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#1

In the works: an old top-down shooter revived.

Archive: 47 posts


About a year or two ago, I figured I'd create a top down zombie shooter. It would have multiple guns, ammo for each of them, an advanced jumping system, an advanced HUD, etc. It turned out to be somewhat... challenging to create all the logic involved.

However, I returned to LBP a week ago and started fixing up my rookie mistakes. The ammo system is mostly done, two gun sprites are finished, the HUD is partially working which includes a revolving ammo display(rolls over to display different ammo for different guns). However, the most important change is this: It is no longer a zombie shooter. The simple zombie story has been shoved aside, and has been replaced by a story related to a world building project:

post apocalyptic Europe, in a volcanic winter. You were part of an eradication squad, dedicated to wiping out mutants. On a recon mission to a small settlement, everything goes south. You wake up, wounded, unarmed, and without a trace of your squad. Your only "friends" are a weird guy who keeps calling himself "Cat", and eventually your own support drone, as you try to find out what happened, and more importantly, how to get out of there...

I know I'm late to the party, but I wanted to publish this once, and it's better to be late than never. Currently I've almost got a playable demo, which I hope to publish somewhere in the next two weeks.

Hope I'll actually publish it this time
2016-07-14 14:56:00

Author:
wolfbrother117
Posts: 150


Yeah! Another Vita project! Nice idea. Is it like Fallout? I once tried to make a open world level, didn't work because I had much work at this time.2016-07-14 17:29:00

Author:
mdkd99
Posts: 1172


I think it will have a few elements of Fallout, yeah. Recently started playing New Vegas, and I think the project has taken some influence from that. However, the project has been developing for over a year now, so most of the story is original

However, there will be laser weapons, and I think I might use some gameplay elements from Fallout. It's an awesome series, definitely!
2016-07-14 18:55:00

Author:
wolfbrother117
Posts: 150


Yes, I agree.

I am looking forward for your level.
2016-07-14 23:09:00

Author:
mdkd99
Posts: 1172


Me too! And maybe this is the PSVita Second Season!
Have a lot of fun creating and many greetings, Jürgen^^
2016-07-15 08:28:00

Author:
CuriousSack
Posts: 3981


Thanks, ya two! And yes, let's hope so, Jürgen 2016-07-15 20:02:00

Author:
wolfbrother117
Posts: 150


Did you make some progress?2016-07-17 21:08:00

Author:
mdkd99
Posts: 1172


Yesss, been working on it again Spent most of the weekend playing New Vegas and trying to save as many classic LBP PSP community levels on my vita as possible, but I got around to fixing the pistol logic, and creating and adding a pump-action shotgun. Next up is creating a better shop menu, and adding the option to buy ammo.2016-07-18 14:44:00

Author:
wolfbrother117
Posts: 150


Buying ammo? Jesus, this has to be hard to make.2016-07-18 20:23:00

Author:
mdkd99
Posts: 1172


At first, it was somewhat challenging, but when you get familiar with it it becomes surprisingly easy.
Basically, you have counter one. Pressing R takes away one point from the counter and fires a bullet. This is somewhat more complicated for automatic and pump-/bolt action weapons, but this is a basic concept.
Pressing square takes away one from counter two, and resets counter one. The output of counter two is looped back to an and-gate, which requires both that output and pressing the square button to reset counter one.
Since adding/subtracting with counters is rather difficult (I do plan on fiddling with this eventually), I only allow players to reload when counter one is empty.
Now, when both counters reach 0, you are out of ammo in both your clip and, say, your pockets. All you need to do now is press a button that does the regular bubble check/subtraction thing, and also resets both counters. Voila, you have full ammo again.

All very simplified but this is as far as I can go without screenshots to elaborate
Switching between weapons is done with activating/deactivating microchips via a selector thingy, and the different looks of each weapon is done with sprites, that have no influence on the counting whatsoever. I might post a few screenshots eventually, to let it make more sense
2016-07-19 17:15:00

Author:
wolfbrother117
Posts: 150


It sounds like counter two should be a feedback loop rather than a counter so that you can subtract more than one at a time (unless you want to load each bullet individually, but that's a lot of animation/sound work). This is all under the assumption that counter 1 is the bullets loaded and counter 2 is the bullets in possession that are not loaded. The feedback loop also allows for direct UI logic by hooking up to a note set to signal strength.2016-07-19 21:25:00

Author:
koltonaugust
Posts: 1382


Sorry, I forgot to mention, counter two counts the amount of clips in your pockets. So, generally, the counter stays in the single digits. This is also the reason why you can only reload once the clip is empty, or throw away all that is left in your clip (which I generally don't like as a game mechanic, after all, it's better to recycle bullets in a survival situation).

However, I wasn't familiar with the actual use to feedback loops, so I looked em up and watched the two LBB2torials videos on the subject. And I think that, with a bit of fiddling, I might be able to use the feedback loop for a better ammo system, that would allow reloading like any regular shooter... Doesn't sound _too_ difficult. From the scheme that's currently building up in my head, biggest difficulty would be to reload when there's less than a full clip left in your inventory... I'll try to fiddle with this when I find time, although the next 10 or so days will be busy due to work, a friend's birthday and subsequent sleepover and more work Oh, and then I am somewhat trying to fit in time to draw...

Thanks, Kolton, you may've just given the clue to the biggest difficulty I had while building this level

Anyway, I will try to continue creating ASAP
2016-07-20 21:08:00

Author:
wolfbrother117
Posts: 150


If you want to recycle bullets, it's actually probably best to use two feedback loops. COUNTER1 would be counting up actually and stop the use once it reaches the max (let's say 7 it will no longer count up, and can't be triggered). Once you hit reload, it subtracts whatever the value of COUTNER1 is from COUNTER2 unless it doesn't have all of the bullets, in which case you make a separate piece of logic that simply adds whatever is left. Once it is subtracted, reset COUNTER1 (make sure you handle the case where it doesnt have enough bullets, you can't reset there).2016-07-29 04:02:00

Author:
koltonaugust
Posts: 1382


That is quite genious! I kind of figured out the first part, but would've probably never figured out the part with the lacking bullets. Thanks again! 2016-07-29 14:37:00

Author:
wolfbrother117
Posts: 150


I think I have some knowledge and doing this in a open world survival would be great!2016-07-29 21:47:00

Author:
mdkd99
Posts: 1172


Have been letting my mind run over the concept during work last week, and although what I came up with is ambitious, I'll give it a quick rundown. Recycling and copy-pasting logic and such should reduce the time it takes to develop, and I will try to release a tech demo sooner or later.

The idea is a more or less open world shooter, where you run around collecting weapons and items, while working together with this strange "Cat" guy to find a way to contact HQ. On the way, you can learn more about the world and it's history, if you are interested. I'm thinking of a Fallout-style dialogue, where you can choose to hear the story, a quick rundown, or just skip the info alltogether.

There's three areas you can travel between. At first only the first would be available, but after a while the next two would come available:
Paradise Lake is a small settlement built around a frozen lake. You wake up there after a failed mission to save the inhabitants from a large attack of mutants (Although looking fairly different from Fallout's mutants, quadrupedal for one). It's also where you first meet Cat.
Paradise Lake features aggressive mutants, and now and then stronger creatures.

Cat will eventually redirect you to the AMARES facility, or AntiMAtter RESearch facility. This place was wiped out during the apocalypse, but some of it's underground sections still remain. It's dark there, so bring a light. The creatures there are adapted to living in the dark, and the place features tight corridors, little light besides your own, and hordes of carnivorous bats, mutants and bigger creatures. Oh, and a security system. And new, more powerful weaponry.

The AMARES facility contains a means to travel to the ghost town ruins of North-Creek. North Creek has a long, war-ridden history, and was one of the few cities in the wasteland to own anti-matter weapons in large amounts. However, something brought the city to it's knees, and the results of that are found even nowadays. The worst of the three locations, expect even more danger there.

I've been thinking of a system that will only display enemies within line of sight of the character, and only give sound indications for the ones behind you. Perhaps as an extra difficulty setting.

Then there are two types of super soldiers, one light and agile, the other has the strength and agility of a tank. I'm thinking of adding both eventually, if I find the time.


Note that this is all ambition, and I have no idea if I'll ever find the time to implement it all
2016-07-29 22:41:00

Author:
wolfbrother117
Posts: 150


My newstest BWZ level in LBPV took me 6 months and more. And it isn't that hard, so I guess you could make it too.

Good ideas, hope you'll find the time for it.
2016-07-30 08:45:00

Author:
mdkd99
Posts: 1172


Thanks! Logic-wise, it won't be a problem, it's mainly time/motivation

With the PSP servers now offline, I can revert my attention back to lbpv. Am currently working on the shop screen. Making a scroll menu that will let you scroll between weapons and such like you are looking at different weapons on the back of an RV.
2016-07-31 13:31:00

Author:
wolfbrother117
Posts: 150


And you inspired me! A scroll down/up menu for too much stuff is awesome!

Make sure that the guns are balanced really good, but still have some perks from level to level.
2016-07-31 15:19:00

Author:
mdkd99
Posts: 1172


Thanks!

I'm currently still working out how I want to make every gun work, and I think I'll just make several main weapons, side arms and heavy weapons, varying on fire rate, accuracy and firepower. Might be difficult to balance out rifles against shotguns, but I'll find a way.

My old idea involved crazy secondary fire-options for each weapon, such as a grenade launcher on an assault rifle, slugs for a shotgun, and so on. Could be fun as an eventual upgrade, however, that's something for when I have worked out the main gameplay.
2016-07-31 16:26:00

Author:
wolfbrother117
Posts: 150


This sounds exciting! I'll be keeping my eye on this thread for more updates.2016-08-02 19:35:00

Author:
ratalsoni1
Posts: 30


That is cool. Remembers me on Resistance. The guns had normal ammo and the second fire rate was a grenade launcher or another fire rate.2016-08-04 20:00:00

Author:
mdkd99
Posts: 1172


Thanks, ya two!
I'll be spending the next week in Spain, so there won't be any developments during the next week
2016-08-05 03:05:00

Author:
wolfbrother117
Posts: 150


Then have a lot of fun in sunny Spain! Enjoy dancing the Flamenco and sipping the sangria!

Many greetings, Jürgen^^
2016-08-05 05:57:00

Author:
CuriousSack
Posts: 3981


Yes, have some fun and enjoy yourself!2016-08-05 17:02:00

Author:
mdkd99
Posts: 1172


So, that hiatus lasted somewhat longer than a week, but I picked up work on the shop logic again. I've found a design that I can work with, now just need to implement the basics of it all. Will probably do so tonight.

So, we're back
2016-08-20 18:44:00

Author:
wolfbrother117
Posts: 150


Sounds great! Cool thing. 2016-08-21 02:36:00

Author:
mdkd99
Posts: 1172


Sooo, update. Medium sized. I've been looking into some slightly more advanced enemies. They look like dogs, A little more like what I imagine the hordes of enemies to look like.

Shop menu has got a design in my head, just need to work it out. I've now got enemies that can run at you, and even move their legs according to if they walk or run. Might tweak that a little later on.

Also, been working on some simple art for the cutscenes. Nothing mindblowing, but it does the job and will be a lot easier (and perhaps more stylish) than animating every scene with sackbots.
Here's one of the scenes:

50377

Last but not least, after a bit more polishing/editing, I'm thinking about rolling out some alpha test version, maybe get some feedback on how it plays so far. Will still be rather rough around the edges, though
2016-09-04 02:27:00

Author:
wolfbrother117
Posts: 150


Alpha testing? I am the man for this job!

The picture looks interesting and cool. Nothing mindblowing, but at least really cool!
2016-09-04 05:39:00

Author:
mdkd99
Posts: 1172


Hey man, how far are you with the level? I would be happy for some info.

It sounds really nice. I would want to see some new stuff in LBP Vita. Not just H4H and stuff. Oh, and FNAF part 86899941.

So, keep it alive.
2016-10-11 21:55:00

Author:
mdkd99
Posts: 1172


I'm sorry for the hiatus, uni decided to happen, and in the past 4 weeks I have mainly been focusing on keeping myself from falling behind.

After upcoming Tuesday, though, I should be able to spare some time to finish up the edges of the alpha build, hopefully. A lot of it will still be a work in progress, but I've got character motion and gun mechanics down, for the most part. Oh, and the starting environment, too.
2016-10-14 00:54:00

Author:
wolfbrother117
Posts: 150


Sounds like you're busy. Know that feel.

Sounds great so far.
2016-10-15 12:30:00

Author:
mdkd99
Posts: 1172


Bremen, Germany.
AMARES Facility.
19-07-2279 16:04, local time.
Incoming broadcast:
"To all receivers: This is a second-state emergency broadcast from SePo orbital station. Two minutes ago we passed over the region of north America and Canada, and we have detected a massive smoke emission, which, according to our data, originates from Yellowstone. If this data is true... We're afraid the Yellowstone Caldera just erupted..."


Bremen, Germany.
AMARES Facility.
02-04-2298 03:29, local time.
Incoming broadcast:
"To all receivers. Nuclear missiles have been confirmed to have launched from 42 places across multiple countries.
This is NOT a drill. We request you activate the emergency lockdown immediately, to protect surroundings from any exotic matter that may be released during the blast. Volcanic winter or not."


Paradise Lake, in the vicinity of former Bremen, Germany.
ALPHA Squad.
13-03-867PA 03:29, local time.
Incoming broadcast:
"ETA 5 minutes. Remember, team: You're not leaving until I give the go. The stakes are high on this one, both for international relations, and for acquiring technology from the AMARES facility.
Alpha squad, our future rests on your shoulders."

__________________________________________________ ________________

Alright, with the current christmas holidays I'm seeing the chance to finish things up for an Alpha test. I hope this isn't too much of a spam, but I figured I'd turn this into a little introduction to the world and the environment

So, if people are interested in testing out mechanics and such, do tell me! Things still look somewhat rough, so don't expect expert craftsmanship at every corner just yet
2017-01-04 00:34:00

Author:
wolfbrother117
Posts: 150


Really nice that this nice project still goes on! I am looking forward for it. And I would be proud to play the alpha!2017-01-04 17:04:00

Author:
mdkd99
Posts: 1172


Okay, new update, or well, not so much update...
Progressing awfully slowly, and with every thing I fix up I seem to find two things I feel need to be fixed up before releasing the alpha.

Sure, it's an alpha, but when there's only one spawner and enemies aren't even providing you with the required bubbles to buy weapons, and the health system is still substituted by a single timer that goes up and down dependent on if a zombie tag (edit: Not zombie! Zombies are unoriginal. These are, uh, wasteland monsters! The zombies are placeholders >.> ) is nearby, your work needs some polishing.

Still, this is a good thing. Even if it's still devoid of a lot of the content I'm planning, the shooter is starting to come together in a basic form, and it's becoming somewhat playable.
2017-03-02 14:19:00

Author:
wolfbrother117
Posts: 150


Some things need time to become really good! So take all the time it needs, we will patiently wait for your level!
Happy creating and many greetings, Jürgen^^
2017-03-02 15:58:00

Author:
CuriousSack
Posts: 3981


A alpha would be great!2017-03-03 12:10:00

Author:
mdkd99
Posts: 1172


Another update:
More work, and a broken charging cable! Will order a new one today, progress should hopefully be continued soon!
2017-03-24 15:51:00

Author:
wolfbrother117
Posts: 150


That's a standard problem, but I'm sorry for you. I'd be happy to see more news about your level. Have a good creating session soon.2017-03-24 19:57:00

Author:
mdkd99
Posts: 1172


New little update:
cable ordered&received, started development again. Fixed the health systems, and the death system.
It's starting to feel somewhat like a survival run, where you actually are forced to run for your life here and there.

Evil as I am, I made these two enemies do 13 and 25% dmg respectively, but on the upside they're easy to evade for the moment.

Next up, melee fighting, a decent boss-enemy, and some sort of muzzleflash to more clearly show your shots.
2017-04-09 23:50:00

Author:
wolfbrother117
Posts: 150


Hahaha, didn't know that you are that evil! I'm curious, whether an old man like me nevertheless will be able to beat the villains and save the princess... or has this been in another game???

I wish you a lot of fun creating and many greetings, Jürgen^^
2017-04-10 07:54:00

Author:
CuriousSack
Posts: 3981


Hey, that sounds good! If you have done the main features, would you publish a closed BETA or would you want to finish it?2017-04-10 20:15:00

Author:
mdkd99
Posts: 1172


Ohh, I've considered making enemy sprites despawn when you don't shine the flashlight at them. That way, it'll be like real life, where you can only see your enemies when you look at them. So I can be very evil

I'm definitely planning on a closed/open beta! It'll be nice to see what people think of it so far, and what things need the most focus from here on out. And, when I finish up, you guys will be the first to know
2017-04-10 20:38:00

Author:
wolfbrother117
Posts: 150


How are the global lightning settings? If it's really dark, it's cool.2017-04-11 00:22:00

Author:
mdkd99
Posts: 1172


Hey wolfbrother, are you still working on this project?2017-10-28 11:54:00

Author:
mdkd99
Posts: 1172


Apologies for the lack of updates, lately. I have to admit, not much has happened in terms of creativity in the past few months.

However, I would not be back here if I hadn't found at least some last spark of creativity
I hope to have finished up a playable demo/alpha before the end of the year, if everything goes right.
Thanks for the continued interest
2017-11-23 17:14:00

Author:
wolfbrother117
Posts: 150


Yeah, thats sounding great! I'll keep my fingers crossed for you that everything will go right!
Many greetings, Jürgen^^
2017-11-23 18:22:00

Author:
CuriousSack
Posts: 3981


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