Home    LittleBigPlanet 2 - 3 - Vita - Karting    LittleBigPlanet Karting    [LBPK] Ideas and Projects
#1

River City Rampage (Custom Weapons Arena)

Archive: 13 posts


Im sure a lot of you have seen my LBPK Weapons video i made back in the beta (see link below). I've gotten loads of comments and praise from it i wanted to continue with it and make a level of some kind out of it.



http://www.youtube.com/watch?v=AU_23MX9Ooo

Well after much MUCH frustration fighting with this create mode i am finally able to make a system stable enough to make a level out of.
(I am so sick of this game freezing me in some way from captured objects and emitters I have to literally dissasmble microchips and capture sections individually in order to transfer it out of the beta testing level because it will freeze if i dont) /rant


There is one thing that may be a bit of a downer for some people who are interested in this.
There is a high chance i will have to restrict it to a 1 Player only level
I still need more testing first on this (especially in the final version once its ready) but there can be a severe frame drop if i give all players access to all weapons (mainly the heavy projectile or obstacle weapons even if i try to make these weapons a really low rate). If this does happen i have to restrict the other 7 players to only be able to use a small fraction of the 25 weapons. Which would make Player 1 have an unfair advantage, thus having to make it a 1 Player only level. (With what i hear of the games' multiplayer lobby and stability it sounds like there'll never be 2 or more players fighting each other anyway ) If this does happen it can be like a score attack level where you can take your rage out on the brutal AI thats been driving you crazy in-game


Now this is going to be a points based arena instead of kills because i plan to have other methods of increasing your score such as targets to shoot but your main method for your score will still be battling



I got a lot of special things for this upcoming arena.



25 custom Weapons to use: All 15 of the original weapons return (Most have received a nice visual overhall and some have been changed functionally) and 10 new weapons are thrown into the mix. I will be making a sequel to the Video soon showing the final versions for all 25 weapons. (waiting on DLC transfer...)



"Item Drop" system - This isn't like most battle arenas where people can just camp at weaponators. Nope weponators appear randomly throughout the city and they dissappear after being picked up. Other objects will spawn such as score collectibles, targets to shoot, or other things like grapple hooks, bouncepads etc.



15 Events - Throughout the match random events will happen that will help boost your score or become an obstacle for the players. Those that have played City Trial from the classic: Kirby Air Ride will know how this plays. I have gotten the AI to work pretty well to each event. Every Event has its own track to give some music variety. To balance a good amount of events and regular battling the time for the arena is going to be a bit long (between 7-10 minutes)



7 prizes - I have decided to give out a few of them for people to fool around with! Only one will be obtained easily, the rest you will have to figure out where to grab them HINT: The event descriptions in-game may provide clues to their whereabouts



Pittsburgh themed level - The basic layout will be based on the downtown area of my hometown (where the 3 rivers meet) but with my own little twists to the city. So people familiar with the city may recognize buildings or other things where some landmarks are irl. The Burgh is pretty flat except for one side so there will hardly be any elevation in the arena



I am afraid i have no pictures right now since i have been just doing logic (wrapping up on it tonight) and i will be just doing buildings to capture and transfer over the next week or too. But i might upload some shots of the buildings/logic or play test screenshots if people show some interest.
2013-01-25 06:04:00

Author:
JKthree
Posts: 1125


Sounds cool! Can't wait to see what you do with this!2013-01-26 19:02:00

Author:
theIronHorse
Posts: 279


Got one screenshot of the buildings i made in the past 2 days. This is the downtown area (1/3 of the full level)

https://lbpk-production.s3.amazonaws.com/player_creations/370613/data.jpg

I noticed when i uploaded it, i made the buildings too close together and at bad angles. Because the light blue building at the bottom of the picture should be parrelel and close to the 2nd river like the black building at the top right (The 2nd river would be just below the picture if i would've zoomed out a little more and unlike the real rivers i want mine at exactly 120 degrees away from each other)

But as you can see the level is going to take up every inch. Some were a pain to get close to its real life texture, some i will try use some stickers on. I plan on using big buildings at the edge of downtown or buildings i couldn't squeeze in or make some giant highway act as a wall for the boundary on this side of the level. So far this takes up not even 7% (all of the logic including weapons takes up about 50). So thermo wise its looking good. I hope if it stays this way, i can squeeze some trees, lightposts, traffic lights and other things on the roads when the time comes.

The downtown area is going to be the only area for this level that will be close to its real life equivalant. The other 2 sides are the mountains (which you can access by bouncpads made to look like inclines) which will be a hilly area and the residential side which i plan to have a mostly like the plains mostly empty with trees and a a couple houses.

UPDATE: Decide to spend a few more minutes in-game to look at this spacing issue and the 2nd river is much farther down than i thought and its too hard to space the buildings properly atm (When i tried playtesting what i tried it felt MUCH better driving with it spaced more so i'm happy). I won't be able to get these buildings properly spaced until i get all the main buildings built (does not include boundary ones i mentioned), then i can space them properly so it'll be a few days till the next update (Unlike the picture there's actually not as much left as you think, picture a line from the 2 parrel buildings i mentioned from its end to the level boundary, whats empty is what buildings are left)
2013-01-27 04:15:00

Author:
JKthree
Posts: 1125


Time for an update. I got the main buildings set up.


https://lbpk-production.s3.amazonaws.com/player_creations/395629/data.jpg

Haven't gotten the other buildings that will serve as a boundrary yet. Those 5 large Green Dissolve buildings are the locations of where parking garages are, I'm not sure what purpose i'm going to use them for (or even if i can get AI to use them, maybe with paths and behaviors idk) but maybe they will hold purple jump pads for fast traveling, shortcuts across rivers, or access to the other building roofs. Not sure if i could do this, because i have to make the buildings out of bounds to prevent AI from hugging into buildings which means the roofs may boot players if they tried to go on them. I'll just have to experiment in the future.

I also got them somewhat spaced properly


https://lbpk-production.s3.amazonaws.com/player_creations/401347/data.jpg


Drove me nuts getting some areas aligned such as the PNC buildings (The black castle-looking building, i have to recolor those because they really should be a dark blue, since they are supposed to be windows) and some of the space in between some areas bothers me, especially that large open area in the middle (I might have to make up some buildings to go in there). Unfortunatly this took up some space for the park area (Bottom right near where the 3 rivers meet) There was supposed to be a highway and a fort, where a king of the hill event will take place,but i guess the highway is going to have to go.

At least i got the general stuff for the downtown section, so when i fine tune it i can maybe try again with the spacing. Next up is the residential "Plains" where i have to be a little creative making things here since this section is mostly residential homes irl, which i dont want to do here. (But maybe a house or 2) and it'll be mostly open spaced.
2013-02-05 06:03:00

Author:
JKthree
Posts: 1125


2nd sections is set up. I also increased the width of the rivers a little bit

https://lbpk-production.s3.amazonaws.com/player_creations/406911/data.jpg

The interiors of the 2 giant buildings will hold 2 more events, a race track and a sports field to score goals in. Its a shame they had to be so huge (Might even have to make the stadium bigger ) Both of these are going to take quite a while when it comes time to put visuals in them. I'll hold off on the trees for the park area (and put a lake in there too) till then as well. As for the boundaries, I'll probably do the canyons houses or see if i can make a train track serve as the wall boundary (cause there is one there irl). I wanted to put another area in here, as well but i just ran out of room , so it'll have to go in the moutainside

You can also see i started on the final section, the elevation is now set up for that side and 2 ramps are put on the 2 ends to drive up on. There's also a 3rd way up the mountain by the launch pad behind that red building in the center (I'll have to move it more into the moutain and cut into it like a small canyon to get it right, that location irl is where an incline is)

Now this final section in real life is all residential, and i plan to not do that. but see if i can get this area a hilly grassy arena, and try to add some other creative ideas in (Which will be tricky).

Once this rough draft of the last section is up, it'll be time to bring over the logic (I might need to do some last minute changes to the logic, i'll definetly make plenty of backups before transferring) After i see how much thermo it all takes up, I'll use the rest of the space to add visuals throughout the arena and buildings. Thermo is at 15% so i'm lookin good so far
2013-02-08 08:13:00

Author:
JKthree
Posts: 1125


Update time!

Got some work done on the 3rd section.

https://lbpk-production.s3.amazonaws.com/player_creations/419535/data.jpg

I really loved how this turned out so far. Turned half of it into a golf course as an homage to my crown-winning level. Driving in it is pretty fun with the hills and sand traps, makes it feel like a skate park, perfect for a fight with weaponators. Just like Kirby Air Ride, going in the golf hole bounces you out, and the location is at a good spot that you can land into it from the incline launchpad near the rivers i mentioned before. The pink circles are reserved for flower beds in the future for visuals.

Now the 2nd half is also going to have to wait, that is where the graveyard, that i couldn't fit into the residential section, is going. And as you can see i have very little room to work with. I'm hoping i can have the mounds of the graves be used to continue the trend of this section being hilly. Took me awhile to get the boundary wall just right, its a shame i had to make it so tall, its so easy to launch yourself out of there, even by accident.

Other than a rough draft of the bridges and maybe the boundaries for the other 2 sections, that is all i am going to do for now in regards to setting up the map. The next step is bringing over the weapons and logic. And it'll take some time to fully experiment how everything will go such as AI behaviors. So the next update will be awhile, to build enough material to post some more screenshots like logic and such. I think its for the best, cause it does feel like i'm spamming with these quad-triple posts, sorry mods
2013-02-13 06:18:00

Author:
JKthree
Posts: 1125


Are you still working on this? It looks awesome!2013-04-13 01:44:00

Author:
Jauw
Posts: 484


Are you still working on this? It looks awesome!

I took a break for now, (may get back to it in a month). Last time I spent an entire day refixing and removing the AI behavior (That was the main cause of the overheating), and unfortunately unlike the other LBP titles the thermo cant go over 100% from emitters in play mode (Emitters would stop altoghter if this happens). My thermo was around 87% and it still wasn't enough So I might have to remove the events all together and change everything. Overall its a pain, having to redo everything till I eventually find a solution
2013-04-13 04:44:00

Author:
JKthree
Posts: 1125


I took a break for now, (may get back to it in a month). Last time I spent an entire day refixing and removing the AI behavior (That was the main cause of the overheating), and unfortunately unlike the other LBP titles the thermo cant go over 100% from emitters in play mode (Emitters would stop altoghter if this happens). My thermo was around 87% and it still wasn't enough So I might have to remove the events all together and change everything. Overall its a pain, having to redo everything till I eventually find a solution

Have you thought about just removing a section or 2 and just focus on a given area? Have the Gameplay revolve around that area. if it is an area your trying to fill, just make the streets wider, the building wider, add parkways.

This looks amazing as is so far
2013-05-18 04:02:00

Author:
L-I-M-I
Posts: 611


Hello, names valious. maybe you can help me. I see your into the 'weapon development'. I have an intrest to create a 'plasma shot' that shoots in the direction pointed, not from kart. I have been working on camera and weapon direction controls but i have been running into a issue, the weapons i have created arc downwards towards the ground then follow it when shot upwards, and do the same when shot in any direction. i was thinking the 'plasma shot' should be able to go straight in any direction, if i'm looking at and aiming at the ceiling the shot should hit the ceiling. i am using a custom rig for the kart so the weapons will be coming out of an emitter 'set to emit weapon'. this weapon should also only affect the 2nd team. any ideas about the logic? I'm not worried about the plasma itself, just the logic behind it.2014-09-15 05:20:00

Author:
valious2corvus
Posts: 171


I'd be surprised if you get a response, the last post before yours was over a year ago. For logic help, especially weapons try stjimmysadiction. He's normally able to help

Post your question in the Help section!

2014-09-15 16:36:00

Author:
Scorpio1357
Posts: 460


Hello, names valious. maybe you can help me. I see your into the 'weapon development'. I have an intrest to create a 'plasma shot' that shoots in the direction pointed, not from kart. I have been working on camera and weapon direction controls but i have been running into a issue, the weapons i have created arc downwards towards the ground then follow it when shot upwards, and do the same when shot in any direction. i was thinking the 'plasma shot' should be able to go straight in any direction, if i'm looking at and aiming at the ceiling the shot should hit the ceiling. i am using a custom rig for the kart so the weapons will be coming out of an emitter 'set to emit weapon'. this weapon should also only affect the 2nd team. any ideas about the logic? I'm not worried about the plasma itself, just the logic behind it.

I was waiting to see if this would pop up in the Help! section like Scorpio suggested, but I'll go ahead and throw my 2 cents out in here.

From what you're describing, it sounds like your problem comes in what kind of weapon you're making it into. A "straight shot rocket" will always go to the ground and travel along it until it hits a wall (where it bounces or explodes, depending on your setting). In order for your weapon to ignore this tendency, you need to change the type of weapon you use. Depending on what aesthetics you're going for, either the lob bomb type or the laser.

With the lob bomb, you would want to set it to either zero, or a low launch height, but turn the speed way up (max is 300). This would mimic the straight shot. Not sure how far your targets are, but this would be my first choice. It reliably explodes when set to zero ground and wall bounces, and can be set to have a nice AOE explosion, which can go well with a cannon shot. The other, laser shot, is also good for shooting in "not horizontal" directions, and would be what you would use for long distance shots. It travels very fast, but shows some of the same signs of problems that the regular straight shot rocket does, in that it can decide to travel along the ground when it hits it, instead of being destroyed. This happens when shot towards the ground, but not a wall, so shouldn't be much of a problem.

There shouldn't be any need for any extra logic to solve your problem, just change the type of projectile. Hope this helps.
2014-09-15 19:37:00

Author:
StJimmysAdiction
Posts: 388


Thanks for the assist, sorry its in the wrong forum. I'll post further info about this problem in the "help" section as mentioned.2014-09-15 20:35:00

Author:
valious2corvus
Posts: 171


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.