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The Free Roam Adventures of the Beta Cavern Rpg

Archive: 16 posts


http://lbp.me/v/mds2kn

Updated: I worked on the visuals a bit, connected it to a world map, and some stuff like that. So now it's three parts to the level in one.

World Map:
Kinda bland. But it just test the mechanics I'd use in the final game. It's working as a hub level. And I can't remember if you can link back.(will fix later).

Main level:
You explore an unfinsished free roam. With many areas to explore, but still room for improvement. &you can walk right off the edge, so be warned. You can mine rocks for money, and the music is made by Ben21 (http://www.lbpcentral.com/forums/member.php?28632-Ben21)
All I've really improved here is the graphics.
This is the level that tests most of the visuals and gameplay also it is not finished and you can fall off a cliff in several spots, i might block those off if its to big of a problem and its titled, The Free Roam Adventures of the Beta Cavern Rpg

In game description: This my beta for my upcoming level. Some key features are: Free Roaming, Shopping, an ever exanding map covering each of the areas you visit, mining, and a day&night cycle with random storms, I'm planning on adding a story/people if the therm allows. PS don't jump off the edge it's unfinished+stuff doesn't load on occasion. Special thanks to r2ro143 and Garretthunt13


Sackbot test:
This test the sackbot that I will move over into my free roam level, further in development. It's features are-
-3heart life
-checkpoint system
-wall jump (on specific walls only)
-3 equipable weapons. A sword, arrow, and axe. (15 total programmed in the logic, and note sometimes it doesn't work) press L3 to open the menu, and place a sticker.
-Rolling, double tap the direction on thee ground to roll.
-Climbing, you can climb ladders and vines by holding X and using the L stick
-Swimming, hold X to go straight up.
-Popping, hold L2 if you get stuck.




http://ib.lbp.me/img/ft/6db3359543986a9c8a08badeba7d71897108f178.jpg

Campfire

http://ie.lbp.me/img/ft/d9e79e252ea789a62fcae6a74cf14257c5082529.jpg

At the bridge/waterfall

http://i2.lbp.me/img/ft/862dbe346794ea205607b21a88a6dd7f2e202456.jpg

The world map, entrance to the Sackbot Logic

http://i3.lbp.me/img/ft/c4356b68c65277927729696553ea0ed45b48872f.jpg

The world map, entrance to the Free Roam Level
http://i0.lbp.me/img/ft/f80fa9b35b358ff94c289781011b1d1ca84cf352.jpg

All the logic used on my sackbot.
2012-07-09 22:49:00

Author:
SilverTriforce7
Posts: 183


I hope you're still looking for some feedback on this.

To be honsest, I didn't dedicate as much time to it as I would like for an RPG, but here's a bit of what I saw.

The visuals are good, albiet simple, and work well. Especially as this is still an incomplete work, it is coming out nicely.

The idea of mining for gold is a cool one. Enough said there.

The mini map seemed to work, just a way of associating it with the actual enviorment would be better. And in the actual game, maybe there could be a way for the player to call it up at will.

Finally, a lightning storm happened while i was wandering about. The only thing I would change with that is to have the lighting occur less often. It seemed to be on a randomizer but I would slow that down. The thunder sounds should also have more "BOOM" to them, meaning they should be deeper, and last a little longer after each strike.

From what I played, this should turn out to be a good RPG. Good luck as you continue it.
2012-07-30 23:03:00

Author:
xxMATEOSxx
Posts: 1787


I've queued it up. I'll play it tomorrow.2012-07-31 02:02:00

Author:
BIGGamerer
Posts: 182


I hope you're still looking for some feedback on this.

To be honsest, I didn't dedicate as much time to it as I would like for an RPG, but here's a bit of what I saw.

The visuals are good, albiet simple, and work well. Especially as this is still an incomplete work, it is coming out nicely.

The idea of mining for gold is a cool one. Enough said there.

The mini map seemed to work, just a way of associating it with the actual enviorment would be better. And in the actual game, maybe there could be a way for the player to call it up at will.

Finally, a lightning storm happened while i was wandering about. The only thing I would change with that is to have the lighting occur less often. It seemed to be on a randomizer but I would slow that down. The thunder sounds should also have more "BOOM" to them, meaning they should be deeper, and last a little longer after each strike.

From what I played, this should turn out to be a good RPG. Good luck as you continue it.

Okay I am so glad you gave some feedback. I am and always will be looking for feedback on this so thanks for this.
Okay so first off, I apologize for it not having very long play time, It's just a beta so I wanted some opinions on the level before I continued on making it, but I do promise to make the full version longer (much longer).

I plan to make the full version even closer to a 'true' RPG experience. I am gonna have a world map, equipment, missions/quests and more.

Okay I'm glad you enjoyed the visuals because i spent weeks on it. Also thanks about the mining rocks, they took awhile to perfect too.

And with the mini map, I tried to think of ways to access it but I had no luck without using sackbots. So i decided to have the player control a sackbot and make the game 1-player. But I'll try to make it more associated with the enviorment if i can.

The lightning storm is kinda tricky to edit. I had a randomizer set to a selector with like 4 ouputs/input. It would select one input for 100 sec. and only one would be the storm. The output that was the storm would emmit a sequencer that would have the lighting and sound effects and stuff on it, and repeat for 100 sec. (the day in 600 sec. long) but i'll try to fix it and add more weather effects.

Note: For anyone who's wondering I won't be putting any updates in this actual level. The full version will be a complete seperate set of levels titled Lost in Translation, as of now. Put i will be reading any feedback and i'll play/give feedback on any levels you want me to. And also i will post my RPG sackbot in my enemy beta test level in a future update if anyone wants to test it out when its done. Oh and I might make a Project and Ideas thread for it if anyone wants me to.
2012-07-31 04:15:00

Author:
SilverTriforce7
Posts: 183


Okay I am so glad you gave some feedback. I am and always will be looking for feedback on this so thanks for this.
Okay so first off, I apologize for it not having very long play time, It's just a beta so I wanted some opinions on the level before I continued on making it, but I do promise to make the full version longer (much longer).

Not a problem, glad I was able to help.
As for the length of play, what I meant was that I did not personally spend as much time on it, not that the level itself was too short. For a beta it seemed to have a decent amount of content.
2012-07-31 16:15:00

Author:
xxMATEOSxx
Posts: 1787


Just played this for a little while. I like the concept of open-ended free roam levels. I'm not sure how much the thermo will let you fit on one level, but this one is a great start if you can make it huge.

- The mining concept is cool, and the respawns seemed just right. It's not worth sitting and camping one, but you'll get plenty by just running around the level. I assume there's a randomizer because one respawned almost instantly once, and sometimes they take a little while. I would have liked to see a chance for a "rare node" which would occasionally give more points, or maybe a little more variation in the amount of chops per node (they all seemed to be 10). I didn't unlock the platinum ore to test, though.

- The store worked well, but when the actual level goes live I'd suggest more descriptions. I get it now, but at first I didn't know what buying a single/double/infinite inn was. I didn't even realize my lives were limited until I was on my last one.

- Having a store unlock a type of ore didn't seem to make much sense from a RPG standpoint though. If you're using a store to unlock better ore, maybe it would make more sense to have, for example, an improved pickaxe that can now mine the platinum ore that's been taunting you... or maybe the store sells a key to the better mine. (my apologies if it really does work like this, as I never could afford the 2500)

- When I started, I got a "versus level" message from LBP, and at one point, I ran under the trophy symbol and got a "player is ending the level" message that just stayed on the screen for a while. Not sure if this is intended/known =)

- I would suggest increasing the music volume or adding a few more environment sounds in general. When you're doing lots of backtracking to find ore and shop, the music always helps me pass the time, personally =)

- It was very dark, especially at nighttime, in the places where you have to pass from layer to layer to go up or down. It could be just me, I have a hard time seeing on dark levels as it is, but I'd suggest the occasional candle/lantern/light mainly around those places where there's a ramp down to the next floor.

-Is any lightning strike while underwater supposed to be fatal? A storm arrived while I was down there and the first flash of lightning killed me before I could see what happened. I also agree with the thunder comment above... a few more random or persistent sound effect would help make it seem like there's a real storm, and not just a flash of lightning every few seconds.

Ok, phew... that's all the feedback I can remember off the top of my head =P I'd definitely give this a play once it's in a final form. If you get a chance, I desperately need some feedback on my Frozen in Time series, linked in my sig... the LBPC thread is here (https://lbpcentral.lbp-hub.com/index.php?t=72136-Frozen-in-Time-The-Celestial-Clock-Tower-the-afterlife-awaits!). It's an EXTREMELY long level, the first part can take over an hour the first time. So even if you don't finish it, any feedback (or heck, even a bump at this point) would be greatly appreciated =)
2012-07-31 19:59:00

Author:
Unknown User


Wo ! How you say things in this thread just wants me to get a ps3. If we can download lbp2 levels on lbp vita i'll be sure to give it a try 2012-08-07 00:54:00

Author:
ILOVEMYGF52
Posts: 242


I played yesterday but was unable to access the site to leave some feedback. It took me a while before I really understood the concept, the description lists desired gameplay but not if it's in or how to work it. I had a hard time exploring to see everything you were trying to implement because of the map, stairs and ramps to certain areas were darkened and you couldn't see the path, others you get stuck changing layers. All the best content in the world won't save you if your map is impassable but I like the concepts so far and am very interested to see how far you can go with it.2012-08-09 01:08:00

Author:
Unknown User


I'm trying to find your level but it won't come up for main the game. I tried queuing it up in lbg.me but it's being a pain. I'll let you know as soon as I get it fixed and can play it. Thanks for playin my level and I'm glad you enjoyed the bot but sorry you had a hard time with it.2012-08-10 03:25:00

Author:
Dfw86
Posts: 138


The concept of a free roam level is great, but I would say a combat mechanism would probably make things more interesting wouldn't it? The mining is great and really easy to do but maybe you could add more ores like diamond and stuff. To me the map was unreadable( sorry ) but there was no land marks for me to recognize the place. It worked well but without having a visual representation of what I'm looking at just makes map reading hard for me. To me the music didn't match the feel of the level. You could add a more adventurous soundtrack.2012-08-10 05:45:00

Author:
wheelbbase911
Posts: 54


Sorry it took so long but i finally got to play your level. Now for the most part i would have to agree with a lot of what Time Keeper said. One thing i notice though was at one point there was a perfect square cut out of the wall on the far right side of the level ( cant remember the exact spot). I thought maybe it was a kinda hidden passage so i went through and jumped off the ledge. Well i landed in the water below and started swimming down. I went down to about half my breathing time then came back up, Then i took another breathe and went down till i died and didn't find anything. Was that a hidden area that you left open and has a secret? or maybe you ment to put something in that wall but cut it by accident? I would also say more explaining. I didn't really read the level intro and once I got in I was lost. I didnt play for very long because there wasnt much incentive to play it.
Laslty I would say that for some of the things in the shop (build bridge or clear rocks), that you get rid of them. Maybe make it in to a quest where some one needs to get pass that bridge or rockfall. Have like a in game mini quest. You talk to them they tell you to kill or collect so many things then they clear it for you. Again i have no idea what was up hose things as I didnt want to sit there and keep running around the level collecting ore to find out. So far seems like you re heading in a great direction though. I can't wait to see it agian after you add in more stuff. Thanks for the feed back on my level.
2012-08-16 04:12:00

Author:
Dfw86
Posts: 138


I'd like to thank you all for your feedback, anyways here's my reply( sorry for bumbing/thing).

@TimeKeeper
-I'm really glad you liked the mining. It's also a good thing that you said you could get alot by running around and stuff, because I was worried their wasn't enough mining rocks.
-I'll try to give better descriptions in the stores in the final version. And have the products make more sense.
-about the music, I usually have it down during testing so I can hear the soundeffects better. I'll try adding more sound effects though.
-I'll try addin somethin to make the level brighter, at least by the transitions of the layers. Maybe fire flies, those look cool right?
- Yes the lightning is supposed to kill you. I'm teaching you a lesson not to swim in storms.

@ILOVEMYGF52
- If you can't play lbp2 levels on the vita I'll slap myself.

@dpcash
-um I'll try to make it easier to see.

@wheelbbase911
-I'm actually working on a RPG sackbot right now. You can equip 15 different weapons.
-I might add a mine that gives you ore/treasure, which would record what you've obtained.
-i'll add landmarks to the map, I'll also add a little arrow to tell you where you are.
-yeah I've updated the music, there's also gonna be a daytime nighttime, and battle theme.

@Dfw86
-I'm gonna be adding quests to the level. Infact 3 types. Anyways I'm glad you enjoyed it but I'll try to add more ways to get money in the level.

And again thanks to everyone who gave feedback. I won't be updated this level, but all of this will be in the final version.
Also a quick question, should I release a level for you to test the logic of the sackbot? Would you guys like that or wait to the final verision?
2012-08-16 17:26:00

Author:
SilverTriforce7
Posts: 183


I would suggest releasing a level for us to test the sackbot. I'm doing that for a level im working on and all sorts of glitches I never saw or herd of are popping up. If you wait till the final level before anyone tries the bot it could mess up the player's experience and they wont realy wanna play even if you fix it.2012-08-16 21:49:00

Author:
Dfw86
Posts: 138


Just played this. Now is when I leave feedback.

-I liked the free roam thing and the big area to explore, but I seriously had trouble finding the shop place thing. Add signs maybe? (or maybe I'm just an idiot xD)
-I felt the scenery was a little bland. I would recommend using the three layers individually for landscaping rather than one thick, flat material. Also maybe change the the material of the grass to something different than the trees for contrast?
-I like how at night there is a fire by your camp thing or if there is lighting you die in the water. (<-- lol a terrible sentence) You should add to this with rain, nighttime creatures, stars in the background, etc.

That's all I recommend. Fun level, I will try to play the full version when it is released.
2012-08-18 05:50:00

Author:
morris6267
Posts: 144


i like the game play, the decoration is good.

i like the way you did it, to finish the game when you want to do it.
2012-08-20 03:37:00

Author:
HellYeah1982
Posts: 192


Hey there! Sorry for the delay in getting this F4F to you. I don't know that I will be giving you as thorough a review as you gave me, as it seems that most of what I would say about the level has been mentioned in the posts before me.

Gameplay: 6/10. I understand that this is just a beta, so the score may be a bit unfair, but it did seem to lack any clear, longer-term objectives. I agree that the map was less than ideal, but I got the gist of it. And I loved the mining aspect and the store. In both the map and the store, it might help if it was somewhat more visual in nature - the simple grid with magic-mouth descriptions is a bit flat.

Visuals: 6/10. The level looked good, but I think it could benefit from some more variation in materials and some stickering and lighting enhancements. But again - this is your proof-of-concept, so the lack of detail can be easily dismissed.

Difficulty: 3/10. There was nothing really difficult in the level, but I don't imagine it was intended to be.

Functionality 8/10. I was going to ding you here for the lack of external borders/barriers, as I jumped/fell off the edges a couple of times and got stuck in the water. But then I re-read your level description where you warn us of this very fact.
All-in-all it worked very well. The map, the store, the mining activity. I did get stuck briefly in one spot:
http://ic.lbp.me/img/ft/44c84de9dd16d1ab157a614d0568535a1f148c16.jpg
I was jumping around the rocks to the right of the staircase landing here and got stuck between them / layers. I eventually maneuvered my way out without popping, but I just thought I'd let you know. There were also a few places where either the cameras made it difficult see the path or LBP's auto-plane-shifting was problematic. I would suggest in places where there is a path leading down (especially with the path in the back or middle layers) that you provide some sort of thin plane barrier to prevent the auto-shift.

Total: As a free standing level: 6/10, but as a proof-of-concept beta: 9/10. I think you have some very good mechanics at work here, and I look forward to seeing your finished level. Nice work!
2012-08-23 13:59:00

Author:
v0rtex
Posts: 1878


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