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#1

Zombie game for LBP3

Archive: 10 posts


Game will be aimed for LBP3 for PS4. Will be like Resident Evil Game.

Game will host Zombies, Monsters etc.
Game will be made in 3D but camara like style of RE1.
Willing to take ideas/people willing to help.

Project will be built up and then worked on on the games launch.
All details of the game will be made public. Please Don't read details of level design or you will be ruining the game when you play it.

Project details:

Game will be made in 3D using images off the web such as floor,wall, and other textures. Will be to look realistic. WIll also use character models that will have photo textures.

Memory:
Game will save your progress by what items you have collected and door ways you have passed through and enemies defeated. Enemies will be emited as you play through the game. Defeating them will safe the progress. Each room of the level will emite around 3-7 enemies throughout its play through. Enemies will always emite in same room in same location if not defeated. If the player leaves the room enemies will disappear but not count as defeated. Will be re-emited once a player reneters the room again. Once an item is obtained its always kept in some way.

(Items way or may not be kept once they are used such as Ammo. The items may not respawn in an area if player resets the game. Will not know once we build the game to see how hard we want players to save resources.)

Don't know yet if Ammo will be saved by ones or by ammo Stacks. Once a gun is reloaded it used a Ammo Stack which is collected. Ammo Stack giving you 15 shots. So player that uses his 1 last ammo stack and reloads his game will have 0 ammo stacks and 0 ammo. So saying it will not save those 15 bullets once its used.

Lag Issues

To handle lag issues walls/textures/rooms will be shut off/deleted if player is not in sight or in same room.
These things will be shut off when player is in the room and a camara view location.

Development:

Game is will worked room to room in the game. Nothing will be made ahead. Each room must be completed. If time is an major issue side rooms will be removed to make sure game will be launched.

Side Development:

3D designing has been tested in LBP Karting.
(Image Pending)
Camara settings is working for the game.

Music:

Will need least 10 tracks. Music needs to be creepy. Not goofy. Not over the top.

Ideas:
http://www.youtube.com/watch?v=vyl3jurYNHI
http://www.youtube.com/watch?v=kt_tXIUCzZs
http://www.youtube.com/watch?v=-v4jNfTQFiY


Bonus Reward/Bonus Mini Game:

Machine Gun is bonus weapon that can only be used in the Main Game. To earn this you must do Survival Mini game outside main game. To Earn this must collect all 30 special items. Really hard enemies will be in this and will be hard challenge. So look forward to that. This idea might be removed if Main game is too much work. Mini Game same as Main game just has only 3-4 locked doors and has alot of hard enemies and limited ammo and time limit of 30mins.

Items:

Green Herb
Handgun Ammo
Shotgun Ammo
Mag. Ammo

Weapons:

Handgun
Shotgun
Mag. handgun
Bonus Weapon: Machine Gun (Unlimited Ammo)

Enemies:

House Zombie 1
House Zombie 2
Lab Zombie
Crimson Zombie (Will apply to all Zombies, just a Rage Mode)
Lurker (Deep sea fish, Slimey Tentical monster, human)
????? (Zombie Crows Maybe)
????? (Hunter Maybe)
????? (Bug monster maybe)

Bosses:
Boss1 Lurker
Boss2 Project X
Boss3 Project Z

Keyitems:

Skull Key
Outdoor Key
Water Token
Thunder Token
Wind Token
Basement Key/Stairway Key
Diamond Helm Key
Black Key
Sword Key
Bookkeepers Key
Simple key
Ladder
Red Jewel
Blue Jewel

Rooms:

(5) Libary
(11) Kitchen
(2) Hallway1
(12) Hallway2
(13) Gun Rack
(15) Study Room
(18 ) Dungeon (Boss Room)
(14) Dinning room
(16) Garden
(20) Dark Pathway
(21) Shed
(3) Spare Room
(4) Supply Room
(9) Hallway3
(10) hallway4
(8 ) Bio Lab
(7) Bio Lab2
(6) Dressing room
(19) Roof top



Rough Room Designs

http://i1312.photobucket.com/albums/t534/rubyweapon1/resa1_zps0e3b87ad.png

Map Layout 5

http://i1312.photobucket.com/albums/t534/rubyweapon1/res9_zpsb285a7bd.png
2014-01-05 09:29:00

Author:
venat
Posts: 715


I feel like with deleting then respawning the areas the player isn't in might actually create a bit more lag than if they were just left there, mostly just lag coming from them being emitted but if they're not too complex it should be fine, though RE1 always had very detailed locations, and the camera style recreated in LBP looks great (I've used it many times before) and it's a perfect compliment to a horror level.
Often a drawn out note works incredibly well for the music in these types of levels, it builds suspense and isn't distracting. Unless it's a chase or a boss battle, you've probably noticed RE music is fairly simple.
You might want to add a library, they're usually in the REs.
I'd imagine you're going to add a menu where you're able to look at the map? I always got incredibly lost.
Just some thoughts I figured I'd share, and I'm sure it'll all go well, good luck with it.
2014-01-05 13:26:00

Author:
Ironface
Posts: 432


I feel like with deleting then respawning the areas the player isn't in might actually create a bit more lag than if they were just left there, mostly just lag coming from them being emitted but if they're not too complex it should be fine, though RE1 always had very detailed locations, and the camera style recreated in LBP looks great (I've used it many times before) and it's a perfect compliment to a horror level.
Often a drawn out note works incredibly well for the music in these types of levels, it builds suspense and isn't distracting. Unless it's a chase or a boss battle, you've probably noticed RE music is fairly simple.
You might want to add a library, they're usually in the REs.
I'd imagine you're going to add a menu where you're able to look at the map? I always got incredibly lost.
Just some thoughts I figured I'd share, and I'm sure it'll all go well, good luck with it.

Only 1-5 rooms will be loaded at a time. This mainly because I want character load area to area easier. Also some rooms will have windows where can see out to the other area. Also thanks for Map info. Yeah Map would be helpful but dont know if I will have space/logic/display for it in game or time to create one. Want to have no menu screens. There would be weapon swap system so adding a map might be out of the question. Also its not really lag thats an issue its loading into a game. Game tends to take huge amounts of time to load in if you have to load everything up at once. There will be 4-8sec black loading screens in between each time you cross to another room.

EDIT:

Been working with memorizer a bit and found what id be using for the game to save progress of items.

Green Herb (Object)
(Grab Sensor)-->(Tag)- Green Herb1 Use)
(Tag Sensor)-Green Herb1 Used)--> Destroyer)
----------------------------------------------------------------------------
Memorizer/Save History of collected items.
(Tag Sensor)-Green Herb1 Use)-->(Memorizer)Green Herb1--> (Tag)-Green Herb1 Used)


With this simple logic items will not reappear again once obtained. Once a room is loaded with all its items within them. They will disapear or not emite because the USED named Tag will be always active.
2014-01-06 03:31:00

Author:
venat
Posts: 715


Hi Venut, I havent been on in ages as I couldnt get onto the site.
THis is an idea I started myself, but never finished due to distractions. Well done on working on it. Do you need any help with things?
Be glad to help out.
2014-01-06 10:40:00

Author:
Sean88
Posts: 662


Hi Venut, I havent been on in ages as I couldnt get onto the site.
THis is an idea I started myself, but never finished due to distractions. Well done on working on it. Do you need any help with things?
Be glad to help out.

Sure you can help. can summit on the forums.

Attack Logic
Attack Movement Logic in 3D (On Hold)
Movement Logic in 3D (On Hold)
Room Designs
Door Designs
Music (On Hold)
Enemy Designs
Character Designs (On Hold)

Just choose anything and summit. Just make an image or explain your logic. There is few things im expecting for Attack Logic. Will throw details later on.

EDIT:

Room layouts have been changed a bit and doors & key locations been changed.
Stairway Key has been removed & Stairway room.
Stairway Key been replaced with Weapon Locker Key.

Future

Might be removing rooms and adding a basement floor.
Outside & Outside Key location might be changed aswell.
House might be much smaller and easier to find locations.

Very rough version of a Lurker is being worked on. May change the enemy few times.
2014-01-07 09:39:00

Author:
venat
Posts: 715


Cool. I'll help out where I can.
As it stands, maybe go for making in lbp2, instead of concentrating on lbp3, just as lbp3 hasnt really been confirmed yet, or any of the details.
Just saynig buddy
2014-01-08 20:24:00

Author:
Sean88
Posts: 662


Cool. I'll help out where I can.
As it stands, maybe go for making in lbp2, instead of concentrating on lbp3, just as lbp3 hasnt really been confirmed yet, or any of the details.
Just saynig buddy

Working in lbp2 only would work for Logic.
I really dont want to create for lbp2 and base all the logic in 2D.

Already been creating logic that will work in LBP3 in Vita.
Few small bugs with it still. Working on character movement & Lock On Aiming.
Still working on concepts for the Lurker. (Having bit of trouble with that.)
Memory list logic been worked on and no need to really work on it anymore until lbp3.

So far Logic been very simple to do and most of the work will be designing the areas and making enemies move & characters in 3D.

EDIT:

I'm ready to show you all near finished version of the MAP. This is version 3 or 4 of the map.
Many things will be changed and many unknown rooms have names now. Least 2-4 rooms were removed from the last map version, Large hallway areas were either removed or made much smaller. Outside areas got expanded and combined.
This map seems complex but some square cut outs are just places for objects like tables,chairs,etc.
Pathways and objects are changed to take those paths.
After looking at this map more found some spots I could remove to make areas bit smaller. So expect another version to come out later on.

http://i1312.photobucket.com/albums/t534/rubyweapon1/resmap2_zpse73ab09b.png

Areas:

(Numbers are mainly for me to keep track)
(5) Libary
(11) Kitchen
(2) Hallway1
(12) Hallway2
(13) Gun Rack
(15) Study Room
(18 ) Dungeon (Boss Room)
(14) Dinning room
(16) Garden
(20) Dark Pathway
(21) Shed
(3) Spare Room
(4) Supply Room
(9) Hallway3
(10) Hallway4
(8 ) Bio Lab
(7) Bio Lab2
(6) Dressing room
(19) Launch Pad (Boss Room)

EDIT:

With changes made to layout I was able to find out the fastest way players could complete the game and that is going through 51~54 rooms. This leads me to believe that the game will be 1-5 hours long depending on your skill level.

This made me make this list

(Level1 ) 1,2,3,2.5,10,
(Level2 ) 9,4,9,10,14,12,
(Level3 ) 14,10,
(Level4 ) 17,16,20,21,
(Level5 ) 20,16,17,10,14,15,
(Level6 ) 14,10,17
(Level7 ) 18,17,10,11,
(Level8 ) 14,12,8,13,
(Level9 ) 8,12,14,10,5,2,6,7,
(Level10 ) 6,2,5,10,9,19

Each number = room above and going through them in order leads you to the end of the game.
Also made Levels where once you reach that part of the game new enemies/items appear in the older rooms. This allows players to explore on there freewill and allows me to rail/gate there content.

SAVING YOUR GAME

There will be SAVE spots in the game. This will only save your location when appearing in game again.
Your items/Ammo is saved as you use & collect them. So careful not to run out.
2014-01-09 01:28:00

Author:
venat
Posts: 715


http://i1312.photobucket.com/albums/t534/rubyweapon1/resmap4_zps1d1fdcb6.png
Map4

Room layout has been changed in Map4. Room 6 has been changed to something more for tuterial. Beginning checkpoint paths & last checkpoints have been slightly changed.


Purple Dots: Boss rooms
Yellow Dots: Save Areas

Red Lines- Locked Doors
Green Lines- Open Doors.
2014-01-10 07:31:00

Author:
venat
Posts: 715


Version 5 of the map is here.

http://i1312.photobucket.com/albums/t534/rubyweapon1/res9_zpsb285a7bd.png

Themes, layout and room changes, Layout, and Overall Story as been added to the game to suit the new Map.

Most major changes is Dungeon/Outside & Final Areas of the game.
There is now basement & 2nd floor areas.
2014-01-15 16:02:00

Author:
venat
Posts: 715


Working with weapon designs right now. Found some decent guns images to use for the game. Been editing them a bit in photoshop.

Also played RE1 for ps1. Learned few things replaying it. Mainly about character spawning, Lighting, Shooting, character movement and also RE1 was designed very poorly by room designs and camara views. Got good feeling my game will look twice as good as the normal game (look wise)

Gonna use this handgun for 1st weapon of the game. (Not finished design)
http://www.frontierarms.com.au/products/handguns/Colt-Rail-Gun-1-900.jpg

Looking for decent shotgun & other weapons atm. no luck yet.
2014-01-20 22:23:00

Author:
venat
Posts: 715


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