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#1

New RPG project

Archive: 14 posts


Can't spoil too much but its very MMO like and fast pace so far.

Heres a list of some of the actions for the Wizard class.

http://i6.lbp.me/img/ft/ce6520d1b00e5f5e9d87c686ffa4eac72ac9f075.jpg

Working on the controls and actions and effects right now for alot of spells and skills. Also the battle system logic.

Roughly 35hrs have been worked onto this right now. So I can't really show anymore until its closer to 50 or 60.
2017-08-03 12:05:00

Author:
venat
Posts: 715


Those are some fancy icons there!
I'm already stunned by those, so I can only imagine what else you've got in store!

Looking forward to future updates!
2017-08-04 19:23:00

Author:
Bonnell7
Posts: 100


http://i2.lbp.me/img/ft/4221a0605c1c0be5c90f4bc04d36a17b592aab84.jpg

Icons text been updated to give more details.

New icon made

http://ia.lbp.me/img/ft/24adf2d81519d970037a3587a0d617fb0bfb9927.jpg

Still working on action effects and UI elements.

So far I have made the best damage spell rotation set by playing with the current spell timers and etc.
Still more testing needs to be done when all the actions are finished. You can expect some of the cooldown timers for some of these actions to be increased or changed. The ability "Quick" has made me rethink of the cooldowns or some of the actions. Good chance "Rasp" will be changed.
2017-08-06 14:09:00

Author:
venat
Posts: 715


Finished creating icons for most of the actions. There is one left still to be done and im not sure what the action should be yet.

The cooldown timers were ticking too fast so some of the posts of cooldown timers will be adjusted.

Also "Quick" Action has been tweaked so the buff only lasts 5 seconds now instead of 10. But the rate of which restores is double of what it used to be. You can only quickly recast 2 actions instead of 4 or 5.

As of right now it still feels like the cooldown timers are the same. Just the rate of the countdown was too fast.

Mana Rasp/Rasp is going to be changed to a ability instead of a spell. It will give you roughly 15% of the MP back right away and with the buff on it will give you hp return based if you take any hits.

Still hooking stuff up with the UI mostly. Hardly anything has been done atm with animations.
Blizzard Icon needs to be changed. White outline effecting with UI.
Drain animation I want to change to be more fast pace.

Fire & Flare looks good but Fire lll might have to be scaled back once I have more visuals in the game.

Looked into having none layer movement but having issues working that with a sackbot right now.

Anything numbers logic right now such as HP/MP, attack data is pretty much the last things to work on.

Goal for the project is toget a battle system ready then create a boss fight where the player must defeat it.
2017-08-08 23:02:00

Author:
venat
Posts: 715


Quick tip: Make one picture of all icons to save much thermometer space.2017-08-10 21:30:00

Author:
mdkd99
Posts: 1172


I don't think LBP3 that's as important as LBPV. I'm 95% sure he's using paint tool with sticker panel and then capturing it or something (he showed me but I forgot) and the thermo's not really taking a hit. Your post does make me wonder though what happens when you use the same sticker but different parts. I believe it's less thermo and faster loading which makes sense, but much lower quality. Maybe paint tool all of the stickers together would be best option?2017-08-10 21:57:00

Author:
koltonaugust
Posts: 1382


I'm really looking forward to this project, both because it looks really fun and because it will surely push the lbp3 engine to its limits, and it'd be cool to see just how much can it take without lagging to death.

Do keep updating, best of luck
2017-08-12 14:56:00

Author:
iluminacos
Posts: 13


I have some experience there. Stickers and decorations have a huge impact on the thermometer if you have many different stickers and decorations. My BWZ2 is at 70%. It would be at 40% without stickers and decorations.2017-08-12 18:17:00

Author:
mdkd99
Posts: 1172


I have some experience there. Stickers and decorations have a huge impact on the thermometer if you have many different stickers and decorations. My BWZ2 is at 70%. It would be at 40% without stickers and decorations.

Does that apply to logic with custom icons? Or do they offload from the thermo when their icons are hidden inside microchips during level creation? Also, if logic is hidden during play mode, does the game still load in all the custom icons?
2017-08-12 19:55:00

Author:
Bonnell7
Posts: 100


I don't know about that, but I guess it doesn't matter where the stickers and decorations are, it uses the same space.2017-08-13 00:48:00

Author:
mdkd99
Posts: 1172


Blizzard 1 & 3 animations are done.

Bunch of new icons were made for skills. All their timer are working correctly.

New skills:

Transpose:

Changes Fire Stacks to Ice or Ice Stacks to Fire stacks.

Focus:

Boosts magical attack damage and chance to earn Chaos points if Tier3 spells are used while focus is running.

Barrier:

Able to block any "normal" single attacks.
(Any big special attacks can't be blocked with this. Such as KO attacks etc.)

Changes/Still ongoing

Rasp is going to be changed into a ability. It will return X amount of MP back and if any hits you take even if their blocked will earn you hp.

Bind

Will be instant spell cast and will be able to bind any enemy in place for 20secs or until they take damage.

Sleep

Will not effect main bosses but it will effect other enemies.



Extra:

been doing some enemy targeting logic and ran into a few issues with animations/changing targets and overlaping targets.
This is a complex problem that will take me awhile.
Issue: Targeter isn't following the enemy if other enemies overlap it.
issue: Swaping targets after casting a spell is causes the spells to continue to follow the targeter.

Been working on Thunder 1 animation.

Made Fire 2 icon but still unsure how to overlap icons and still have multiple transparent chips work together. Might get rid of the transparent parts of the UI.

Looked into top down styles and sidescrolling none layers types of gameplay and logic. Also looked into added a HP/MP bar.

bug fixes/finished logic hookups:

Blizzard & Sleep correctly reset swiftcast once used.
Casting time has been added to sleep.
swiftcast works with blizzard and sleep.
Some recasting timers have been changed. Not sure which exactly.
Quick now speeds up Sleeps recast.
Casting time added to thunder.
2017-08-17 21:20:00

Author:
venat
Posts: 715


I'm ready to show stuff off now. Still lots to do.

http://i3.lbp.me/img/ft/f43755f7f50044b6e62a697420a6e8e933342f53.jpg

http://ia.lbp.me/img/ft/76a3810f26efda827f2e908bb4fe0eee1254dad0.jpg

http://if.lbp.me/img/ft/4effd81453c67e1e59979648628966a42a7b1f6f.jpg

http://ib.lbp.me/img/ft/b3b3c3eb2ecb5935212e49c2d642da52df585ed4.jpg

http://i0.lbp.me/img/ft/7e0fa1c6c7daf1214cb893ed95e1ac5fad17ca14.jpg

http://ie.lbp.me/img/ft/8ae6636f8af34490495542562ffca26ff2b5bbf2.jpg

Bottom is the latest photo with any changes done.

New icons created.
Blizzard 1, Blizzard 2 using same icon but different boarder, Blizzard 3 new icon.
Fire 2 new icon, Fire 3 new icon.
Potion/Elixir, new icon and action. (Logic not setup yet.)

Bind logic has been fully setup besides the animations.
Rasps logic has been fully changed from a spell to a ability, swiftcast, quick logi tie ins were removed.

Targeter can change layers.
Targeter is now a 3D spinning targeter.
Blizzard & Fire animations now change layers.
Test Enemy sackbot will no longer overlap with the player target.
The player and enemy can be targeted.
Attacks have been gated now depending if your targeting a enemy before using a action.
UI object clean up.
Icons dont transparent when clicking R1/L1.
R1/L1 light up background sections on either side of the UI now.
background sections light up depending on the players custom lbp color.
2017-08-18 22:36:00

Author:
venat
Posts: 715


Fire 2 animation has been redone to look more different from the other fire spells.
Fire 2 & Fire 3 & Thunder have been given extra logic to prevent animations from crossing to other targets.
Elixir has been cooldown clock timer on the UI and cooldown timer from 100s -> 99s.
Targeter has been given a (target on/off delay) logic to help with switching to other targets in battle.
Targeter color doesn't bug anymore when switching targets.
Targeter can now read player HP when targeted.
The target now has a attack range display on it. It reads the distance from the sackbot to the enemy. But doesn't read the distance between layers yet.
Controls display was added in. Adjustment options not quite in yet.
Fire 2 icon has been changed to be more like the animation.
Some small adjustments of health reading/max health cap.
The targeter player/enemy text no longer display at once when overlapping.
The targeter color doesn't bug out when overlapping.
The casting animation for flare turns off correctly now if you swiftcast flare.
All attack animations currectly in the game now move to enemy locations on there layers.
Can now change you're camera view using the right joystick.
Can now select targets using any button on the d-pad. Up/down was added.
Sackbot now can change between layers without the UI following him in layers.

edit:

blizzard 1 & blizzard 3 animations are now fixed for target switching.
Emite range has been fixed for all blizzard and fire spells.
Fire 1 animation is fixed for layer switching.
2017-08-21 19:00:00

Author:
venat
Posts: 715


YOU CAN NOW PLAY IT ON MY EARTH.

(Please note there is alots of animations and logic still to be added in. Some of the skills will show drain/barrier has they're placeholders now for new animations.)

Blizzard 2 animation added.
Swiftcast animation added.
Barrier animation added.

Swiftcast animation ends upon using it the buff/destroys if run outta time.
Blizzard & Fire stacks now reset back to 1 if you use either spell while building a elemental stack.
Fire/Ice elemental buff icons now only appear once and the buff icons are now overlapping and been moved.
Barrier buff icon appears when its active.

Some logic was hooked up and added so the rest of the actions besides Destruct can show some sorta animation.

Some enemy logic work has been done within the level. Enemy can jump outta range and the ability to target him is gone until he jumps back in. (This is only for testing)


Had to remove lots of extra stuff in the level that was making it hard for me to publish. (level is only 13% filled.)
2017-08-24 20:49:00

Author:
venat
Posts: 715


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