I recently decided to take up creating a level series, called 'A Force for Order', with the premise of creating 2 intertwining storylines. A Hero story and a Dark story, subtitled 'AFFO - Against All Evils' and 'AFFO - In an Unjust World', respectively.
My aim for this level series was to keep levels moderately objective-based whenever possible. Hopefully having a greater main objective than 'Get from A to B' wherever possible.
I was also hoping to create some levels where the scoreboards might actually be a refreshing change, by awarding players score bonuses for 4 factors -
Completion Time - Players start with a possible bonus of 10,000, and for every minute it takes the player to complete the stage, they lose 1,000 points from that bonus. The timer stops ticking down during lengthy dialogue segments.
Enemies Destroyed - For every hostile creature destroyed, players are awarded a bonus 200 points.
Stunt Rings Used - For every stunt ring, players earn a bonus 125 points at the end of the level. Stunt rings also award points based on their difficulty.
Bonus Collectables - Players earn a bonus 100 points for collecting special items in the level. This item varies on the level theme.
My aim is to have short-ish levels with score bonuses for player performance, which should hopefully make the scoreboards somewhat competitive. The grade given to players is also supposed to be a rewarding compliment or insult based on how well they did.
Early version of score bonus object.
Storyline premise -
Now, I fear this idea will strike a nerve with some people.
The LBP1 storyline had elements of the characters being partially aware they were in a community driven game.
At the end of LBP1, the Collector stops being the bad guy after The King says the cheesiest line ever about the LBP community, seemingly aware of the fact he was in a game, which sort of breaks the 4th wall, and I love that.
My storyline revolves around a few comments I've seen here and there, regarding community quality control. Our heroes believe anyone and everyone should be entitled to create their levels. While we have our villains who believe that the distribution of attention over craftworld levels is unfair, and they intend to create a type of quality control by 'deleting' the levels they don't like.
I should point out that opinions and views expressed by characters, even the one based on my in-game persona is not reflective of my actual feelings.
The Brigade –
When The Cult rises, wreaking havoc upon Craftworld, Captain Hotshot forms the Brigade to put a stop to their activity. After hiring Aunty Virus, the teams technician, The Collector, the teams strategist, and Sackthing, they set out to discover just what The Cult is planning, and make sure it never comes to fruition.
A Force for Order, against all evils!
The Cult –
The world has abandoned you! Join The Cult and bring some much needed justice. Using the Matter Shredder Cannon, The Cult will give Craftworld some sense of quality control, laying waste to lesser Creator Curators. Formed by Ostler and his close friend Mr. Shadow, The Cult plans to use a weapon capable of sending entire Craftworld planets into 'The Void'. Shortly after recruiting Sackthing, the Cult also recruits its final member - 'General Warhead'.
A Force for Order, in an unjust world!
Early design for General Warhead. Comes with various sticker panel eyes and mouths that can be toggled for various expressions.
Don't surprise him! He's unstable!!
Now then, the purpose of this thread is to go through each level as it's built, and ensure everything is idiot proofed and that everything is outputting the correct level of funnocity.
First on the agenda is AFFO - Level 1B - Cleanington City Chaos.
The first level of the dark story. (I'm working through the levels in chronological order.)
The level is locked, but you can obtain the key from my vault level by pressing the green button 5 times.
Test Level Test level will be overwritten by other levels in the series over time, so once you have the key, you will not need to obtain it a second time.
Now, I'm looking for people to be honest, if certain parts are unclear or to put it bluntly - boring. Please do say so.
Any and all responses are appreciated.
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Thread: A Force For Order - Level Series
A Force For Order - Level Series
None of this is fresh in my mind, but lets’ start with the highlights for me. One of my favorite parts was the jumbled platforming objects you combined. I enjoyed hoping from sack scale buildings to giant toasters and stoves. The bonus text and sounds that flew at me as I completed “Awesome” stuff was a great addition. Those words really made me want to spring all over your level and have a blast. The Bonus section that breaks down your score further at the end is also well done and now I kind of wish every level had that. I liked how you had it compute the score by using that status bar to slowly increase until it stopped calculating. I played twice and got a C and then a D, so now I’m a little ticked off that I’m just average or below average. I’ll be back to get a better grade/score! The sequence where you have to keep your hands up is well done and the Ostler mobile or whatever you called it was perfect. Nice fonts and dialogue too…
There were a few spots that weren’t entirely clear, but that’s okay in my book because I don’t necessarily like it when I’m hand fed arrows and obvious clues telling me exactly what to do. You did have several arrows, but I recall them all being placed where appropriately in my book. There were a few material choices, such as the plain cardboard that I couldn’t quite decide if I was sold on or not, but that was minor in the whole scope of the level. I liked sliding down the hills and jumps on your slippery “boards”, but they were a little awkward to grab and keep bottom side down sometimes and the spot at the top where they load and the platform drops down seems like it could maybe use a little tweaking with regard to timing. The parts with the rotating red arms might frustrate a few sacks with the timing and difficulty of the jumps, but your sound clues were really helpful. At the end, after I left the bank I wasn’t quite sure where to drop the briefcase. I dragged it all over the ant ship and even once killed myself in the process in there. The bank scene had some good elements to it, but I think it seemed a little plain in spots and there were no enemies. Wouldn’t a bank being robbed caused a lot of chaos? This is LBP though, so I can see where it might not.
All in all, it was an enjoyable romp and I’ll be looking forward to more of this. As a side note, I’ll be back to your planet to check out more of your stuff in the ear future.
Thanks, a lot, man.
I quite like Basic Cardboard cause I feel it goes with anything. Do you reckon stickering it would pretty up it a bit, or would I be better off using a different material altogether?
I'll buff the Gyroscopes on the boards and reduce the race gate thingies timer.
As for the bank scene, it is pretty bland as is. I'm struggling for thermo, but I'll slow down The Blackfly's arrival and have some sort of shootout on the street.
The box should just need to be placed in the rear of the ship. But it sounds like the speech bubble hasn't triggered when it should have. I'll look into that.
I’m pleasantly surprised from your platforming effort here Osty. But I must also be deaf as I didn’t hear any audio cues here:
Ultimately lost all my lives it was not until the 3rd play through that I realised you could actually grab the moving platforms. With the lack of visual cue and the choice of material is was a bit counter intuitive. I was left feeling a bit frustrated and puzzled as to why I could not make it through such an obstacle.
Loved the hands up scene, how did you do that?! Iactually laughed when I put my hands up then moved (naughty LittleBigDes XD )
There were a few spots that weren’t entirely clear. With all the different routes I could take, I found it a bit confusing of where to go what to do next. Even with a few arrows placed nicely in your level I was still a bit confused.
The addition of stunts and skills is definitely different but I thought the boards you jump onto could do with a bit more stability. They were just a bit too floppy for me:
Also maybe a gate blocking the way at this part would stop potential players going past this as it wasn't that obvious that I had the grab the boards at first glance. Maybe it's just me being blind but after looking at it, the red dot and the counter, I knew there was something more to do. So this is probably a minor thing.
At the ant thing, it took me a while to figure out where to put the brief case. Ended up walking under it, around it and throwing it at it. I think a visual cue or better highlighted door to it a (LED light?) would be a great help.
A bit more sound, music and lights might jazz up the action but I'm assuming it's not fully finished yet. But I think it has enough for an opening level to a series and would be great to see how this develops.