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#1

Sly Cooper and the Horrific Hounds

Archive: 6 posts


I am currently in the process of designing a stealth action coop title based off of the popular playstation franchise sly cooper. Right now I am just putting demos together of concepts that I have.

One cool feature that I plan on implementing that I believe is fairly new and innovative in LBP is a coop level were both players have monumentally different tasks and roles: Sly will be doing the sneaking and enemy fighting while Bentley can hack computers and manipulate the environment in many unique ways. Bentley can also plant mines. A specific example of this resides in a demo I've put together where the top half of the screen is a Bentley hacking minigame/puzzle while the bottom half shows Bentley at the computer and Sly has to defend him from a wave of enemies.

It will take me a few weeks I imagine to get sly, bentley, and enemy rigs done and fully featured (and there is plenty of opportunity for me to run into some roadblocks with my complex ideas). But If in a month or two I prove to myself that I can get all this working I would be interested in help from 1 or 2 people with the creation of the environment (I'm more of a logic guy) and if possible some sly cooper music. Well thanks for reading and please leave me any feedback you have on the idea!
2013-09-06 23:52:00

Author:
Madman_Asunder
Posts: 25


Well, I love the Sly Cooper series, and I absolutely adore the visual style of all the games, so I would gladly help you with of the environment! However, I must make one thing clear. I am rather notorious for working trains into my creations....so yea, be prepared to say "No trainz" to me if you wish to have me help you 2013-09-08 00:38:00

Author:
theIronHorse
Posts: 279


I'll add you on psn sometime and you can see what I have so far. It will end up being pretty thermo heavy but we can split it up into sub levels if we need to! I have an idea of how the level will work and a train wasn't in there originally but if you make a train that seems like it belongs in a sly cooper level artistically then I say that would be awesome

I've got a demo up and running with sly and sneaking with an enemy with pretty nifty detection A.I. in my humble opinion and also I've got a demo of a bentley hacking puzzle.

Right now one particular emitter is driving me up a wall. when sly dies and the environment resets the sly emitter works just fine but the emitter for the enemy doesn't. it is weird because if I manually delete the enemy the emitter fires a new one like its supposed to but if the destroyer tweaker deletes the enemy then the emitter doesn't fire even though it is supposed to have one enemy out at all times???
2013-09-08 01:01:00

Author:
Madman_Asunder
Posts: 25


Is the destroyer set to destroy rigid connections, and are there any parts of the enemy that get left over when the destroyer activates? Also, is the emitter's max ammo set to 1, and what is it's limit for how many "emitees" can be emitted at once?2013-09-08 03:10:00

Author:
theIronHorse
Posts: 279


max ammo is set to infinite, limit for emitees was one (now arbitrarily 10 and that seems to fix it for some reason) rigid connections is checked. When we played was it very laggy on your end? It was on mine but I don't know if it was my internet or the areas of the level are too crammed already (which would be unfortunate).

The guard light was especially laggy on my screen and I tried the hacking minigame while you weren't at your console and it was unbearable. when I play alone it is much cleaner (though the six axis controls take some getting used to!).

I might change the hacking controls to where a single button will trigger the switches to change instead of using motion controls. Anyways I have put in about 2 days work and I hope you at least saw some potential in it either way thank you for your feedback!

If you are still interested in helping when I get all the gameplay stuff working more consistently and cleanly let me know and I can pm you more of the details about my plans for the level
2013-09-08 04:13:00

Author:
Madman_Asunder
Posts: 25


yea, it was pretty laggy. But I am quite accustomed to lag and I could tell how the level was supposed to work, so never fear! As for the controls, I think that'd probably be wise, as the sixaxis controls are a bit iffy regardless of what you are doing, and even if it is the new universal ps3 remote, not everybody might have the sixaxis. Feel free to pm me any info, I'm completely open to helping! ^_^2013-09-08 05:54:00

Author:
theIronHorse
Posts: 279


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