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The Uberhighway 2 - A Project in Need of Direction

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Greetings, mortal

Thanks for taking the time to read my thread.

Roughly two years ago, I started work on one of my first levels that was any good, it was called The Uberhighway, and involved players standing on a small platform on wheels, armed with a Paintinator. The objective was to shoot at the enemy vehicles on the road and destroy them, before your vehicle took too much damage and blew up, killing the player.

I'd like to try my hand at a similar idea, hopefully much more awesomes with the use of LBP2's tools.
However, I'm feeling a little stuck, and I was hoping to hear some opinions from other people before I resume building.


http://i4.lbp.me/img/ft/e042104cad2c90ea514bd28a2ed5a3d948ef2c67.jpg
The vehicles continue to drive along a never-ending, scrolling level as a variety of set-pieces move past in the background.

The major decisions I've made thus far, regarding the way I want the game to play out, is that the scrolling level moves through various settings and has several 'types' of pieces.
Basic pieces, scenic pieces to liven up the background, stunt pieces such as ramps or explosives and setting transitions.


http://ic.lbp.me/img/ft/1fccfd883984a5970cffbb60286c6ae7f056aaba.jpg
Semi's launching off scaffolding? Sure, why not.
This is an early version, as you can tell by the lack of stickers/detail.

Settings include a highway, an urban environment, an industrial environment and whatever else I think would come with some interesting decorative traits and hazards.
I've also decided to include an ability to allow player(s) to pick whatever vehicle they want to use, from what will later be an extensive list.


http://i2.lbp.me/img/ft/602fc4f4d55b9a66ef944333c965945701431ca8.jpg
Vehicles range from smaller, semi-realistic trucks like this one...
http://i5.lbp.me/img/ft/f65b09c497d5430532d447f4462a019ddfb0ef16.jpg
To WIP vehicles like this one. Ever wanted to try driving a giant chainsaw on wheels? Now you can.


Now this is where you come in. The project is a little lacking in direction. There are two major decisions to make, and I want to know what you, the potential player would enjoy more.



Deathmatch or Survival?

The first decision, is whether it should be a one-on-one deathmatch or a survival/score challenge.
The deathmatch option would pit two vehicles against each other in what would be set up to last roughly 3 or 4 minutes. 4 minutes of missiles and shields and ramming and all sorts of other aggressive playing against the solo enemy. This option would allow players to pick which of the two vehicles they were in. Vehicles would also switch positions every so often to allow one player to be in front, shooting backwards, while the other is behind, shooting forwards.

The score challenge would feature a variety of easily killed AI vehicles, basicly the same design as the original Uberhighway, but with more depth, variety and room for strategy. This mode would involve all players working on the same team to earn the highest score possible.



Solo or Teamwork Vehicles?

This question is particularly interesting. Should I allow players to pilot the same vehicle as a team, or have each vehicle run more or less independantly while all the players do is shoot?


http://ia.lbp.me/img/ft/b4af4ab36bf91399c152911e2157caaeb9ecafe6.jpg
The original plan was going to be a vehicle V vehicle deathmatch with players choosing their role as Driver, Gunner or Support.

While I'd like to have the vehicles require the 3 roles, I fear Drivers and Support roles won't have the same level of depth in their roles as the Gunner.
Gunners would have a variety of weapons at their disposal, and different weapons would be more effective in different scenarios or against different enemy vehicles.
Drivers would have control over the vehicles speed and would be tasked with evading enemy projectiles, ramming other vehicles and ensuring the vehicle makes it over jumps.
Support players would have the ability to use the limited number of repair power-ups, shields and a laser weapon that can detonate enemy missiles in the air. There would also be a sticky weapon the Gunner can shoot, that only an opposing Support player can remove from their vehicle.


To Controlinator or not to Controlinator?

One of the things I liked about the original level was the players were able to run around freely on top of their vehicle. Ramps and bumps would send the players upwards a little, and it was pretty important Sackpeople paid close attention to thier position on the vehicle, and where any ramps on the track were located.
With a Controlinator, you don't get that. Sure, bumps make aiming the Controlinator'd turrets more challenging, but the fun of potentially falling off the vehicle is lost. Should I make Gunners stand on platforms, armed with Creatinators? Or does the use of a Controlinator seem more enjoyable? It's not too late to start using Creatinators, but existing vehicles would need a few re-thinks.

Any and all responces are appreciated.
2012-03-27 20:17:00

Author:
Ostler5000
Posts: 1017


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