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Last Hope (RPG) [Project] Paladin Preview!

Archive: 7 posts


Hello everyone. I'm still at work at my upcoming multiplayer RPG, Last Hope. I've added a layer of depth to the game, incuding each class having a unique resource system (Besides Ritualist and Pyromage, both use mana, but have different means of regenerating mana.)

Here you will find a small preview of the Paladin class. This is a hybrid class than can do all 3 rolls, high damage, tank or heal based on which final abilities you use. Note, this doesn't make them God mode, as you can't use all of them all of the time, it's all on how you manage your abilities!

This video shows the paladin armor, weapon swing sounds, and how they only make clashing noises now when an enemy is hit, the Holy Energy resource for the Paladin, and a few abilities that the Paladin will have including Blessed Blade which increases damage of weapon attacks and increases attacking and casting speed for 6 seconds. Enjoy! Feedback please!


http://www.youtube.com/watch?v=IvbAzaiGlQ0

Feedback concerns:
How do you like the paladin's armor?
How do you like the shown spell animations, including the bleed effect that the Paladin gets when touching the spikes?
How do you like the sound dynamics?
Anything else you'd like to add, would be great!

EDIT:
I'd really like any feedback on design, the UI, etc. I'm looking for feedback so that I can make the game as enjoyable as possible!
2012-05-08 17:32:00

Author:
RonPierce
Posts: 131


Looks really good dude, I like the stickerpanel use and the use of sound effect when an enemy is hit is a good thing the armor looks sick and the spell animation is great, I would suggest adding sounds for when you walk, I just think that would make it cooler, and some sort of damage animation for the enemy too, the blood animation for when you go over the spikes is cool too, the more believablity, the better 2012-05-09 18:57:00

Author:
damaz10
Posts: 771


Actually, I'm glad you brought that up! I had movement sounds in an earlier build I meant to re-add. I'm thinking about making the sound scale with movement speed ( how far you pull the analog stick) and so if you creep you won't make a sound thus not attracting enemies if behind them (pve) that is an idea i wanted to add but forgot to. As far as hit animations, I'd love to, but might take some careful execution as I really don't want to rebuild the models haha. But I'll look into it! The enemy here is just a dummy by the way to show hits and sounds. In play they will be much more interactive. good feedback, thanks!!2012-05-09 19:42:00

Author:
RonPierce
Posts: 131


Hey impressive armor. The spells look great though i would say add some sparkle type effect around the player when that big blue wibbly circle spell is cast.

Also you could add invisible flat holo with smoke emitter that will emit when the player walks to look like hes heavy and throwing dust up as he walks. You could use sensors to make different kind of smoke or even ripples that can emit depending on the surface hes walking on.

The sword was also very good.
2012-05-09 21:22:00

Author:
Lordwarblade
Posts: 761


I may just do that adding a casting animation. Though that spell will be a casted ability, not instant in the next build so it will have an animation as it charges to be casted as well, much like casting animations in other games. There is also a casting bar that becomes more visible when casting so people can judge when spells will trigger.

As for ground effects on movement, I love it. I really do, but I'm worried about lag issues... :S
2012-05-09 21:38:00

Author:
RonPierce
Posts: 131


Wow really nice stuff and a very ambitious project! It seems a lot more like Diablo than a MMO mainly due to the varying recourse systems and 5 classes. The classes themselves sound very diverse with each respective role/hybrids seeming well placed.

The paladin looks really cool both the character model and the animations. The bleeding animation looks pretty nice too and I like how you have the visual queues for DOTs and HOTs.

Now after reading the other thread that focuses more on the gameplay. I'd have to say that PvP is more appropriate for skills that cause debuffs like fear, silence etc. unless you have really fancy AI monsters with skills in the PvE, but I'm sure you are quite capable of doing that.

You have to remember that these terms and types of levels in lbp are not as well received due to their RPG/MMO players being a target audience. ;/ So you may need to have a really in-depth tutorial on not just how the characters and game play but also what these debuffs and buffs do to the characters. (Speaking from experience here lol) This is also why I think it was a brilliant idea to NOT include an inventory or in-game menus. I'd say that's totally unnecessary and would detract from the play styles of the classes and paced combat. Especially considering it is multiplayer.

Project looks and sounds very cool. I'l be sure to keep my eye on these threads and/or any playable beta/demo you might publish. Top down RPGs are still pretty rare to come by in lbp unfortunately and you have a very interesting approach to the genre.

If you get a chance you should check out my V3 levels. Not trying to shamelessly advertise on your thread lol. I just think you might be interested in the system I started for a team based PvP using mass amounts of status effects and a champion, Dota/League of Legends based play style. If you have played those games..
2012-05-11 17:27:00

Author:
Dortr
Posts: 548


I'd agree that I will need a very detailed tutorial. I'll have to spend some time on that after beta, though because right now everything is subject to change. With that said, I'll likely only use people with prior knowledge beta test.

PvE mobs will be fully subjectable to all buffs and debuffs. This will be handled as such: abilities will follow a pattern. Are enemies in range? If yes, are there many healers around? If yes use an ability that harms healing. If not use an ability that hits hard or dispels benefits. All of these require an enemies resource. If there isn't enough resource than use basic attack. If stunned or silenced no abilities can trigger. Whenever an abiltlity triggers it resets the swing timer.

I'll definitely check it out. Im open to making my game levels better. Would you like to hop on sometime and see how you like how it handles?
2012-05-11 22:13:00

Author:
RonPierce
Posts: 131


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