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#1

Advice for my RPG. bunch of questions

Archive: 3 posts


I need some feedback on game design & maybe some advice on maybe improving it.
This is what its starting to look like.
http://i0.lbp.me/img/ft/320eef87d7375c308e15d56e626b9d007f1696a9.jpg
http://i4.lbp.me/img/ft/9d48d4eeac0447405ff9980e45f5245e2513df9c.jpg


Really not sure which type of area layout I want to put in my game. Should it be top down like pokemon or side scroller?
Also will understand what kinda RPG im trying to create in the end.

Really hard deciding which to pick because it needs to be big enough and be detailed enough.

Heres 2 pictures of what I been thinking of doing for area design and how you will venture.

Picture of Golden Sun.
http://static1.gamespot.com/uploads/original/mig/9/4/3/7/399437-goldensun_004.jpg
http://i7.photobucket.com/albums/y256/PyrosNine/Lets%20play/GS/Ep4/goldensun_05Custom.jpg
Now this game has some intresting and yet simple puzzles with pushing platforms and moving them etc.
Having little issue adding more intresting puzzles with the game being the way it is in the photo above.

Second Picture is Chrono Cross

http://lparchive.org/Chrono-Cross/Update%2034/10-racism13.jpg
http://vignette2.wikia.nocookie.net/chrono/images/a/ab/ShadowForest.png/revision/latest?cb=20090806043555

Now this is a mix of 3D space/sidescroller with zones to other maps. Also has some top down features.

Overall im thinking of redoing the photo above and making it more top down with in & out 3D elements. Maybe even have both. Main issue I see with the top down is I need to put more collusion detection in it. The level needs to host least 1 or 2 battle arenas. Common battle arena & boss battle arena.

On another subject thats related to the areas. Thinking of adding in a sorta a flying Robot Character kinda like Navi in Zelda that uses its own Magic/Skills in the area to do puzzles. Ice beam on water and makes a platform etc. Might have players use touchpad to move it around and be able to select things with the robot.

Battle System
Now start of this RPG project I wanted to make something cinematic in terms of using actions and be animated in battle.
This is a 3DS game called Braverly Default.


https://youtu.be/rNIbPaXr3OE?t=115

Idea is simple. With each new Weapon you obtain in game will replace the weaker one. Each weapon has its own special cutscene attack like in the video. Main issue with this is the camera doesn't pan to the next camera fast enough. There is a huge delay. Like one second. Not fast enough to have maybe views within a few seconds. Also character joints and characters arent 3D and fast enough to do cool character movement like in the video. I can still do some cool stuff with the characters but its in 2D.

Now the battle system is sorta like Chrono Cross & Braverly Default & Golden Sun mixed into one.
Actions cost AP. Only action thats currently free is normal attack. At the end of each round all players earn 3AP and there cap is 6 for there bar.
Health Potions cost 2AP and Special Attacks cost 4AP, Special Attacks doing like 3x of a normal attack.

The big issue with the last RPG I was working on was a MMO. Had a ton of actions, illnesses, traits, attacks for each class. Was a multiplayer/join in and drop out MMO where your progress got saved. Main issue was the learning curve was way to high for the community of lbp. Was also unforgiving a bit but it got easier as you leveled up making you think you made progress. So this time around the game has all visuals and not many features where you could mess up and its easy to learn from the get go.

One of the main issues I see with going so simple is its hard to add in more complex logic to add a feeling of improving your character in terms of health & attack power. Right now im using very simple counters for health bar and how im outputing attack damage. If I want to add stronger weapons and stronger enemies I need to redo these systems so the game can read stuff like Enemy Attacks you for 5000 damage. Right now its just single numbers like damage 1.

Another Question is how do you force front view mode in playmode? I want Frontview+camera view locked in 1 spot.

- - - - - - - - - -

Update

Videos:

Video1

https://lbp.me/f/8f4ae954b6e85bf728981db6f8db6b85eca37af7/more_by_user?p=1&l=12

Video2

https://lbp.me/f/587c7c60817fe7c30dc1a8ac6cb8e9e24013fa2d/more_by_user?p=1&l=12

Video1
Cant move camera or character in and out. Can move pretty much anyway within a box.

Video2
Camera & sky background follows the character.

Pretty much both videos are the same but the area went from many layers to just one layer of control and camera has a front view.

Being stuck in 1 camera might be bad if I want to add text boxs in.
2015-11-16 12:29:00

Author:
venat
Posts: 715


This iOS looking great! Although I do think the first battle scene (second photo) looks a bit cluttered, and you characters are getting a bit lost in the background scenery

I do think that your learns about complexity are valid, as the community sort of dives in and out of levels but won't spend too much time working out control schemes or game mechanics.

An arcade style RPG may offer more instant enjoyment for people to then play further and then discover more upgrade options for you character
2015-11-26 08:22:00

Author:
Mr_Fusion
Posts: 1799


This iOS looking great! Although I do think the first battle scene (second photo) looks a bit cluttered, and you characters are getting a bit lost in the background scenery

I do think that your learns about complexity are valid, as the community sort of dives in and out of levels but won't spend too much time working out control schemes or game mechanics.

An arcade style RPG may offer more instant enjoyment for people to then play further and then discover more upgrade options for you character

Thanks for the feedback. I just finished laying out all the zone logic for the rpg on paper and got it working in game quite nicely with emiting areas.

Open world is mainly top down view/side scroller by your point of view of the camera.

http://ia.lbp.me/img/ft/d9a2729a52087920baf9dce8e3373928cfe9971e.jpg

Battle system pic there is when it was in like 3.5. Its now in 5.8.
(Which is battle effects for both enemies/characters/sound effects/targeting logic for enemies/turn base system for the battle/increase hp & ap bars/hp & damage logic/extra enemy.)
But yes your right you cant see the characters well enough. The battle arena is gonna get a little of a make over so it looks more like it matches the field zones.

Will need to create 2 to 3 more battle arenas for chapter1. Beach/Beach+Ship/Cave/Jungle.

I'm having a small issue with layer changes with advanced in & out movers.
What im using them for is when your on the bottom of the stairs theres a hit box called Floor1, when you get to the top of the stairs theres one called Floor2. Changes from Layer 15 to 16. Anyway the issue is it doesn't trigger fast enough or at all. I also use it for climbing & sliding back down to lower layers.
I need to use this because I need to space out walls,objects etc so the character doesn't clip through them as he walks around. My character hit box might need some improvements which might be the issue. Anyone know if theres a issue with these chips?
2015-11-30 08:30:00

Author:
venat
Posts: 715


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