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#1

Sackulese part deux

Archive: 15 posts


I'm working on another Sackulese level, and since it's going to take a while, I figured I'd start one of these. This one is going to be more of a "Legend of Zelda" style, with exploration of an area, unlocking doors, fighting little monsters, with a couple bosses, all in succession. I have the layout and most of the mechanical things designed, but I'm in quite the early production part.

I will have several "puzzle" rooms you have to complete to proceed. While the layout of the map will be static, the puzzle rooms will spawn in the dedicated "puzzle spots" randomly, giving a slightly new layout each time you play it.

Currently I'm half way done creating the puzzle rooms, then I'm headed to the bosses and monsters, and finally world building. Will post some pictures when I'm a little farther along, and will try to update here when I make some bigger progress.
2014-07-02 14:38:00

Author:
StJimmysAdiction
Posts: 388


Sounds intriguing. Certainly up for beta testing if you should need any.2014-07-02 15:02:00

Author:
Scorpio1357
Posts: 460


Challenge of sackulese (https://karting.lbp.me/v/p8qo) was really cool.
That would be great this time if you could make custom controls (and custom player camera)
I remember, i had some problems to understood how to kill some bosses. So may be you can add this time some clues to understoof how to proceed.
2014-07-02 15:21:00

Author:
gipsy
Posts: 408


I remember, i had some problems to understood how to kill some bosses. So may be you can add this time some clues to understoof how to proceed.

I plan to use timers and tags to activate clues to the puzzles to make sure you can progress. My plan on the monsters and bosses, as of now, is to have hitting them be pretty straight forward, as well as adding life bars for the bosses.

Also, I forgot to mention, I plan on adding a few secret power-ups in the level, so if you find them you can upgrade your attack and defense (decrease the attack cooldown, and increase the number of hits you can take). My map has secret passages to find these, but I haven't figured out how I want to activate the secret doors or how to make them not too hidden (I want people to be able to find them and activate them intuitively if they're exploring and paying attention, and not rushing through, but still hidden enough to be considered secret as the power-ups can be powerful). I've mostly come up blank while thinking about it, maybe a hidden switch somewhere? Do I want the activations to be different for the different passages, or is it fine for them to be the same so people know what they're seeing after they figure out the first one? The perspective of someone who doesn't know is hard for me. I'm open to suggestions.
2014-07-02 16:22:00

Author:
StJimmysAdiction
Posts: 388


My suggestion for the 'secret passages' locations is to put some kind of symbol, whatever you feel appropriate to the level, on the 'secret door'. Make the first one fairly obvious, then you can be devious in hiding the rest of them because the player will know what to be looking for.2014-07-02 19:09:00

Author:
Scorpio1357
Posts: 460


I have finished building the rooms that are randomized:
https://lbpk-production.s3.amazonaws.com/player_creations/1474490/data.jpg

They're not too impressive from that shot, but I didn't want to give too close up of a picture of them. Each is its own object that can be emitted. Also, I've finished the first monster. Introducing, the Dufflepud:
https://lbpk-production.s3.amazonaws.com/player_creations/1474488/data.jpg

It may not look impressive or intimidating, but really, if you know what a dufflepud is, you wouldn't expect it to be. I believe I'm ready to start making another monster and the bosses.


My suggestion for the 'secret passages' locations is to put some kind of symbol, whatever you feel appropriate to the level, on the 'secret door'. Make the first one fairly obvious, then you can be devious in hiding the rest of them because the player will know what to be looking for.

I think I've decided to mark the door with a sticker or something like that, and have a breakable wall with a switch behind it nearby. The mark (not huge or in your face) should let those that notice it that that segment is different and should they also notice the breakable wall that's going to be pretty close to the first one, it should work to discovering the first one pretty easy. We'll see how that works.
2014-07-06 13:27:00

Author:
StJimmysAdiction
Posts: 388


I don't understand: the rooms are not next to each other? How do pass from one to another?2014-07-06 15:09:00

Author:
gipsy
Posts: 408


I don't understand: the rooms are not next to each other? How do pass from one to another?

Ah, these aren't part of the map yet. I made these rooms (floors with the puzzle attached) into objects, so they can be emitted from an emitter, so that they can be randomly selected to spawn in the designated "puzzle room" areas within the map that I'm going to build. I'm looking to make each play a little different by randomizing some of the content.

This means when you play it once, the puzzles shouldn't be in the same location the next time you play it, even if the overall map is the same layout. Not a huge randomization of the map, but I think it would be an interesting twist and surprise to someone who plays it more than once. Like most of my levels, they're intended to be played more than once - surprises for the first play, and challenging and fun to take advantage of secrets on subsequent plays.

My map has 6 puzzle rooms, and I could only come up with 6 puzzles. Would have preferred 8, but I just couldn't think of something that different from what I had already - they're harder for me to devise than I anticipated. Should I come up with any more I'll add them so you don't see every one each time you play, but until then, or if it even can happen for me, the 6 is the minimum i need.
2014-07-06 15:47:00

Author:
StJimmysAdiction
Posts: 388


Really interested to see this in action. Specifically the puzzle sections. It took me some time to think of the ideas for them in my Castle Grounds level and I never considered the possibility of randomisation. This could be team pick worthy! If you need help with anything, give me a shout.2014-07-06 22:46:00

Author:
Scorpio1357
Posts: 460


Small update. Life has kept me from building much this week, but I believe I have finished the second standard monster.

Meet the Mokkurkalfi! A sand/rock/mud golem construct from Norse mythology (this level is deriving most of the "story" and enemies from Norse mythology, this is just the first glimpse), uses earth based attacks on you.

https://lbpk-production.s3.amazonaws.com/player_creations/1478514/data.jpg

Next I'll be working on the bosses, but I probably won't post about them, you know, upholding surprise and all. After that, I'll start building the temple/dungeon map.
2014-07-10 15:15:00

Author:
StJimmysAdiction
Posts: 388


I was going to wait till I finished the full layout of the temple/dungeon, but I'm 95% done with the basic set up of that and have a few minutes so I suppose I'll go ahead.


https://lbpk-production.s3.amazonaws.com/player_creations/1488004/data.jpg

Layout of the main area. No walls yet except around puzzles.

https://lbpk-production.s3.amazonaws.com/player_creations/1489418/data.jpg

Got the side room/hallways walls up. Between freezing and power outages, I've had to do this a few times.

https://lbpk-production.s3.amazonaws.com/player_creations/1490756/data.jpg

Got the Front wall up and a roof over it. Got stairs put in. Guess you won't see inside the main hall yet.

https://lbpk-production.s3.amazonaws.com/player_creations/1491750/data.jpg

Got the back area put up and the entrance to the first boss, as well as the floor of the boss arena put up.


Still have to finish the first boss arena walls/roof, then set up the area for the actual encounter, then make the entrance and arena to the second boss. Then I'll be setting up the randomized rooms, spawn points, secret upgrades and entrances to them, doors/keys, monster placements, and decorations. Then a couple more odds and ends. Then I think it will be ready for alpha/beta testing.... that list seems longer than I anticipated. Well most of those shouldn't take much time! Its comin along!

I think I'm going to use a couple of these pictures and make a guide map in MS paint to post when I publish. Would people like that?
2014-07-23 16:35:00

Author:
StJimmysAdiction
Posts: 388


I've run into a snag in the level. One, it decided to disconnect all of my connections. That will take some time to put it all back together. Also, my emitters aren't emitting properly anymore. Not sure what caused this, but I hope it can be fixed, as the boss fights are currently reliant on emitters.

If anyone has any ideas about what would fix this, that'd be great. It may take some time for me to work through it.
2014-08-06 01:59:00

Author:
StJimmysAdiction
Posts: 388


Update time:

OK guys, I've got some good news and some bad news -

Bad news first. My level has become overfull and a lot of stuff stopped working. I've done everything I know how to reduce the thermo, and it worked to a decent extent, but as I have a little bit more to add to make the level playable, I had to abandon the randomized puzzle rooms logic. It was eating up a lot of logic thermo and overtaxed the number of emitters I can have. I still really like the idea, however, and plan to use it in my Halloween level. Also, I'm still having trouble with the game giving the weapon twice instead of once. Looking for solutions, maybe I'll try rebuilding that from scratch again, saving and exiting between attempts this time.

Good news now. I'm almost done with the level! I should be ready for some beta testing in the next few days. Let me know if you are up for some testing for me.
2014-08-24 13:33:00

Author:
StJimmysAdiction
Posts: 388


I should be ready for some beta testing in the next few days. Let me know if you are up for some testing for me.

Definitely, have been waiting for a crack at this since you first started building it.
2014-08-24 14:04:00

Author:
Scorpio1357
Posts: 460


Loved the first one. Would definitely love to test this one!2014-08-24 20:11:00

Author:
Whit3RaveN
Posts: 84


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