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Overheated! Platform Figher

Archive: 8 posts


http://ia.lbp.me/img/ft/49a47639c7f782aebbba9c09d646b99793d6421a.jpg

Overheated is a 2 - 4 player, free for all, platform fighting project I dropped a few months ago and have started to work on again lately. I am a huge fan of platform fighting games like Super Smash Bros. & Rag Doll Kung Fu and the inspirations from those games should be quite noticeable if you have played them.

The title may be confusing in that it is called "Overheated" but it actually has a lot to do with the gameplay. It is a take on he idea of levels thermometers' being overheated. The difference being that your character's life bar is a thermometer that you must fill (overheat) to kill them.

http://if.lbp.me/img/ft/7ff4335bd979a73442f75b34c3f7dc59e2f07fdd.jpg

Over time, the thermometer life bar cools down so you must keep a steady combo going in order to kill a player. Combo hits give multipliers on those that score a combo. If you are able to score a 6 hit combo (x6 score multiplier), you will kill the player in one go. Higher combos warrant a higher score as well due to the multiplier.

Here is the interesting part though. The stages in something like Smash Bros. or Rag Doll Kung Fu's stage "Ninja Hideout", the goal is to knock the player off the stage to kill them. Well Overheated has an opposite approach. The stages are enclosed with hazardous walls along the sides, ceiling and parts of the ground. You can score combos by hitting players into the walls, they will bounce off (taking damage) and you can hit them again! But! You will not score a multiplier from this. Only by hitting the player consecutively with attacks.

Here is the first & largest stage. The outside areas have flowing lava that pours down the sides and along parts of the bottom.

http://i9.lbp.me/img/ft/a593dae3ae3a7b7416e6d65650ef6cb448a550dc.jpg

http://ic.lbp.me/img/ft/92ca0cc1a0e96c3c626b46c3d3bb6e38760c33b2.jpg

There will be 3 characters that are all the same except for their special (square) attack. This is the first characters move set.
his name is Blaze and his special ability is dash attacks. This also shows all the characters abilities.

http://i0.lbp.me/img/ft/380fd9e5606e509d99d53df8a1cb2858d76eae25.jpg

-Melee Attacks (circle or right stick)There are 2 ways to do melee attacks. Either the left stick in a certain direction plus (Circle) or simply using the right stick in that direction. Each character has 7 unique melee attacks. 5 on the ground for each direction and neutral as well as 2 unique aerial attacks for up and down. (The up and down melee attacks are different if you are in the air.)

-Special Attacks (square) These are the only character dependent attacks. I only have Blaze completed as of now but his is a dash in each direction as shown above.

One of the other characters has a projectile fireball instead of a dash, and the 3rd character will most likely have a trap that can be placed on the map.

-Shielding (R1 on ground) You must be on the ground to shield and it has a .3 second start-up time to avoid attacking immediately before shielding. If the shield is held for more than a second and a half, it breaks, and you must wait 2 seconds for it to become available again.

Now, the way the shield works is like this. If you are hit while your shield is up you will actually heal for one hit instead of taking damage! :o But you are unable to move, dodge or attack while shielding.

-Dodge/air dodge (L1) The game is primarily fought on the front layer. Dodging will move you to the middle layer for half a second allowing you to avoid being hit during that time. You can dodge on the ground every second but you can only air dodge once. It will be refreshed if you touch the ground or grab the edge of a platform.

-Edgegrabbing (R1)The characters are able to grab the edge of any platform and are able to wall jump from it, or actually able to wall jump even if you are not holding he edge by hitting x as you hit the edge. You are still able to attack while holding the edge but can only hold onto it for a second. After a second of holding it, you will let go automatically.

-Jumping (X) These sackbots have enhanced controls. They are much more responsive, tight and fast. Pressing x will give a medium sized jump. Holding down and pressing x will short hop and holding up while jumping will give a very high jump. You can also "fast fall" by pressing down at any time you are in the air.


If you have an thoughts or questions just say so.
2012-05-08 22:17:00

Author:
Dortr
Posts: 548


This looks great! I'd love to play this, if it's totally ready I'll que it, if you need testers I'll do that too. If you'd like I can share my project with you in which you could help test out, too! I'm working on a top down game with classes, pvp, and eventually pve type zones. (Last Hope). Let me know about both offers. The second isnt an obligation, I still want to play! 2012-05-08 22:30:00

Author:
RonPierce
Posts: 131


Sounds interesting! Are you going to make a tutorial level?2012-05-08 22:41:00

Author:
SnipySev
Posts: 2452


This looks great! I'd love to play this, if it's totally ready I'll que it, if you need testers I'll do that too. If you'd like I can share my project with you in which you could help test out, too! I'm working on a top down game with classes, pvp, and eventually pve type zones. (Last Hope). Let me know about both offers. The second isnt an obligation, I still want to play! Thanks! I don't have a teastable version up yet because I only have character completed.. and the multiplier score thingy hasn't been put in either DX I should have a testable version up this week sometime hopefully.

As far as your project, sure! Top-down, classes, pvp & pve are the magic words that make me interested in that! xD Sound's like my V3 level except V3 is exclusively pvp in a Dota/League of Legends type set up. Should be worth a look if you like that kinda stuff


Sounds interesting! Are you going to make a tutorial level?
Hey Snipy. There actually won't be a separate tutorial for this level.. unless come complications arise, but I doubt it. I would like to emit tutorials from now on so that they can be bundled into the main level. I'm planning a really user friendly tutorial that will explain and show each ability and the controls in detail.

One of the main reasons i dropped the project was because it is a vs level.. and there are a lot of solo players.. I wanted to have AI players but that would be incredibly difficult to make.. with these sackbots anyway.. So I plan to put in a "Training Mode" type thing with a specific map and semi-decent AI to practice fighting on. Just so solo players can get a general idea of how to play and maybe come back with friends.
2012-05-08 23:10:00

Author:
Dortr
Posts: 548


I think you should put a lot of thought into the tutorial. You know, assembling a group of friends to play versus levels with you is pretty hard by itself, let alone guiding them through a tutorial for a complex combat system. When a group of players gets together to play versus they're usually looking for a style of level that's simple enough to pick up and play. Maybe that's why you had trouble getting plays in your Arena level.

Not meaning to discourage you, it's just my two cents. Judging by what I read here, I'm sure the gameplay's awesome.
2012-05-09 02:02:00

Author:
SnipySev
Posts: 2452


Wow this looks amazing

Can't wait to give this one a go when its ready.

I had the same idea for using a dodge move in a Batman level i had started recently but never implemented it as i kept having issues. Gotta fix it.

I do have to agree with Snipy. Its always awkward making tutorials especially for multiple players. It will need to be short but informative otherwise players won't really bother about it and not enjoy it as much.
If the actual gameplay is going to be simply press buttons to attack and as you go you'll pick it up easily then people will enjoy it without even bothering to go through the tutorial anyway.

Also remember to make any speaking or subtitles in the tutorials skip-able as well. It really does make people happy i've found out.
One other way to have simple tutorials as you play would be to have something like R1 show up on the walls where you can wall jump whenever a sack bot gets close to it. That way even without watching the tutorials players will get a basic idea what to do as they go.

Btw Great pics
2012-05-09 12:41:00

Author:
Lordwarblade
Posts: 761


This looks absolutely fantastic. I must say the lava fighting stage looks extremely impressive. Can't wait to play this 2012-05-10 03:37:00

Author:
grayspence
Posts: 1990


Everything you have so far is very well planned and thoughtful, but if the majority of players can't instantly pickup and play the stage and learn through experimenting it can be a little bit of a barrier. The big problem with tutorials and multiple control schemes is the main LBP audience's attention span.

As I said, your controls are very clean and look pretty straight forward, I guess a good example to keep in mind is Street Fighter, anyone can punch and kick and have fun, and maybe discover a few moves along the way.

Another great example is actually one of your other stages V3, it has some complexity but is easy to just pick up and play without reading.
2012-05-10 04:46:00

Author:
Mr_Fusion
Posts: 1799


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