PDA

View Full Version : Fun with Sackbots



Sporkchops
06-28-2010, 06:32 PM
All this talk about sackbots has my brain brimming with some neat ideas, which I certainly hope are possible to pull off in LBP2!

Here's an idea for a level I have: Sackboy is in the bottom half of the level, and Sackbot is in the top. Sackbot emulates Sackboy's movements 1:1. Sackboy has to escort Sackbot to the end of the level, trying to keep himself alive as well as the Sackbot. Here's a crude MS Paint sketch of the basic idea I'm trying to pull off:

http://i516.photobucket.com/albums/u327/Breloom00/sackbot.png

Given the info we have on Sackbots thus far, does this sound possible?

andypandy459
06-28-2010, 06:51 PM
Nice idea, I was thinking of creating a sackbot army with paintanators, tanks, etc. Just because I like destroying stuff, LOL

SackBoy98
06-28-2010, 08:14 PM
I'll use sackbots as zombies for my next zombie survivals.
I had a relief that they can switch lanes....

Moony
06-28-2010, 08:19 PM
I don't think that there's any way to copy a sackboy's movements directly w/out the use of a DCS... you'd have to use two sackbot's. But good idea, I can't believe I hadn't thought of that before...I've played several games like that.

LittleBigDave
06-28-2010, 09:25 PM
I don't think that there's any way to copy a sackboy's movements directly w/out the use of a DCS... you'd have to use two sackbot's

The cool thing, if I understand correctly, is that a sackbot can be used to emulate a sackboy driving it with a DCS, costume and all, and the player can start out the level already driving it. So from the player point of view, the answer seems to be yes, you can make the experience exactly what the OP wanted.

One of the videos circulating shows a player directly controlling about 5 sackbots spaced apart in a line, so it seems like this sort of game play could become pretty intense.

I wonder if there will be any way to create a time delay so that the sackbot clone is sort of phase shifted a few seconds behind. Then you could have game play involving him chasing after you in your exact footsteps with your same timing, which would make a series of periodic obstacles all the more challenging.

Tyler
06-28-2010, 10:50 PM
What if you made a level where you're just playin' as yourself, everything's normal and whatnot... and then it turns out... IT WAS A SACKBOT ALL ALONG!!! AAAAAAAHHH!!!

Moony
06-28-2010, 11:11 PM
What if you made a level where you're just playin' as yourself, everything's normal and whatnot... and then it turns out... IT WAS A SACKBOT ALL ALONG!!! AAAAAAAHHH!!!

Yeah, until you try and change your outfit. :P

Tyler
06-28-2010, 11:49 PM
It sounds like some kind of horrible Twilight Zone twist hahaha.

Matimoo
06-30-2010, 11:55 AM
Sounds like the Doc Amok level from Crash Twinsanity, which is basically where Cortex has a beehive stuck on his head and is running from a bear, across a bridge laden with traps and Crash has to clear them before he gets killed. I dont know about emulating movement, but if like this idea, the sackbot just walks constantly and sackboy has to stop him from being killed, it should work. Example: in your little picture explaining it, there could be a button which say places a platform over the spikes for sackbot to cross.

Kern
06-30-2010, 01:31 PM
you mean similar to this game?

http://www.kongregate.com/games/richwsnider/hello-worlds?tab=achievements

Gui_Rike
06-30-2010, 01:42 PM
you mean similar to this game?

http://www.kongregate.com/games/richwsnider/hello-worlds?tab=achievements

If it is then im gonna love it.

Sporkchops
07-01-2010, 12:21 AM
you mean similar to this game?

http://www.kongregate.com/games/richwsnider/hello-worlds?tab=achievements

Yes, similar to that. The thing is with that game (and some other games with similar control schemes, such as Chronos Twins) is that if one of the characters is standing on a platform, it gives an invisible platform to the other character where they are standing. I want this idea to work like this:

http://i516.photobucket.com/albums/u327/Breloom00/sackbot2.png

where if one character is standing on a platform, it doesn't give an invisible platform to the other character. It will be harder to keep the two characters together, but I've got that worked out (you just need to give a lever or button to the sackbot that you have to trigger to advance both characters to the next room)

here's an example of a simple puzzle you could pull off with these mechanics:

http://i516.photobucket.com/albums/u327/Breloom00/sackbot3.png

(Imagine a poison gas wall at the left boundary of the screen. Can you figure out what to do?)

of course, I can get much more devious with puzzles and platforming when you give the control of two characters to one player >:)

Shadowriver
07-01-2010, 02:00 AM
Thats interesting and original idea ) i like illusion platforms ^^

Moony
07-05-2010, 01:02 AM
The only thing that I'm wondering about is when there are more than one players.

Or is there a way to only allow one player at a time from interacting?

napero7
07-05-2010, 01:27 AM
There is the possibility to move more than one sackbot with a direct control seat. I wonder if we can have the two analog sticks set to two sackbots but so that they would share the jump and the grab button. That could make some interesting puzzles.

alexbull_uk
07-05-2010, 01:37 AM
I wonder if you can set a Sackbot to replicate player 1's costume.

I feel like that's been announced. Has it, or am I crazy?

Vertrucio
07-05-2010, 03:39 AM
There's some debate on whether it's been confirmed or not that you can have a sackbot take on the costume of the player controlling it. So, best not to rely on it.

LBPWeirdo
07-05-2010, 03:52 AM
Lol, it would be great to do that and be a sackbot all along, BUT! At the starting of the level, you will be told you're a sackbot, but at the end, you'll find out you aren't! xD

Vertrucio
07-05-2010, 04:49 AM
Heh, Do Sackbots Dream of Sack Sheep?