the river surface.

http://ic.lbp.me/img/ft/c7ce8d8e8788121aac073ebf033dbc30e2c53eb3.jpg

Stuff left to do for now:
Refacturing the yellow powerup collision logic; a player can fly through and pick up a whole clutter of yellow powerups right now but they won't be counted correctly.
Post-game menu to a) continue (if level completed succesfully), will redirect to score board until release of area 2, b) retry, restarting the zone with the score you had when you entered and c) quit, redirecting to the score board.
Post-game score recap: how many enemies killed, ground targets destroyed, powerups collected and lives remaining. Bonus scores awarded in order to give player incentive to replay and get better.
Pre-game weapon/options menu is finished but needs to be integrated.
There should be an intro before the title screen. This bit is still the vaguest of all bullets on my checklist.

And here is a sneak peek of an early boss design for area 2: an infested jet liner.

http://ib.lbp.me/img/ft/4fbd2316fe0738df6d8d81b20467b009b7186d3e.jpg
2012-03-15 10:53:00

Author:
Antikris
Posts: 1340


:O That reflection looks amazing!2012-03-16 02:39:00

Author:
BrosefJenkins
Posts: 87


Update Mar 17: I decided that the post-game menu and bonus score recap is something better suited for a later release - like with the second zone, when it actually makes sense to continue or retry. This will bring a release date closer as well. I implemented the pre-game menu today and apart from a few small glitches it works beautifully. Next: the powerup collision rehaul and an intro.

http://i4.lbp.me/img/ft/5241be9da0c98d037cbbb4281574a03f789ede1b.jpg
2012-03-17 19:35:00

Author:
Antikris
Posts: 1340


I have a quick question sir kris, Is this game going to be 1 player?2012-03-18 10:58:00

Author:
RoDRiGo-FiLiPiNo
Posts: 60


I have a quick question sir kris, Is this game going to be 1 player?

Yes. 1 player only. Multiplayer is giving too much lag, so even having a spectator is not recommended.
2012-03-18 13:07:00

Author:
Antikris
Posts: 1340


Update Mar 19: visual effects, yo.

http://ic.lbp.me/img/ft/11c38714b917c842b458e5005398c75669e32f2e.jpg
2012-03-19 16:26:00

Author:
Antikris
Posts: 1340


This should be a Mmpick, no joke. The visuals are insane. I love the use of sticker panel and decorations. CAN'T WAIT!2012-03-19 21:10:00

Author:
BrosefJenkins
Posts: 87


Thanks to the rigorous testing of my friends I have been able to weed out most of the (dozens of) bugs that were present in Beta 1. I have just republished a locked Beta 2 version that I am very satisfied with. Its biggest improvement the smoother performance and an accurate powerup count; just a few hurdles left now, of which the largest is a decent intro cinematic.

Dang, I want to share this game with all of you so much.
2012-03-25 11:05:00

Author:
Antikris
Posts: 1340


Here is a ***SPOILER*** video of the beta 2 version.


http://www.youtube.com/watch?v=7pLFjiAjC9w
2012-03-25 17:13:00

Author:
Antikris
Posts: 1340


Simply Amazing. I love how you have poured over every detail countless times. Release it when your ready, we'll be here to play it!2012-03-27 23:25:00

Author:
peoriaspitfire
Posts: 359


O_O There is no chance that this won't be MM picked ... Wait.. This is on LBP right? I can't really tell 2012-03-30 01:20:00

Author:
Wolffy123
Posts: 406


Update Apr 3: I just published version 2.2 of the private beta for my testers. It now plays very, very smooth, thanks to ironing out some logic and faulty physical collisions. The last boss of this zone (picture below) is now just the right difficulty, in my opinion. An intro cinematic is all that is left to do now.


http://i3.lbp.me/img/ft/2c3f9a2c61848fe9c11c140878b4f25d6416ccb7.jpg
2012-04-03 00:48:00

Author:
Antikris
Posts: 1340


This looks incredible - I would love to know when this is ready, it looks like a different game entirely and quite slick.

The start menu looks especially polished - I love how the lower left image changes with each menu option, wow!
2012-04-03 01:10:00

Author:
aratiatia
Posts: 374


Again... This isn't possible. For God sake, it shouldn't even be legal to make a level that good.2012-04-03 01:56:00

Author:
BrosefJenkins
Posts: 87


Update Apr 3: I just published version 2.2 of the private beta for my testers. It now plays very, very smooth, thanks to ironing out some logic and faulty physical collisions. The last boss of this zone (picture below) is now just the right difficulty, in my opinion. An intro cinematic is all that is left to do now.


*Screams like a little girl hugging Justin Bieber for the first time*
2012-04-04 01:58:00

Author:
Wolffy123
Posts: 406


http://i.imgur.com/I27Ny.png

http://i.imgur.com/e9O7O.png
2012-04-09 16:01:00

Author:
Antikris
Posts: 1340


O_O *arrests antrikis* Dude... If this isn't picked... I will hunt Stevenl down.2012-04-09 20:37:00

Author:
BrosefJenkins
Posts: 87


The polish this level has looks insane. Best shooter made on LBP hands down. Its seriously gonna blow the other MM picked shooters away. Stunning.2012-04-15 06:55:00

Author:
Alley_Cat_8633
Posts: 108


Yeah, this looks absolutely amazing. Definitely looks better than the bulk of the shooters out now.2012-04-15 07:45:00

Author:
Night Angel
Posts: 1214


If this isn't picked... I will hunt Stevenl down.

Apart from the fact that it's up to Mm what they pick, this might run into the rule that levels based on brands not owned by Sony or released as DLC won't be Mm picked.
2012-04-16 12:14:00

Author:
Rogar
Posts: 2284


Apart from the fact that it's up to Mm what they pick, this might run into the rule that levels based on brands not owned by Sony or released as DLC won't be Mm picked.

Yup, there is a chance. Though Compile (the original company), nor their IP (the Aleste franchise) exist anymore, except perhaps in history books.

Whatever way it turns out, I don't really care. I appreciate the sentiment behind it and that's it.
2012-04-16 21:51:00

Author:
Antikris
Posts: 1340


http://i.imgur.com/fHZ3F.png2012-04-20 09:42:00

Author:
Antikris
Posts: 1340


It's coming along really well. I look forward to playing it when it's published.

The second boss in the video posted earlier looks fun to fight, maybe it could last longer?
2012-04-21 21:33:00

Author:
Ayneh
Posts: 2454


http://i.imgur.com/zbNBj.png2012-04-27 23:35:00

Author:
Antikris
Posts: 1340


Woah! That's fantastic. Can't wait to play it.2012-04-28 06:56:00

Author:
EdReedFan20
Posts: 18


http://alltheragefaces.com/img/faces/svg/happy-cuteness-overload.svg

It's... it's BEAUTIFUL!!
2012-05-14 05:24:00

Author:
Kaboosh99
Posts: 359


The second boss in the video posted earlier looks fun to fight, maybe it could last longer?

It will last longer. It is a tough boss fight to balance, though. Some people find it easy, some find it way too hard. I think I have found a good middle ground at this point. And if not, then I will probably dumb it down in the future, when I release the second zone. That's how they do things in MMORPG's.
2012-05-25 20:11:00

Author:
Antikris
Posts: 1340


It looks great! I can't wait to play it and if its not a Mm Pick it'll at least be spotlighted.2012-05-28 15:33:00

Author:
Halfire
Posts: 132


http://i.imgur.com/CWpOw.png2012-06-02 22:54:00

Author:
Antikris
Posts: 1340


http://i.imgur.com/CWpOw.png

... Was this made in LBP? ... If you say yes.. Then I don't believe you..
2012-06-03 00:45:00

Author:
Wolffy123
Posts: 406


... Was this made in LBP? ... If you say yes.. Then I don't believe you..

Yes. There is not enough split-screen cinematic in LBP. I recall Muddledmuppet doing it once and it looked magnificent.
2012-06-03 01:44:00

Author:
Antikris
Posts: 1340


My god. I can't look at you. You hacker.

Nah, jk.

I wantz ter pway it. NAO. :kz:
2012-06-03 01:50:00

Author:
Kaboosh99
Posts: 359


Yes. There is not enough split-screen cinematic in LBP. I recall Muddledmuppet doing it once and it looked magnificent.
I don't believe you ;D
2012-06-03 15:50:00

Author:
Wolffy123
Posts: 406


http://i.imgur.com/gjfPJ.png2012-06-11 10:01:00

Author:
Antikris
Posts: 1340


Mind = ******
How da, wa ta
Looks awesome!
2012-06-11 11:11:00

Author:
waaghgork
Posts: 160


http://i.imgur.com/gjfPJ.png
WHY YOU MAKE US LOOK BAD HUH?!
Ahha keep up the great work. Can't wait to play this.
2012-06-11 22:48:00

Author:
Wolffy123
Posts: 406


Wow. Wowowowow.2012-06-14 08:53:00

Author:
Unknown User


Updated the title screen with the 3D jet. This will be the last and final version.

http://ie.lbp.me/img/ft/21e5f5687e8a32dfe44b28b9e6e43822a23eae63.jpg


Here is an impression of how the title screen has changed over the months.

http://i.imgur.com/1KIVD.png
2012-06-14 22:53:00

Author:
Antikris
Posts: 1340


You, sir, are my LBPHero ...2012-06-15 01:51:00

Author:
Wolffy123
Posts: 406


http://if.lbp.me/img/ft/d7f166b483ea23e9c8d1adb523437026a5cff9ae.jpg

The pre-action menu screen has some more depth to it now, with a background picture. It also helps reminding you you are about to play Area 1; when I release more zones this addition may help prevent confusion (people wondering, after Area 1, why they are in the menu again).
2012-06-24 09:49:00

Author:
Antikris
Posts: 1340


http://i0.kym-cdn.com/photos/images/original/000/288/643/6c6.jpg2012-06-24 10:35:00

Author:
waaghgork
Posts: 160


... ... ... ... ...2012-06-24 16:08:00

Author:
Wolffy123
Posts: 406


My jaw just fell on the floor, anyone wanna help me find it among this huge pile of dropped jaws?2012-06-24 17:04:00

Author:
BIGGamerer
Posts: 182


My jaw just fell on the floor, anyone wanna help me find it among this huge pile of dropped jaws?
I found them! .. No.. Wait.. Those are mine..
2012-06-24 19:10:00

Author:
Wolffy123
Posts: 406


http://i.imgur.com/tX7Vc.png2012-07-29 15:40:00

Author:
Antikris
Posts: 1340


Cooooooooool2012-07-29 17:48:00

Author:
Wolffy123
Posts: 406


http://i.imgur.com/tX7Vc.png

Wow. That's the first update in like, ages. Thank yooooooooou.
2012-07-30 10:44:00

Author:
Kaboosh99
Posts: 359


I remember testing this back when you had the first title screen, and only 1 boss. This is truly one of the most well done levels, no, that's not quite right. This is the best looking game I've seen on LBP. Every setpiece has so many subtle components that you forget you're even looking at LBP, and start to think you're actually playing the game.

I hope this recent Progressive debacle hasn't turned you off creating in LBP. I'd hate to see this masterpiece incomplete.
2012-08-21 18:34:00

Author:
SSTAGG1
Posts: 1136


http://i.imgur.com/8kyKn.png2012-09-06 22:44:00

Author:
Antikris
Posts: 1340


OH WOW! The cockpit photo is fantastic.2012-09-09 03:23:00

Author:
Unknown User


http://i1.lbp.me/img/ft/2e12f2bce4f7c30cb8cfdd0d5f7a6066e7c92476.jpg2012-09-09 22:10:00

Author:
Antikris
Posts: 1340


Fanceh Panceh2012-09-10 21:03:00

Author:
Wolffy123
Posts: 406


http://i.imgur.com/Hu4pp.png

It's close. (edit: updated pic)
2012-10-13 23:31:00

Author:
Antikris
Posts: 1340


http://i.imgur.com/mnrDm.png

It's close.

o.e

You're insane.
2012-10-14 01:35:00

Author:
Wolffy123
Posts: 406


I'm curious how you achieve these very nice lens flare effects!2012-10-18 07:36:00

Author:
Unknown User


Anti... you are amazing. When you finally release this, the whole world will tremble. Remember that.


I'm curious how you achieve these very nice lens flare effects!

The fact that there is a lens flare sticker should definitely help you figure it out.
2012-10-18 09:16:00

Author:
Kaboosh99
Posts: 359


I'm curious how you achieve these very nice lens flare effects!

Usually a sticker on (black) holo material or sticker panel. I used to use the lens flare sticker that comes with the game, but more often now I mix in my own glows and rings, created via Move paint. The blurriness of holo material can be a nice side effect but I don't always like the texture that holo has; the light flowing over the deck barrier in the right of the picture comes from holo texture, so in this situation it worked great.

A lens flare is an (in photography often undesired) effect that occurs inside the lens of the camera. This means it is in front of everything else in the picture and - in case of animation - moves differently than other objects. In case of this scene I needed to put the lens flare ojects in the forward 3D layers and do its own animation as the camera pans in. During this I animate the light bubbles and rings separately to create a more realistic effect.

What other advice can I give? Watch J.J.Abrams and Michael Bay movies. Play Battlefield 3.
2012-10-19 09:33:00

Author:
Antikris
Posts: 1340


First release is live!! Here's the thread (https://lbpcentral.lbp-hub.com/index.php?t=75852-Craftworld-Aleste-first-release). I'll be updating this thread as I add new content.2012-11-24 16:57:00

Author:
Antikris
Posts: 1340


This looks astounding! Everyting, gameplay, visuals, is just great. I've wanted to make such a level for a very long time and I can't imagine anyone doing a better job then this!

Very excited about this level. Cant wait to play it
2012-11-24 17:42:00

Author:
bluearth
Posts: 100


WAA! awesome level! Congratulation of the mm picks!You have deserve this^^2012-11-30 12:18:00

Author:
remy-46
Posts: 33


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