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#1

Paradise Island (Battle)

Archive: 12 posts


Beach/Jungle/Ruins

Not quite done yet but having few problems.

AI problems, AI isnt going to top of the jungle when exploring for players. AI is jumping into water and dieing.
Don't know how to make weapons or logic in LBP Karting right now.

Few things I want to add...

Very smooth gameplay without players getting stuck or crashing and slowing down there play.
Nature Ai, like Birds etc.
Custom Weapons.
Hidden Areas
Add in some sorta health bar or balloon thing.

Right now all I have really is hidden areas and finished the arena and working on walls,details,AI breadcrums.
Hardly any problems with it right now but adding more ramps to make it more fair in terms of a battle field.

Its quite playble now but would like to keep adding to it so its really nice.

This was it few days ago and here it is now.

https://lbpk-production.s3.amazonaws.com/player_creations/13691/data.jpg

https://lbpk-production.s3.amazonaws.com/player_creations/61625/data.jpg

https://lbpk-production.s3.amazonaws.com/player_creations/69257/data.jpg

https://lbpk-production.s3.amazonaws.com/player_creations/69253/data.jpg

https://lbpk-production.s3.amazonaws.com/player_creations/64287/data.jpg
2012-11-16 13:57:00

Author:
venat
Posts: 715


Looks very cool. I'd like to see some of those hard blocky edges smoothed out and given a more professional look though. Looks a bit too much like minecraft. Loving the scenery though. I think the center needs something in the middle to avoid the rocket being overpowered.2012-11-16 16:06:00

Author:
Nick930930
Posts: 878


That's the outside of the arena your really seeing. Wouldn't be a wall if enemy AI kept jumping into the water.

Right now nearly all the detail in the forest is done. I have grass, jungle vines and trees/tree branches and also added more ruins outside of the arena to be more scenery. Overall arena is actually quite small I have cut out areas that are more annoying then fun and also remove some area cus there is a three floor jungle. Just across from the ruins you see small island.
2012-11-17 02:18:00

Author:
venat
Posts: 715


Wow looks amazing so far. It does look kinda blocky but its hard and frustrating to get all that detail. Can't wait to see the final result. Could you add more pics as you go?2012-11-17 21:56:00

Author:
Dfw86
Posts: 138


Wow looks amazing so far. It does look kinda blocky but its hard and frustrating to get all that detail. Can't wait to see the final result. Could you add more pics as you go?

Alot of changes have been added in. There seems to be a problem with lbp.me, cant seem toget anymore new photos uploaded on it. So I cant share anything right now.

There will be 3 button switch that will trigger end of the world. Finding these buttons are quite tough and will require some skill toget to them.
Once triggered Meteors will drop from the sky and will kill alot of players. Been also thinking of making the area much smaller at the beginning and as you shoot and miss players and hit the walls they will break opening more of the arena.
2012-11-18 04:45:00

Author:
venat
Posts: 715


https://lbpk-production.s3.amazonaws.com/player_creations/69257/data.jpg

https://lbpk-production.s3.amazonaws.com/player_creations/69253/data.jpg

https://lbpk-production.s3.amazonaws.com/player_creations/64287/data.jpg

Images from 2 days ago.

EDIT:

I made arena smaller mainly because was either too big or didnt know what to put in that space of empty land. I did increase it in other spots a bit cus I wanted to focus more on that part of the arena.
2012-11-19 14:44:00

Author:
venat
Posts: 715


Looks cool but I'm not digging the 2D grass effects2012-11-21 00:44:00

Author:
Nick930930
Posts: 878


Looks cool but I'm not digging the 2D grass effects

Its actually sticker panel objects. Its basically a leaf.
Anyway I got more objectives in the forest and looks completely fine.

Right now its about 50% full and not sure what I could add to make it better since most of the space is mainly used up well.
2012-11-22 13:49:00

Author:
venat
Posts: 715


Have you thought gameplay? What makes this different from a straight battle level? How about 'something' appearing in that big empty space every minute that either helps or hinders players? What if you ram the trees and some points bubbles fall out?
If you've got thermo space, it would be nice to find things to do with it to make this level stand out.
2012-11-22 15:52:00

Author:
TheAdipose
Posts: 533


I'm back. Working on this level again.

Version1 out now and is different from what it is in the image.
Can play it now but Version2 is coming. Will release more secrets, more detail and plan to open more of the area up.

(Main Issue is sackbots arent going into the tower unless they spawn inside. I will be adding extra tunnels leading into the tower.)
I'm not that good at programing so will try to release something special.

Version2 battle rules will differ a bit by weakening the top ranked players by giving them weaker weapons. Lower scored players will have greater chance to catch up. This make it harder for a single player to zerg as many kills by camping a weaponizor.

Example is 8th player has 65% chance at Heat Seekers and 5% to every other weapon. What happens is 3~5 players can all have same number of kills towards the end making it more enjoyable. 10 Kills in 8mins and you win also. I also did alot of programing to the enemy AI so they understand how level works, much harder to kill.

EDIT:


Have you thought gameplay? What makes this different from a straight battle level? How about 'something' appearing in that big empty space every minute that either helps or hinders players? What if you ram the trees and some points bubbles fall out?
If you've got thermo space, it would be nice to find things to do with it to make this level stand out.

Space isnt as big anymore in the middle. Extra side platforms were added, walls been added, extra ramps have been added, respawn adjustments to keep AI in the action have been done. Sorry for not replying before.

Wasnt expecting to make it anything else but a straight battle level. Was thinking of making a really big weapon if players unlocked it. There are secret spots that players can reach that are off limits.
2013-03-18 07:37:00

Author:
venat
Posts: 715


Hi. Been working on this game a bit and likely what direction this level going in.
I will show you updated screenshot. Sometime.

Working on Weapons right now and cant quite say what im using but working on new weapon designs.
Fire Balls, Throwing spears, machine gun. screenshot above is old and has been updated quite a bit.

Been thinking of making level a bit bigger.

Went really crazy with machine gun and lags alot XD. Will be limiting it to 1 shot use but it will be really powerful still.
Been thinking of making some intresting weapons.

Give me your ideas.
2013-05-27 17:28:00

Author:
venat
Posts: 715


As a lover of battle levels, I really appriciate the effort your putting into this. Sadly, it's common (in my experience) for weapon bugs to make your crazy weapon dreams a little more tame. Here's a few tips that I found while working on my level:

WEAPON ISSUES


Throw any custom physics ideas you have right out of the window. LBPK overrides any custom physic tweaks you add when it spawns the weapon. Case in point: I once created a really cool mine weapon that follows a player when they get too close using the magnet tweaks. But when it actually spawns, it just flops around and does nothing.
The location a dropped weapon spawns in is the killbox, not where it currently resides. This means that if you try to move the weapon around (say, a rotating mine that moves around in a figure-eight pattern), not only will you not be killed when you drive through it, you will die when you drive through the empty space it landed in before it started moving around.
Depending on the amount of weapons spawned at once per use, you can have severe lag if the weapon you've designed has many pieces. You've more or less found this out already, but I've found that while missiles seem to spawn fine, things like mines and grenades tend to lag horribly when there are a lot of them. The solution is to simplify the amount of pieces that make up the weapon or limit the amount of projectiles fired.


WEAPON TRICKS


You can attach emitters and effects emitters to the original weapon, allowing you to spawn additional projectiles after being fired. This can create cool "shotgun" effects or when combined with...
... timers, you can delay the effect so that the emitter fires after a certain duration. For instance, my level has a weapon that fires a large grenade high into the air and just before it hits the ground it spawns 3 other grenades, carpet-bombing a wide area.
You can also add microchips, blast sensors and impact sensors to create some complex weapon effects.
I personally haven't tried this in a battle arena, but you can also spawn weapons around the player themselves like shields and giant explosions using emitters directly applied to the kart. Bear in mind that I do not know whether a weapon emitted indirectly will actually count towards your score though, something to test methinks!


Don't take this as a shameless plug, but if you take a look at my own battle arena (https://karting.lbp.me/v/87ix), you'll see some examples of custom weaponry provided you get a high enough killstreak. The weapons themselves are placed as hidden prizes, so feel free to tear them apart to see how they work. I often draw my inspiration from the Ratchet & Clank and Megaman X games, since they always have insane weapons. Hope that helps!
2013-05-28 19:56:00

Author:
Hiroshige0
Posts: 114


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