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#1

The ultimate MGS level-killer

Archive: 6 posts


Hey guys,

I started posting this last week on littlebigworkshop, but I've hit a major case of writers block and am ready to scrap and go back to the drawing board.

The plan is a slick Shadow Moses-style level set in the wilderness (tundra) theme at nighttime. There might be a new MGS level every 5 minutes, but this is one is going to stand out if its going to be published at all. Innovation is the key here.

The plot is something as follows. You start off in a snowfield and are delivered your mission objectives: sneak into the compound and enter the main complex where intel reports there is a new top secret weapon in development by a fanatic PMC. Find and destroy the weapon.

Features are to include the following:
- outdoor sneaking (search lights & sentry turrets)
- multipath ways for entering the complex
- scripted event-driven gameplay (i.e. turning on generators, obtaining keycards, finding ways into vent shafts to reach adjacent rooms)
- 2D walking gekko patrol (for background)
- 3D static gekko popups (standup and moo)
- snow
- new sentry types (i.e. "ceiling crawlers")
- plenty of secret/optional rooms
- boss battle with the secret weapon

I'm close to scrapping and starting over, even with 20 hours invested at this point, because I'm unsatisfied with my pathing and artistic design to this point. I'm also struggling with ideas for *scripted events* that drive the gameplay towards the boss room.

This is not going to be a recreation of MGS1 shadow moses. I want the look of an old deteriorated complex (MGS4-style almost). I'm undecided whether to keep it manned or unmanned (sentries only)

Since the level starts at ground level, I could also use some ideas on how to build the illusion of an elevator going "down" without moving, since I will undoubtedly have to build my level upwards, but want to create the idea that you're going deep underground.

Artistic design ideas also welcomed! Thanks for your input.
2009-01-06 14:55:00

Author:
Thegide
Posts: 1465


I'm not sure why'd you start on ground level if you'd want the level to go deep underground...

I'd move the entrance up, create a fake ground, and make the elevator move down from there.
2009-01-06 17:06:00

Author:
Trap_T
Posts: 431


Normally I would have done just that, but I want to keep the natural floor and background of the theme since IMO it looks a hundred times better than the snow pattern fabric.2009-01-06 17:11:00

Author:
Thegide
Posts: 1465


Alright.. so an illusion of going down...

The Elevator is closed off from everything else, so while they're in side they can only see the elevator (no background; only the elevator and the walls to either side), then in front of the elevator have some beams moving upwards ( emitter with an upward vertical velocity)
2009-01-06 17:35:00

Author:
Trap_T
Posts: 431


I like the idea... I was thinking something similar. But, I'm still troubled by the level design as a whole. A fresh slate might be better for all.

I'm motivated to blow off the MGS content and simply stick with the artistic theme of snow + mecha/factory complex. I had no problems coming up with inspiration for my last temple themed level, but this one is sucking hours from me and I've got little to show for it other than gizmos and contraptions which could be used anywhere, well aside from the gekko.

I think I need to go play some old school sidescrollers for ideas.
2009-01-06 19:07:00

Author:
Thegide
Posts: 1465


For the elavator going down, how about having the sides getting emitted with rockets on (very small) so they go flying up,and if done correctly,there's no gap between the blocks of side?2009-01-06 20:39:00

Author:
DrunkMiffy
Posts: 2758


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