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#1

FPS combat arena

Archive: 8 posts


Hello,

I'd be very interested in an FPS dueling arena, maybe something like a 1v1v1v1 set up. A simple bipedal custom robot kart combat battle. There's a lot that could be done with it - automated given weapons on a cooldown (unlimited rapid fire is bad for arenas), weapon upgrades by collecting "coins" or kill sprees. With custom kart it should be possible to a multi-hit/life based system.

I've done a lot of the logic for those extra things before and could provide a how-to/step-by-step for them, however, I have no intention of building anything like that at this time. So, if someone feels inspired, I would love to aid in the production and difficult thought bending stuff.

Or something of the sort.
2014-09-15 20:11:00

Author:
StJimmysAdiction
Posts: 388


Hello,

I'd be very interested in an FPS dueling arena, maybe something like a 1v1v1v1 set up. A simple bipedal custom robot kart combat battle. There's a lot that could be done with it - automated given weapons on a cooldown (unlimited rapid fire is bad for arenas), weapon upgrades by collecting "coins" or kill sprees. With custom kart it should be possible to a multi-hit/life based system.

I've done a lot of the logic for those extra things before and could provide a how-to/step-by-step for them, however, I have no intention of building anything like that at this time. So, if someone feels inspired, I would love to aid in the production and difficult thought bending stuff.

Or something of the sort.

Sounds interesting! To date I haven't designed a battle arena, not entirely sure why. I do have an idea that would utilise most, if not all, of your suggestions but......I've got my Mousetrapped level to sort out, still problems arising with that one, and also a fairly revolutionary checkpoint race well underway. Not giving anything away about that one!


However I'm up for swapping ideas at the mo.
2014-09-15 23:33:00

Author:
Scorpio1357
Posts: 460


Fps is good, but how about a third person? I'm working on one right now (for the past 2 months). I have recently taken my "Optimus Prime" (150+ pieces), and added a 7 point skeletal movement grid (not including kart movement forward, back, and turning) legs, body, head, left arm, and right arm is sync'd with camera (looking up, down will move gun also). with proper arm and leg sync (left arm, right leg). Planning on creating 4 autobots, and 4 decepticons with the grid'. I'm looking for ideas on the fourth decepticon... so far I have Megatron, Starscream, and Soundwave, but I need a 4th. (should be from the 80's original cartoon first 3 episodes).

Does anyone have ideas on how to, randomize your spawn start? When I create my next '8 player arena level, I dont want to always start on "player1". Or even a "player selection" where you get to chose through all 8, with automatic canceling once "guy" is picked. (deny access kind of thing).
The last thing I would want is 8 players all picking the same "guy".
Or always playing the same guy.

Question:
What would you expect in an Lbpk "Ultimate battle arena"?
2014-09-16 13:49:00

Author:
valious2corvus
Posts: 171


Fps is good, but how about a third person? I'm working on one right now (for the past 2 months). I have recently taken my "Optimus Prime" (150+ pieces), and added a 7 point skeletal movement grid (not including kart movement forward, back, and turning) legs, body, head, left arm, and right arm is sync'd with camera (looking up, down will move gun also). with proper arm and leg sync (left arm, right leg). Planning on creating 4 autobots, and 4 decepticons with the grid'. I'm looking for ideas on the fourth decepticon... so far I have Megatron, Starscream, and Soundwave, but I need a 4th. (should be from the 80's original cartoon first 3 episodes).

Does anyone have ideas on how to, randomize your spawn start? When I create my next '8 player arena level, I dont want to always start on "player1". Or even a "player selection" where you get to chose through all 8, with automatic canceling once "guy" is picked. (deny access kind of thing).
The last thing I would want is 8 players all picking the same "guy".
Or always playing the same guy.

Question:
What would you expect in an Lbpk "Ultimate battle arena"?

I would stick with random over the selection. You could never get AI to choose, so you'd be stuck in the selection. It's supposed to be random, and generally works that way once you play it through the server, but when you go to play mode on your moon, it typically places you in first. I wouldn't worry about that.

The third person is pretty interesting, and I'm excited to see how well the kart works. However, from your description, some concerns and warnings pop into my head: 1) with so many motors and logic on the custom kart, you're bound to have an oversized hit box issue - hitting corners that are too far away, getting hit by weapons that should have missed; 2) in my experience, you can only have so many highly complex objects in the game before you hit your thermo limit, run out of room for environment/arena, and before those two, start getting glitches in your logic. While its great to have high ambitions, you have to be aware that some areas may need to be scaled back. A limitation in the engine that we all are constantly battling. I hope it all works out for you that you don't have to worry about those issues, from your description it sounds amazing.

In my envisionment of the "ultimate LBPK battle arena," there would be a full set of great custom weapons (not just rehashes with a new skin, and are functionally viable), would be set in an arena that isn't too large, but has great hazards, which are avoidable but deadly, has bonuses for kill sprees, and has a nice atmosphere. Fun ways to die (https://karting.lbp.me/v/wjg7) by KingRyuukuro is an excellent example of an amazing arena, it just needs unique custom weapons. In my opinion at least
2014-09-16 14:24:00

Author:
StJimmysAdiction
Posts: 388


3rd person view is always a killer on the thermo front with custom creations. I, like StJ have my reservations on whether or not this superb sounding level will lag like crazy. I really hope not because I'm looking forward to beating up some transformers!

Good luck and if any help needed, just shout. There's some very clever peeps on here always willing to help!

2014-09-16 15:55:00

Author:
Scorpio1357
Posts: 460


"Concerns and Warnings", oversized hit box issue. Yes, at first I was having extreme issues. My first "version" had an unlimited ceiling issue, I couldn't go under anything no matter the height. But, I didn't give up, I started to tweek the "Kart base" (Kart chassis under a force field shape) mutilple times shrinking and adjusting. I started with a circle, I thought it would be easier to not get caught on walls but I was wrong. I ended up with a rectangular force field just undersized of my custom kart ( a thin base set under the custom kart). I also set up walls at different heights in the level to test if could go under and how high my restriction was, It worked. I could now drive under low enough objects and not get "caught". So I edited some more and "broke group", copied the Kart base and transfered it onto my second Kart (different height). It worked also, I couldnt go under the 'lower wall like the first kart' but I could go under heights of the higher walls (exactly what I wanted).
I also bounced shots at mutiple walls to test 'hit radius', They get close without hitting, so no real hit radius issues. I added 5 hoard enemies to test weapons against me too, and to test kart radius and respawning issues against them. It works.
"Hitting thermo limit" Yes thats an issue I have ran into before on my first level. I pushed it to the limit, I cant even add a dot sticker. And it runs smooth, except for the "distant objects disapearing at far distance" problem. At certain points a piece of two disapears across the screen but reappear when your near.
As for this project, even with all the logic on the spawn point and the logic on player 1's karts, in a clean level my thermo is a quarter/half the "circle" where the thermo starts not even close to the first notch (adjusting scaling erasing copying editing adds thermo). I understand that I might have issues when I have multiple players set up (just test each and all). I'm guessing 8x's more thermo added. But if Im 3 quarters full, I'm not going to scale down my guys. So in extreme cases i'll adjust the levels logic complexity or shape. It takes along time to 'test' everything by yourself for flaws, and glitches.

I say, If we dont push the games engine we will never know its limitations.
Yes, I have high ambitions.

Update on Optimus prime, during control and function testing I realised I was only looking at the back of him with a camera tilt. Sure it worked and looked good, but most of his detail is in the front. So yes, I added a second camera that you can button push switch (not hold to switch) to see behind now, and tilt. Also adding this function to the truck.

*Side note, saw the 'mousetrap' level. I had that when I was younger. Awsome concept.
Are you adding 'breadcrumbs jumps' or small random position appearing switches on the track to activate 'traps'?
Would you consider, making a second mousetrap? One where you follow the actual trap path setting off the things as you go. Flying through the air with that army guy into the cup kind of thing, racing down the marble tracks in custom mouse karts... with a timed ending, can you escape the mousetrap... gate closes, locks you out/in thats it, times up... player 3 dnf.

Ideas are worth sharing.
2014-09-17 13:34:00

Author:
valious2corvus
Posts: 171


"Concerns and Warnings", oversized hit box issue. Yes, at first I was having extreme issues. My first "version" had an unlimited ceiling issue, I couldn't go under anything no matter the height. But, I didn't give up, I started to tweek the "Kart base" (Kart chassis under a force field shape) mutilple times shrinking and adjusting. I started with a circle, I thought it would be easier to not get caught on walls but I was wrong. I ended up with a rectangular force field just undersized of my custom kart ( a thin base set under the custom kart). I also set up walls at different heights in the level to test if could go under and how high my restriction was, It worked. I could now drive under low enough objects and not get "caught". So I edited some more and "broke group", copied the Kart base and transfered it onto my second Kart (different height). It worked also, I couldnt go under the 'lower wall like the first kart' but I could go under heights of the higher walls (exactly what I wanted).
I also bounced shots at mutiple walls to test 'hit radius', They get close without hitting, so no real hit radius issues. I added 5 hoard enemies to test weapons against me too, and to test kart radius and respawning issues against them. It works.
"Hitting thermo limit" Yes thats an issue I have ran into before on my first level. I pushed it to the limit, I cant even add a dot sticker. And it runs smooth, except for the "distant objects disapearing at far distance" problem. At certain points a piece of two disapears across the screen but reappear when your near.
As for this project, even with all the logic on the spawn point and the logic on player 1's karts, in a clean level my thermo is a quarter/half the "circle" where the thermo starts not even close to the first notch (adjusting scaling erasing copying editing adds thermo). I understand that I might have issues when I have multiple players set up (just test each and all). I'm guessing 8x's more thermo added. But if Im 3 quarters full, I'm not going to scale down my guys. So in extreme cases i'll adjust the levels logic complexity or shape. It takes along time to 'test' everything by yourself for flaws, and glitches.

I say, If we dont push the games engine we will never know its limitations.
Yes, I have high ambitions.


I'm glad to hear that you've been able to fix/work around some of these hallmark problems! Yes, we should always push the limits of the engine, and there are several creators out there who have gone above and beyond what was thought possible with the limits.


Ideas are worth sharing.

The brilliant mantra that is LBP. Its what I believe these forums are about, sharing ideas, talent, and knowledge, and promoting the best creations. Pretty much everyone here, even with harsh feedback or warnings, is only meant to be constructive, and help the creator make the best out of their project.

Side note/question: Talking about pushing the limits, have you considered making the karts actually transform at a button press? That would be very cool, but I don't know what killer effect it would have on the hitboxes/etc.
2014-09-17 15:05:00

Author:
StJimmysAdiction
Posts: 388


Yes I have made the 'push button' transformation switch between karts. Kart1-truck and Kart2-Optimus with gun. I had 3 forms, 1 with only his hands (where you unlock the gun) but decided on only 2. from truck to gun back to truck (better flow). With the height difference on the truck I am able to make lower passages within the level, for vehicles only restricting avalabity in bot form (get away and hiding passages/short cuts).
As you mentioned with switching between and being hit. During the split second of switching between karts, you are invincible. I've come to accept it as the 'split second force field' or a 'deflect', It doesn't really affect the over all game test play so far, Even if all you did was switch, switch, switch.
2014-09-17 18:56:00

Author:
valious2corvus
Posts: 171


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