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Trapped - A survival challenge for 1-4 players

Archive: 19 posts


Yup... I have been creating on my Vita! I had an idea for a survival challenge that I couldn't resist attempting and I am pretty much done with phase 1. Not sure how many phases there will be as I am not sure how long anyone will survive to see another phase!

I don't think it is really that hard, but I also haven't lasted that long. Though I don't think I am always paying attention like I should and more looking at how things are working. lol

Anyway.. premise is easy, just survive!!

Basically there are two random conveyors, one for the ceiling that is either bounce pads or grab material, one of which is special marked with a red and black sticker as it is a chicken feeder for extra points bubbles. The floor is a myriad of bounce pads and dangers. Fire, electrical and spikes. All together they produce a topology that you have to maneuver and think to survive.

Bonus bubbles come down the way as well as flying by in patterns as you proceed. Points are also given by surviving as long as you can. The surfaces move faster after such and such length of time and you can watch those time periods pass by the indicator at the bottom of the screen that shows 6 different speeds. Basically 6 led's from green to red.

There is also a grappling hook that pops up from time to time that you have to be in place to get which will help you survive much easier. Conversely there is also an X station that pops up to remove that power up if you don't watch out.

The first stage is complete and I am thinking of adding at least another stage or maybe two. I was hoping to get a bit of feedback to see how long folks are surviving... I may shorten the stages so you can make it to the other stage(s) or not..

That is what I need a bit of feedback as well as testing. First to see if it is fun, second to see if it is too easy or too hard.

So I am taking on a few beta testers. I don't want a bunch, just a few.

Here is a photo from about 15 seconds in.

http://i1.api.vita.lbp.me/img/ft/441aeb2efc29ad5cdb5ea0c64003808003a22ebe.jpg

A bit further in...

http://i3.api.vita.lbp.me/img/ft/543ad0e16ed4392b6f46bb1e4bf9a5da8831b336.jpg

If you are interested, leave me your name and I will send you a code up until I feel I have enough testers.

Thanks!!
2013-01-28 01:13:00

Author:
jwwphotos
Posts: 11383


I'll be happy to beta test this for you buddy!

Send me a code please.
2013-01-28 01:33:00

Author:
VelcroJonze
Posts: 1305


Sure!! It is on its way!! Looking forward to your input!2013-01-28 02:28:00

Author:
jwwphotos
Posts: 11383


I'm interested in beta testing!
Ask Taffey, and he'll tell you I was a good beta tester for his first round of beta testing for the level he's currently working on!
The only problem is I'm super busy with university and work right now, so it'll probably take me at least a day or two to get back to you...
2013-01-28 06:14:00

Author:
LukeCF
Posts: 790


I will send you one in the morning! ..eyes a bit blurry right now. lol

Thanks!
2013-01-28 07:26:00

Author:
jwwphotos
Posts: 11383


I'm also interested in beta testing this level ! Could you send me the code ? I think I would be able to give you my feedback around 2 or 3 days later ! 2013-01-28 12:19:00

Author:
Gwaeron
Posts: 170


I can't wait to check this one out! Thanks for the code jww, I'll be checking it out tonight.




Ask Taffey, and he'll tell you I was a good beta tester for his first round of beta testing for the level he's currently working on!I can certainly vouch for Luke's awesomeness - he's done an outstanding job beta testing for me!
2013-01-28 20:47:00

Author:
Taffey
Posts: 3187


Can't wait for all of you to play it! I just made a few updates today. Looks like someone has played it just after I republished. Nothing you would notice offhand except I added two new random blocks that come down more into the 2nd segment that should add a new element of fun. YAY!2013-01-28 21:11:00

Author:
jwwphotos
Posts: 11383


Yo there. Left some pretty indepth feed back in a message to you, but just thought I'd pop on over here.
Give your thread a Bump ( )
And say...

HEY GUYS! PLAY THIS LEVEL! It's a neat little survival level, and I know I'll be trying it some more to get higher in the leader boards. (Currently last out of three people )

But yeah, it's fun and well made!
2013-01-28 22:05:00

Author:
LukeCF
Posts: 790


Amazing feedback! Quite a bit I had noticed myself and thought about as well as helping me to answer my main questions. HUGE HUGE thanks to you! Just incredible!2013-01-28 22:33:00

Author:
jwwphotos
Posts: 11383


Pardon the bump/double post, but there has been quite a huge update based on feedback so far.

Edit: With updates just hit the high score of over 34,000 and made it through all 6 speed change segments. I think creating a phase 2 is a go!!
2013-01-29 01:23:00

Author:
jwwphotos
Posts: 11383


Ooooooh, maybe I'll have to replay it again tonight then. Check out some of the changes!2013-01-29 04:51:00

Author:
LukeCF
Posts: 790


This thing is awesome! I am TERRIBLE at it, which of course is the sign of all quality gaming titles.

Great stuff jww, really excellent - I just PM'ed you feedback.
2013-01-30 00:40:00

Author:
Taffey
Posts: 3187


I would test it for ya, i pretty much allways play with another person online, so i can give some feedback for the multiplayer.2013-01-30 18:43:00

Author:
Rough-Tea
Posts: 422


Thanks! A code has been sent to you. 2013-01-30 19:48:00

Author:
jwwphotos
Posts: 11383


Update! ..so please excuse the bump.

New version published now includes the staging area for optional instructions and game start switch. Also can see the scoreboard.

Other changes and fixes.

One danger block had its led lights on solid rather than blinking.
One block kept losing its bounce pad
One set of lower bounce pads had incorrect bounce value.
Made initial points wheel so it is always rotating rather than start rotating with grab. May remove it altogether.
Points bubbles that fly through are now a different pattern to be a bit easier for combos
Found that Power Up remover platform with reduced size platform did not remove Power up. Replaced with working one, but put it on its side which seems to get in the way less. Not a total fix, but much better.

Some progress has been made to creating stage 2, but not in this version.

Thanks much!

Edit:
A few more changes.

Zoomed in game camera a bit more and reduced the play field left and right boundaries a bit.
Changed the danger markers to two larger led lights rather than 3 smaller and added red sticker below the danger blocks for easier viability.
Added destroyer logic rather than dissolve based upon a longer time element.
Moved the entry over a bit more to the right as sometimes the first drop was right into the left boundary and a cheap death
Updated instruction screens to denote changes listed.
2013-02-04 04:01:00

Author:
jwwphotos
Posts: 11383


Huge update! ...so again excuse the bump.

Now published with Stage 2!!

I have made some hard decisions as well. First I was going to have 3 stages each with 6 segments of time. I think the 2nd stage is hard enough to simply spread the speed up over the whole thing and split that into the two stages.

...and late in the 2nd stage contains some extra surprises that come down at you to almost call it a 3rd stage. I might!! lol

So major updates

Added scoreboard cam option
Stage messages
Repositioned speed segment indicators to where you could see them
Changed grappling hook to "cannot drop" so the message doesn't keep changing (wish I could turn it all off, but I like the score indicator)
Now a Stage 2 with several new and even more challenging block types!
Stage 2 contains some extra evil surprises for those that get that far.
A few more decorations on the back wall, but I am keeping it uncluttered due to the quick thinking you have to do as you proceed
Updated level badge


...seems there is even more, but I can't remember now!! lol
2013-02-08 12:11:00

Author:
jwwphotos
Posts: 11383


Is it still locked I assume? I'm gonna have to try and replay it this weekend. 2013-02-08 19:59:00

Author:
LukeCF
Posts: 790


Yup.. still locked.

I am thinking about being able to zoom in a bit more which means maybe making some of the blocks not so low to the rails. To do that maybe raising the few tunnel pieces a bit and maybe bringing in the side barriers in a bit.

OR

I thought about moving the upper and lower rails closer as well as the side barriers, but some of the pieces would have to be chopped in Stage 1 as they could then hit. Might have to lower the strength on the bounce pads too.

Thoughts?

Update: For now I zoomed in, but added about 20% of player tracking. Not too much that it makes you dizzy. ..well, me dizzy. lol Just enough to dip down when in the lower bits like the lower tunnels. I may tweak it a bit more down to 18%, but leaving it there for now.

I might make yet another version that pushes Stage 2 much closer to the beginning so that stage can be played without lasting so long in Stage 1.

Quite nice to make things modular! Right Taffey!? lol
2013-02-08 20:07:00

Author:
jwwphotos
Posts: 11383


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