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I updated the Tutorial Level with some new content, and a bug fix:
-Bug Fix: Spawned turrets were unable to damage enemies. This has been fixed.
-New content: NPCs (both enemies and allies) now make walking sounds.
-New content: NPCs now leave footprints when they walk on snow.
-New content: Secret Test Area was updated with two new weapons. These have not yet been fully tested.
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I updated the logo. I think this one looks a lot better than the old one.
I will also update the logo in all levels, and I'll change the stickers used for the level gates, to make the levels look a bit more attractive too.
Also, I now have the LBP2 Move Pack (Thank you Goober!), and I have bought a controller and Eye Camera (which should arrive in a few days), so I'll soon start building a Move-version of the player character. (The normal version will remain my priority, and I will always allow people to choose what controller to use, so there's no need to worry if you don't have a Move!)
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I built two new weapons: The Wooden Sword (without a shield, but just as powerful as the normal sword), and a bow (with infinite ammo, for now at least). Both have been tested, and work quite well.
I also included a new, small but neat feature: In the top-right corner of the screen, a Circle-Button sign is shown whenever you are near something that can be interacted with, such as a chest, console or a weapon (in pick-up form).
Furthermore, I have started working on the multiplayer version of the character.
Players in Multiplayer levels will have lower health and stamina, and, if I can get the system working without stressing the thermo too much, players will be able to incur certain status effects on others. These will be status effects that prevent others from using certain buttons, such as the jump-, sprint- or dash button.
In the levels, I plan to include a small menu at the start, where you choose the map, the weapon types that will be spawned, and some other stuff.
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I have created a new lay-out for the In-Game Inventory. It has all old functions, plus a few more:
http://ia.lbp.me/img/ft/0ea857a4a00d...15efed4ae2.jpg
Here's a list of changes:
- New action-select interface (Continue/Inventory/Quit Game-thing).
- Smaller amount of inventory slots ( there were too many in the previous version).
- Quit Game-interface has been moved to the right.
- Changed main colour to blue (was green).
- Inventory now shows your currently-held weapon. The three black boxes on the left are used to display the weapon, its weight (light/heavy) and its type (melee/ranged).
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wow looks epic man!
cant wait to see this published!
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There already are three levels! I published a prologue, hub and tutorial quite some time ago!
Some new developments:
- I made more enemies, with slightly more advanced AI. There now are enemies with melee weapons, there are evading enemies, and flying enemies (they are very unpredictable, and can be hard if not using the right weapons).
- I made a weapon: The Rocket Launcher. This one is a light weapon (so sprinting is still possible while holding it), it has insta-kill on many enemies (like the other explosive weapons), and it is slightly heat-seeking: It will slowly turn towards enemies. However, if there is a powerful heat source nearby, the rocket will be attracted to that source instead. Also, if you are spinning while shooting, the rocket will spin around you for a while.
- Vehicles are working! You can now enter and exit vehicles.
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These are the vehicles currently available (I will make more!):
'Mini-Truck': A small car. It has moderate speed, moderate agility, and moderate health. It has no weapons.
'Hovercraft': A small car. It is slightly slower than the mini-truck, but it can turn around faster (and has a higher max speed when driving backwards)), and it has slighly more health than the mini-truck. It has no weapons either.
Tank: A slow, but powerful vehicle. It can shoot Plasma Bombs (like the Shock Cannon weapon) at a decent rate. It has high health, and incredible explosion-resistance: Unlike all other vehicles, the player, and most NPCs, it is not destroyed by a single impact from the player's explosives. Instead, it must be hit four times to be destroyed.
Helicopter: A fast, manoeuvrable, but weak vehicle. It takes three seconds to power up, during which it is impossible to move, turn, or shoot. When the engine is running, you can move up and down using X and Square, respectively. You can move with the left stick, and aim with the right stick. It has a machine gun that can overheat. It has very low health.
(Land-based vehicles are controlled by holding R2 to go forward, L2 to go backwards (if both are held down, the vehicle will move forward very slowly), and the left stick to turn. If available, weapons are used by pressing or holding R1.
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After a very long period of inactivity, I have decided to resume development of the TFOE Series.
I am currently working on a new top-down level, featuring a ruined and overgrown Terran city.
I have also created new weaponry (including a tractor gun, a flamethrower, a handgun, and more! Also, all vehicles are working!
Furthermore, I created some new enemies, including an enemy tank, and I am currently working on more enemies. I will also try to build an NPC that assist you throughout the series, with more advanced circuitry and AI. It will not be able to die, but can be KO'd for a while.
Last of all, I have decided to edit the HUD a bit: I have shrunk it down a bit, so that the bars are right above your character, instead of in the top-left corner of the screen. I decided to do this for a simple reason: in levels using scenery that goes beyond LBP's front layer, the HUD is often blocked from view. Shrinking it resolves the issue in most cases.
When the level is done, I will ask people to test the level, and leave feedback. Testers will probably be included in the TFOE Credits.
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I've been working on some new stuff again.
The player character now looks a bit better.
Ammo system has been overhauled. The old system was buggy, and did not allow for ammo storage/saving. Now, you have two kinds of ammo: explosive ammo (for weapons like the RPG and Shock Cannon), and 'standard' ammo, which can be used for every non-explosive weapon. Ammo is saved on the player character now, instead of on the weapon, so you can drop your weapon and pick up a new one without losing any ammo.
I've ditched many weapons: I have chosen to keep the more futuristic weapons, and several modern weapons, but the swords, bows, and many conventional guns and rifles have been removed. A new sword, the EMT, has been added for melee combat.
The ally that assist you throughout the levels has been added.
Sneaking now actually works.
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I have almost finished a short introductory level to the series. It features all-new logic, including character selection, new abilities and a lot of bug fixes, along with story elements.
What I am still trying to make is fitting music: if anyone is interested in creating original music for a sci-fi series, please contact me on LBPCentral, PSN or LBP2. You'll be listed in the credits, and you'll get access to unique collectibles (including costumes, logic, stickers etc).
I would also like some people to playtest the level and leave feedback. People who help me with this will also be granted access to a number of unique collectibles once the collectible-system is done.
Some info on recent changes: at the start of each level, you can choose what character to play as. There are four characters: a male and female Aegi (descendants of humans, which are long-extinct in my series), a Notix (a species of blue aliens with large crystals on their backs), and a Hymid (a species of blue and white amphibians).
All characters have the same basic stats for now (will change that soon), but every species has a unique ability:
The Aegi can use Charge: an attack in which you charge your enemy, dealing high damage. Especially useful for those who prefer melee over firearms.
The Notix can use Shockwave: an attack that pushes back all nearby enemies (except for some of the larger/heavier enemies). It also damages them.
The Hymid can use Backjump: an evasive attack, in which your character quickly dashes backwards, while dealing some damage to any enemy in front of you. Use this to escape a fight and be able to attack from afar.
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Hey! If you need music, I have plenty on my galleries and if you contact me I would be happy to make you some music :)