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Virtual Girl

Archive: 21 posts


This is, as far as I know, the first dating and dress up game of its kind made in LBP. It's been in on-off development for a long time but will hopefully be ready to publish soon.

In the game you interact with Virtual Girl by moving the camera around. At any point you can open a menu to change hair, eyes, makeup, clothes, accessories, or the background and music.

Virtual Girl is a fully animated character, with over 20 different components making up her face alone, all made from hundreds of pieces of sticker panel. The logic behind this has a number of predefined states, like sleep if she gets bored, but freely evolves otherwise based on player input and random signals.

The controls are simple. However, if you don't use a feature after a certain time, Virtual Girl will help you. This is to avoid any obtrusive tutorials, so you can just play and figure it out yourself.

http://i.imgur.com/1h4P1AA.jpg

http://i.imgur.com/G1bJoSH.jpg

http://i.imgur.com/65QbMhL.jpg
2014-03-01 18:33:00

Author:
Ayneh
Posts: 2454


Are these screenshots, or just art for what the game will look like? If they are screenshots, this is very impressive!2014-03-01 18:43:00

Author:
Loafsy
Posts: 68


Waitwaitwaitwaitwaitwaitwait... those are screenshots?2014-03-01 19:05:00

Author:
RockSauron
Posts: 10882


No this is Ayneh, I know these are in game. Brilliant designer--it looks great!2014-03-01 19:08:00

Author:
Rpg Maker
Posts: 877


Are these screenshots, or just art for what the game will look like? If they are screenshots, this is very impressive!

Waitwaitwaitwaitwaitwaitwait... those are screenshots?
Yeah, they're screenshots from LBP. You might recognize the stickers that the sun uses from the game, the rest is just sticker panel.
2014-03-01 20:05:00

Author:
Ayneh
Posts: 2454


Ahh so this is finally close to being done? You been showing me this project off & on for long while now.

And yeah people. These are screenshots of the real level. *mew
2014-03-02 02:26:00

Author:
Lord-Dreamerz
Posts: 4261


Hi there Ayneh,
I love this... The screenshots are extremely clever and artistic, and the game idea is quite unique... really well done man.
I'd be happy to play test for you.
2014-03-03 11:30:00

Author:
Sean88
Posts: 662


I'm now aiming to publish the level in early April 2014. Since last posting there's been a few changes:

there's a new sunset background, with rich oranges and purples.
special effects have been added, like the sun dimming when a cloud passes in front of it.
minor changes to make colours more balanced.
The music selection is finalised. The level uses in-game music since I lack any musical talent. Here's the track list:

Happy Happy Land: strings, music box, bass
Eve's Asylum: strings, harp, piano
Dew Shimmers: no modifications
If you have any music similar to these tracks and want more exposure, send me a PM. You'll be credited in the level description, e.g. 'Track 4 by @yourname'. Ideally your music uses instruments like the piano, harp or glockenspiel and sounds cute.


I'd be happy to play test for you.
Unfortunately, there's not a lot to play test or break. The level is pretty simple (http://en.wikipedia.org/wiki/KISS_principle).

That said, I've tried to think of things from a player perspective. Stuff like adjusting the deadzone of the analog sticks to make them more responsive, along with stripping everything down to the absolute minimum so it loads as fast as possible.
2014-03-20 18:39:00

Author:
Ayneh
Posts: 2454


Well this is certainly something I've never seen done on LBP.

I look forward to trying it out when it's ready.
2014-03-21 00:28:00

Author:
Tmjtk
Posts: 258


:hrmf: .2014-03-21 01:05:00

Author:
Incinerator22
Posts: 3251


Virtual Girl will be released this Friday.

http://i.imgur.com/ahIPFan.png

Publishing time for various time zones:

EU: 22:00 UTC (April 18th)
US: 18:00 CDT (April 18th)
JP: 07:00 JST (April 19th)
AU: 08:00 AST (April 19th)
2014-04-14 17:50:00

Author:
Ayneh
Posts: 2454


https://www.youtube.com/watch?v=lM0gnvHA9Fw
Jiiiiiiiiiiiiii~
2014-04-14 19:12:00

Author:
Lord-Dreamerz
Posts: 4261


The level is now up!

Level link: http://lbp.me/v/qrdr127

Level showcase thread: https://lbpcentral.lbp-hub.com/index.php?t=84599
2014-04-18 23:11:00

Author:
Ayneh
Posts: 2454


Impressive to say the least!!2014-04-23 16:02:00

Author:
James-p
Posts: 286


Kinda reminds me of the Avatar Maker levels I made with I6v6I...

https://www.youtube.com/watch?v=1DEffDGpvdo

Here's a small amount of the logic...most of the stuff is in emitters
48006

Here's the logic for each category (each category is emitted when the player selects it...)
48007


The art is a lot more simple than yours....we just used a sackbot, took a picture of it wearing a costume, put it on a sticker panel and then cut the sticker panel. Of course, this adds a huge amount of corners, so the loading time is insane.....XD
2014-04-23 16:22:00

Author:
dragonboy269
Posts: 172


Since the level has been published a few days I thought I'd share some pics from development.

I first started messing around with sticker panel around late 2011 (www.lbpcentral.com/forums/showthread.php?45587&p=950277#post950277). While I don't know when I started work on Virtual Girl exactly, I had some art assets prepared by mid 2012 (https://lbpcentral.lbp-hub.com/index.php?t=72313&p=1024332#post1024332).

I made a couple of concept sketches of what I wanted the level to look like, along with the first design of the menu around this time:

http://i.imgur.com/1xtdkOb.jpg

http://i.imgur.com/gPixvtU.jpg

Here's the first iteration of the character model along with one of the last, based off Rei Ayanami from Evangelion:

http://i.imgur.com/hgGq0S4.jpg

Discarded background, ribbon accessory and hand:

http://i.imgur.com/JAUkaHw.jpg

http://i.imgur.com/GxzOA0G.jpg

The long hair was a late addition to the level. Based off Nono from Diebuster. The orange jacket is part of a Space Cadet uniform I had in mind, but it didn't make it into the final level.

http://i.imgur.com/dCjIhwy.jpg

As more art assets were made, I had to wire them up. I used a single array of buffer gates so I could easily hook different stuff up to it.

http://i.imgur.com/hXtnpYu.jpg

http://i.imgur.com/t2b8WqP.jpg

The level just before publishing:

http://i.imgur.com/MKqjImE.jpg

The first iteration of the logo and the last:

http://i.imgur.com/nLijOaL.jpg

http://i.imgur.com/1h4P1AA.jpg
2014-04-23 16:50:00

Author:
Ayneh
Posts: 2454


Haha you and your mountain of wired logic. You need to use more wireless logic like I do. xD
And no excuses of wireless logic having a little bit of delay. ;P *mew
2014-04-23 21:18:00

Author:
Lord-Dreamerz
Posts: 4261


Kinda reminds me of the Avatar Maker levels I made with I6v6I...

https://www.youtube.com/watch?v=1DEffDGpvdo
Unf, I love that cursor. <3


Haha you and your mountain of wired logic. You need to use more wireless logic like I do. xD
And no excuses of wireless logic having a little bit of delay. ;P *mew
Tag sensors have 0.03 seconds of delay and also add to thermo. I would rather lag to death in create mode with 1000 wires than use them.
2014-04-24 20:43:00

Author:
Ayneh
Posts: 2454


Tag sensors have 0.03 seconds of delay and also add to thermo. I would rather lag to death in create mode with 1000 wires than use them.

You just have stubborn bias~

0.03 sec of delay would only tiny small little bit matter if it was a fast paced action game. And if you used tags then you could far more easily use a emit & destroy logic, which would mean you could fit far more into the level. And using tags makes everything all clean and organized, which allows the creator to come back a year later and can still figure out what everything does just by looking at it... That DDR minigame you made me is still impossible to figure out the logic. hohoo. *mew
2014-04-24 21:03:00

Author:
Lord-Dreamerz
Posts: 4261


0.03 sec of delay would only tiny small little bit matter if it was a fast paced action game. And if you used tags then you could far more easily use a emit & destroy logic, which would mean you could fit far more into the level. And using tags makes everything all clean and organized, which allows the creator to come back a year later and can still figure out what everything does just by looking at it...
If you're emitting or detecting stuff I can understand using tag sensors. For anything else though you're only adding unnecessary delay to the signal.

It was actually a problem in the level, where the clouds which use wireless logic changed a frame later than the background did. There would be this distracting flicker for a single frame where the clouds didn't match the background. Gross.


That DDR minigame you made me is still impossible to figure out the logic. hohoo. *mew
To be fair that was just badly made and broken, so I don't blame you.
2014-04-26 00:39:00

Author:
Ayneh
Posts: 2454


It was actually a problem in the level, where the clouds which use wireless logic changed a frame later than the background did. There would be this distracting flicker for a single frame where the clouds didn't match the background. Gross.

Unless i'm just misunderstanding what you are talking about. It's true i'm not exactly aware of any problems you may have. But personally I get flicker problems with all objects on my game, especially in create-mode, Even objects without logic will just randomly flicker on me, example is the metal pinball object which will flicker semi often. So really I don't even bother worrying about flickering much anymore. LBP2 just has problems in general. *mew
2014-04-26 01:00:00

Author:
Lord-Dreamerz
Posts: 4261


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