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#1

Unseen Enemies

Archive: 3 posts


I wanted to see if anyone would be interested in this type of a level.

Do any of you recall an old Sega Saturn game called Enemy Zero? It was an old game with terrible graphics, and also one of the most frightening experiences I've ever played. The gimmick with this game was, the aliens were invisible, and the only way of knowing they were there was through sonar. Your character had an earpiece that would 'ping' whenever an alien was around. High pings meant they were in front, medium to the side, and low pings meant they were behind you. The faster the rate of pings the closer they were. There was, to me, nothing more frightening than having a high ping get faster and faster, then you raise your gun, and suddenly it's a low ping, because the alien's gotten behind you and you're dead. Plus you had a terrible gun that had to charge before firing, and limited range..

I've played several horror levels in LBP but to me, none of them are scary. Maybe I'm just jaded. Most every level uses unlimited retries these days, and then has a plethora of new and inventive ways to die, with only one or two escape solutions, that forces you to find that one sweet spot, and if you don't it doesn't matter. It's all right for most level, but horror levels should mean that your sackperson is walking slowly because if they don't they may walk off a cliff of no return.

So one of my best LBP skills is making creatures, and I can probably make a pretty scary monster that doesn't look like it's make of cardboard, but my innovative platforming elements... well, they could use work. So I was thinking of maybe a community feedback thing, to make a level of similar design. I'd post all my WIP photos, and you guys could yay or nay rooms or challenges that you like or don't like. Unless the complaint is 'it's too scary' because then your argument is invalid. I want to make a level that is truly scary, and not just an adorable sack-thing in a paper cut out haunted house. (Though it would be doubly ironic if it started out that way.)
2013-04-22 14:29:00

Author:
Kato
Posts: 732


In all honesty that sounds pretty great. You have my support on that, and I'd love to help in any way possible. 2013-04-26 00:10:00

Author:
GunslingerShane
Posts: 20


I guess then to start the first thing would be to decide a theme. I piddled around and I can make the mechanisms for the sound super easy, and I'm looking into how to make sackbots respawn. A one-life game would be a bit unfair obviously, so I'm hoping to attend the Avalon School of Robots to find out out they made it so you'll die if your bot dies, then respawn at a respawn gate, and automatically enter a new bot.

Step two is deciding a setting. I won't do a hotel or space ship, and I'd prefer something a little non-gritty. I mean a little dirt is okay but when you've suddenly entered a place where there has been nothing tidied in years it changes from spooky to OCD-I-Need-To-Clean. Also, so NPC sackbots. Not even for blood-spattered brides or crazy people. Sackbots just aren't scary no matter how many brown and red stickers you put on them.


So no hotels or space ships, which means no aliens, so what about the theme being that you're testing out ghost tracking technology, so you go to an office building to find out why the maid hasn't been doing their job with wastebuckets being over turned, and other things out of place. You encounter nothing from the start, except a locked door in the storage basement, so you rifle through the CEO's desk for the key. Upon finding it, you unlock the door push aside some boxes and find a magic symbol has been etched into the wall. Then the lights go out, and you have to make your way around the building avoiding a demonic infestation. There's only one save point in the ritual room so you need to be careful.

Once you get to the CEO's office the magic symbols are all over, and the building starts to collapse. You have to escape the building as it lowers into an otherworldly portal in the ground, and escape jumping through a window as your tracking equipment goes berserk. Then right before you teleport to the scoreboard, you hear a final looming ping indicating that the monsters are still there.

Right now I'm calling this project CYE (Close Your Eyes).
2013-04-26 14:05:00

Author:
Kato
Posts: 732


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