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#1

Bad House Survival

Archive: 7 posts


I've had this idea in my head for a while now, and I'm still thinking through the details. I've wanted to make a survival challenge level that's a bit different from the standard fare of "Dodge the Emitted Objects" or "Survive the Shark". I do give credit to a Sea Monster survival I once played because the creatures were really neat, and the level was hilarious. But anyway...

So my idea for a survival challenge is a haunted house survival. When I say "Haunted House" I DO NOT mean like a cliche Nightmare Before Christmas survival. The house at rest should look like a plain, ordinary, 2-3 story modern home with white walls, clean ceilings and kitchens, and all the appliances you'd expect to find in a home.

The Survival aspect is due to the house being set on a timer. This timer, as it progresses, will steadily make the house more 'haunted' and events more dramatic. So for the first minute or two of playing nothing will happen. Then 2-4 minutes objects start moving, 4-6 minutes ghosts start appearing, 6-8 minutes demonic portals start appearing, and 8-10 minutes eldritch being start stalking the halls, and basically everything just keeps going downhill from there. Each room additionally has its own 'volatility timer' so you can't stay in any one room for too long. Once you max out a room's volatility, death is inescapable, and you lose the challenge.

I would sort of like this to be a survival challenge which actually has an end to it. So maybe if you survive for 15-30 minutes, you'll get a huge score bonus, and the scoreboard will be different. 30 minutes is definitely pushing the limit on time, but I really want lots of stuff to happen in this house. This is just an example.

Living Room:
Phase 0 (0-2 Minutes)
- No activity.

Phase 1 (2-4 Minutes)
- Phone rings, then stand falls over.
- Painting tilt on the wall.
- Door shuts on its own.
- Vase slides off coffee table and shatters.
(No Volatility Events)

Phase 2 (4-6 Minutes)
- Fireplace Painting turns into a creepy picture.
- Fireplace ignites.
- Furniture hovers.
- Ceiling light falls and shatters.
V - Furniture is thrown violently.

Phase 3 (6-8 Minutes)
- Stains appear on the walls.
- Shadowy ghosts come up from the floorboards.
- Creature leaves fireplace painting.
- Furniture shatters into splinters.
V - Walls and floor catch on fire.

Phase 4 (8-10 Minutes)
- Soot and Fire monsters begin appearing.
- Fireplace begins to look like a face.
- Walls and floors turn to rust.
- Ceiling depresses and begins to drip.
V - Walls and floor catch on fire.

Phase 5 (10+ Minutes)
- Fireplace Face fully manifests.
- Floor turns into broken sharp metal.
- Fire demons erupt from the ground.
- Nasty bits fall from the ceiling into the "grinder" floor.
- Fireplace face manifests claws, and the wall turns into a vortex.
V - Fireplace Face grows a tongue and begins lashing it wildly.

It would also be neat if each room was compartmentalized, so you could easily switch them out, or perhaps randomize certain rooms. You could have maybe like 3-4 different builds of each room region. Perhaps the upstairs bedroom could be a couple's room, a kids' room, a single person guest room, or even an upstairs lounge room or library. That way your different play throughs could be entirely different as each room is emitted upon game start.

Random rooms may be a bit ambitious for a Version 1, but the concept I think is all right. Does any one else have any thoughts on this? I'd love to get some community input.
2014-07-25 19:34:00

Author:
Kato
Posts: 732


It sounds rather like a better version of an idea that has been done about a million times. It might be interesting, but I wouldn't call it a fresh new idea or anything.2014-07-25 22:34:00

Author:
Tynz21
Posts: 544


Do you have a link to an example? If it's been done already, I don't want to bother doing it again.2014-07-28 14:09:00

Author:
Kato
Posts: 732


My experience with survival levels is pretty limited because I usually stay away from them. From what I read, this would be the most intricate and interesting survival level I've ever played. If it has been done before, I've never played it. Knowing your levels, I wouldn't be too worried about making something similar to somebody else because you have an unique style that will make it stand out.

Also, the idea of the house becoming more haunted as time goes on is very interesting. I'm picturing knives, forks, and plates flying across the room in the kitchen. Maybe the piano falling through the second floor boards down onto the first floor. Ideas just off the top of my head without any filter lol. Loud footsteps and then you see a pack of rats scurrying across the floor. Blood pouring from the shower faucet. Anyways, I have a tendency to think of too many ideas and I have to force myself to keep it simple or I end up abandoning the project.

I do think something should happen in the first two minutes or many people might leave because they are impatient.
2014-07-30 11:13:00

Author:
Greensmurfy
Posts: 300


If you're worried about this being done before on LBP, it has. Just not anywhere close to decently. So, I guess it hasn't by what you're meaning, considering those levels didn't even have an ounce of gameplay, nor resemble anything to be frank.
I think the idea would be a great thing to make. My only input is unless you are really going for creepy atmosphere, or just a very specific atmosphere, don't have the wait time for the first event so long.
2014-07-31 03:24:00

Author:
koltonaugust
Posts: 1382


All righty. 2 minutes with nothing probably would be a bit too boring. My initial thoughts were that the player would explore the empty house first, but with things so subtle at the start, even after two minutes not much is going to happen. I do want a creepy atmosphere, but not a boring one. XD

The closest example to my idea I can personally think of that is similar, is that Hotel Room 1408 level where you start off in a room, and then as time progresses, more stuff keeps happening until you get to leave to explore. It was fun, but the horror aspect wasn't particularly enthralling. Sackbots are just not scary, and making them into giant clowns strikes me as the creator running out of ideas.

Obviously some horror elements will be a bit cliche. Hovering furniture is about as standard as you get. But as time progresses, the furniture will sprout sawblade arms, and start vomiting babies while trying to murder you.

And yes, gamplay would come first and foremost. It would not be just an idle 'let's walk through some place spooky and solve puzzles.' I specifically want to make it so there's not even a single corner you can hide in, forcing the player to keep moving, and avoiding constant hazards that get worse the longer they stick around.

This weekend I'll see if I can make just a single room for people to test. I think it would be awesome to compartmentalize this though. Then like, other players could build rooms, submit them, and add them to the house's randomizer
2014-08-01 16:44:00

Author:
Kato
Posts: 732


All righty. Bad House is under construction.
http://i6.lbp.me/img/ft/e26f08c3d4349013859ddca63033c8fa1700bd5e.jpg

It's turning out a bit more whimsical than I initially thought, but I'm having fun with it. The level is set to a timer, and six phases. Each room has one even for each phase. When the level starts, nothing is happening.

http://ie.lbp.me/img/ft/e5e7eef6b1ce3f1a209d2814a2ac1d7bf0cf24fe.jpg

Then, as time passes, different events will occur, and after time, they start to stack. so the first few minutes won't be too difficult to survive, but it gets worse as it goes on.

http://i5.lbp.me/img/ft/055b07cc6bc79d9990c78bbe746f50742b1301f8.jpg

In the foyer, the vase and table hover for phase 1. For phase 2, the chandelier becomes dangerous if you walk under it. Phase 3, sawblades roll down the stairs. Phase 4, the clock becomes a monster and shoots fire. Phase 5, the floor starts to ignite into flame, and at stage six floor times begin to plasmafy.

http://i8.lbp.me/img/ft/22803126086fe2a5d23e6cf7b18f2a04b6d82cbf.jpg

As you spend time in a room, the volatility increases on a hidden timer. When it maxes out, the entire room becomes instantly deadly. In the foyer, a giant ghostly hand emerges, and 80% of the room is gassed. The chandelier is a safe spot, assuming the chandelier is not active. So the idea is to keep the player moving.

There are no checkpoints, but as time passes, score increases, so the longer you survive, the more points you'll get. There are 13 rooms of danger throughout the house. Foyer, West Stairs, Conservatory, Living (Dead) Room, Bedroom, Library, Dining Room, Bathroom, Kids Room, Kitchen, East Stairs, Storage Room, and Garage. If you manage to survive the night, all events instantly reset, and the garage door opens letting you walk into the morning sun unscathed, and with the highest possible score.
2014-09-01 19:47:00

Author:
Kato
Posts: 732


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