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#1

Idea/ in production: A slow-paced, co-op action dungeon crawler.

Archive: 8 posts


So i'm currently making a level after being away from any lbp creating for a year or so now.

I'm making a 1-4 player co-op action dungeon crawler.
there are 4 classes to choose from (1 per character, no repeats)
-Swordsman
-Lancer
-Archer
-engineer (this one is pretty much a throwaway for me to be creative.)

Each character has their own stats in Health, Speed, and Strength.
They each have 3 attacks
A weak attack that uses no stamina (Press Triangle)
A medium attack that uses a little stamina (Press (or hold depending on the character) Square)
A Heavy attack that takes up a lot of stamina

Running (hold x + move) Takes up stamina, and so does dashing (Direction + O button)
Putting up a shield lowers your speed and will take up stamina (but lessen the damage taken from enemies).
Pressing down on the d-pad will use an item to heal people.

I'm taking lots of notes from the level dark force from lbp2, but i wanted something like that on vita, so... that's what I'm doing.

I have the pretty much everything gameplay wise done except for shield logic, "death/ revive" logic and the respawn logic
I have completed 3 of the 4 characters in this regard.

I'm not exactly ready to post pics yet since I haven't started on level design, or on enemy design.

Hope to have this finished... eventually :S

-Mail

- - - - - - - - - -

Update1: finished all logic for Swordsman and Archer. Now i need to finish lancer, and actually make the mechro character.

need to start enemy designs. No idea how i'm gonna do that.
2014-12-06 03:22:00

Author:
a_mailbox
Posts: 416


Sounds interesting
CompherMC provides some basic information on sackbot AI here (https://www.youtube.com/watch?v=5bDTsD29o-I&list=UUhuVRageHxiKjyJiXzV0c1Q). It might help you with getting a start on enemy designs.
2014-12-08 02:53:00

Author:
ShadowArcticWolf
Posts: 131


Oh I don't need help with logic.
Just how the enemies look. I have ideas on how I'm gonna make them.

I've also decide to add a semi-random map system where the level chooses from one of 3 map designs and then the actual generated rooms inside the map will also be a bit random.

I've fully completed one class so far (I had a lot of stuff gone since I got stuck with an infinite "connecting to online" glitch). 2 of the others will take no time at all. Still thinking about what to add for the 4th class (im thinking torrent placement for heavy attack, small knife for mid, and some sort of trap for weak.
2014-12-08 10:48:00

Author:
a_mailbox
Posts: 416


Hey man. I am excited for your level and cannot wait to see it finished. Do you still need help with character design or would you like other kinds of help?2015-03-07 19:25:00

Author:
vinniegnsb
Posts: 22


I just found this and it sounds amazing!2016-06-28 01:40:00

Author:
ratalsoni1
Posts: 30


Hi Ratal,

I've tried to find this level on a_mailbox's PSN account, but there aren't any published levels listed! So I guess that he didn't finish his level project.

Many greetings, Jürgen^^
2016-06-28 03:10:00

Author:
CuriousSack
Posts: 3981


I've tried to find this level on a_mailbox's PSN account, but there aren't any published levels listed! So I guess that he didn't finish his level project.

Many greetings, Jürgen^^


Darn, so much time spent for nothing. Some of these old projects sound so cool.
2016-06-28 22:57:00

Author:
ratalsoni1
Posts: 30


Sounds cool. It's a pity that there aren't any news.2016-07-05 11:24:00

Author:
mdkd99
Posts: 1172


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