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Silent Hill 3 Tribute Series
Archive: 9 posts
It has been so so long since I have been working on this project, and now I have a playable build, unfinished of course. It all starts with the main menu where you can start a new game or use the level select. Level select lets you choose between, Lakeside Amusement Park Entrance, and the other under Central square Mall/Normal side. I have just finished the beginning mall areas and just wanted to gauge reaction and feedback on whats done so far. There is still much to do, like cutscences, all the areas and features, as well as logic errors to find. Been up all night trying to get it ready, very tired writing this. Here are some of the images Main Menu http://i2.lbp.me/img/ft/e32402a347c634183faf6f3c779d3be9d4cc8dab.jpg http://i3.lbp.me/img/ft/ff3eba57bc0d8a3a8e8ef385126d243ba4cc4cc2.jpg http://i8.lbp.me/img/ft/eb82e515efeed280ba1004388ce65df055c2187b.jpg Lakeside Amusement Park http://if.lbp.me/img/ft/18fb479017c704f25ae04b21d55f7e053740e752.jpg http://id.lbp.me/img/ft/2ddd14e80175496a710ba7340214bac82df982bd.jpg http://i0.lbp.me/img/ft/d70cbf65c0e4cae1034ba69d44488c209ee3d7ef.jpg http://if.lbp.me/img/ft/bff55f38beb291188662af23e5aef4c06342683e.jpg Central Square Mall http://i5.lbp.me/img/ft/985584848d8c7a764df9ca193deb99f91bd7012f.jpg http://i0.lbp.me/img/ft/f406dec1189b601dd11798adaec662c6ed5af21a.jpg http://id.lbp.me/img/ft/77da7afc4c9d3ff32f17eff7b8c781bc5e75d250.jpg http://i0.lbp.me/img/ft/53087b81094a24df259315dfcc4f428565c0cdde.jpg Thanks for any feedback given. http://lbp.me/v/qnq998b | 2014-02-08 17:17:00 Author: Rem25 Posts: 32 |
I'm not a fan of horror, but this looks awesome! Queued! -hyper EDIT: Here is a level link: http://lbp.me/v/qnq998b | 2014-02-09 00:34:00 Author: hyperdude95 Posts: 1793 |
WOW! Um...I..*takes a second look* wow. looks amazing! queued. Hope it ain't too scary. | 2014-02-09 02:40:00 Author: biorogue Posts: 8424 |
Thanks for the replys. I just hope I explained the basic controls accurately, I could write a manual on how many features the sackbot has and how the mechanics work. Everyone who plays, be sure to read the level description, an in-game controls screen will be added at a later date. | 2014-02-09 06:41:00 Author: Rem25 Posts: 32 |
Definitely going to play this when I get the chance. | 2014-02-09 14:06:00 Author: Ironface Posts: 432 |
Yeah this is pretty full on! I was very impressed with the design, but did have difficulty with the navigation. im sure it is a complicated setup of camera and bot switching as it is, but if there were a way to suggest that when an arrow appears you had just come from that way that would be pretty useful. As an example, wandering along a corridor got a little frustrating as with every new screen I would likely go back to the previous as I was never 100% sure which way I was facing. Adding a simple compass to the corner of each screen that showed North would help with this. I'm sure that adding that to every screen would be a massive task though. Other than that I can't really think of anything else to say except; we'll done! oh... It does take ages to load also, having a small section in a standalone level as a loading point would help with plays as I would say that your plays are so low because people give up waiting during loading. With a fast loading level they would load in, walk around three or four screens then see a prompt to play the game or go to the menu or something. This means people know it's worth waiting for. | 2014-02-15 21:17:00 Author: Mr_Fusion Posts: 1799 |
Wow! The design of the environment is fantastic. As Mr_Fusion wrote I had some problems with the right way too However: Great level with excellent design. | 2014-02-16 00:40:00 Author: avundcv Posts: 2526 |
I have been away for a few days, glad to see the responses. I'll try to fix the problems. There will be a map that can be accessed at any time to help with navitgation, just did not get that far yet. I'll probably make the map availible from the get go, in the real game you have to find it first. I can see areas where you have to come forward being an issue, I may also put in a compass option in the in game menu. The real game did not have an in game compass, it never crossed my mind until now. Lbp design nature makes it difficult to build 3d areas without something getting mistranslated. Hopefully a toggle able compass will help those who never played Silent Hill 3 and those who are having trouble with navigation. Will see about fixing any of the loading times for the levels, all were decently fast loading for me. Any loading time issues could be due to the high amount of unique stickers in the levels, each level runs about 3500kb a piece. The actual areas themselves are not all that complex really. Sticker compromise is not an option unfortunately, spent too much time to cut back. I've had to make a lot of compromises just to get this far, believe me. Soon going to add on the 3rd store area and put in the basic area ground work for the next areas. Death will be possible, so the save system will be placed in (that strange circle symbol saves the progress). Monsters will also be added soon. They'll be random (as random as it can) spawning so be on your guard after a certain checkpoint is past, if you have played Sh3 will know where this is. Monsters will not follow the real game spawn patterns, after that special point they can be everywhere and nowhere. All features talked about above may not be implement all at once and in a finished state when released. Will start adding it, in the next few days if all goes well. | 2014-02-17 13:39:00 Author: Rem25 Posts: 32 |
The loading thing is really sneaky. I think it's actually really hard to tell how long it takes to load a stage on your own PS3, as I think that even if you play it from your earth it still references the level on your moon. I have a font level that takes aaaages to load for other people but its super fast for me, so did a test and I published it, deleted it from my moon and then loaded it and waited and waited and waited... oh and waited. The sticker work is amazing and I understand the difficulty between balancing vision and compromise, so a teaser section in a standalone level before continuing to the real game is a good way to help not cut back on the detail you have. | 2014-02-19 09:08:00 Author: Mr_Fusion Posts: 1799 |
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