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Castlevania

Archive: 3 posts


I think I'll attempt to create a Castlevania game with an open world castle like Symphony of the Night. This could take some time I know. But this is something I wanted to do with LBP2, but the creation tools just wasn't there to do it right. Now we'll have a dynamic thermo/level stitching. So, I could load in new areas of the castle very fluidly making it seem like one huge game world. I hope I can switch characters on the fly with a button press, but I'm not counting on it. It would be cool though. For instance, the protagonist will be Dracula's son Alucard. And with a button press he could turn into a bat (Swoop), and a wolf (Oddsock). Don't think I can get a mist transformation. In the trailers I seen a cool swing animation, so using a sword is now possible.2014-09-21 03:24:00

Author:
rambo3416
Posts: 179


Sounds great. You can do transformations though with a bit of nifty logic. I did it with top-down characters, you can see here:
https://www.youtube.com/watch?v=xdkEoZM76ag&list=UUDeg4vBVURymuk5CYBEfQKw
https://www.youtube.com/watch?v=f48Xeccl5KM&index=7&list=UUDeg4vBVURymuk5CYBEfQKw

You basically delete one at the same time as you spawn another one. The pod you're in is invisible and just follows the tagged transformations. Your pod just broadcasts button presses to whichever is spawned at the time. You have to make sure each transformation button sends a "kill" command do any currently spawned forms then instantly spawn a new one.

You can make it so that your most recent form's button can't be triggered again to avoid people spamming the re-summon button changing into their current form by having a 1 point counter filled when you press a certain form and have it so that an empty counter is required to use it. Then have the other form's buttons reset that counter. (You'd have to do this for each form). That's how I handled it anyways.

EDIT:
As for the mist, that's easy. Instead of spawning a new sockthing, you'd just spawn a controllable floating "object", that's nothing but a mist emitter. All of the above "rules" for transformations would remain the same, essentially. You might need to hide some sort of physical part so it can't go through just "any" walls, but it could certainly be done. You can also set your main controller or "hit box" to have varying rule sets based on what form you're in. Like mist can't take damage, or whatever you want (I could help with that if you need any specifics).
2014-09-21 18:11:00

Author:
RonPierce
Posts: 131


Thanks for the input. Those are great ideas. Especially the one for the mist transformation. It amazes me in how much you can do with this game. I'll keep you in mind if I'm having any issues. It's exciting thinking about the end result, but I know it's gonna take a while to create.2014-09-21 21:25:00

Author:
rambo3416
Posts: 179


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