Рет қаралды 6
On LBP3 I wasn't able to make much. I encountered frequent bugs while using the editor, part of the infamous technical state that hit LBP3 when it was first released (got it on D1 because I was too big of a fan not to, learned my lesson concerning getting games on D1 right there btw) and even its state when it stopped getting bugfix patches. But I also, frankly, didn't have the same strong will to keep creating as I did back then, which meant less ideas and less confidence in working on the ones I had. I also had way less free time compared to the previous years, which might've been the biggest reason why I essentially made nothing new in LBP3, with just a level patch published. Oh well.
I did try make a few things, which I've covered in this video.
(1) Trapped: Space
Always wanted to make a sequel, but this one, Trapped: Space, was essentially just a new version of Trapped in a new setting with nothing new in terms of features. This is maybe the reason why I stopped working on it, even though it was pretty smooth making everything (the main menu and the tutorial are already all complete!). I probably didn't have ideas for the traps themselves that were worthy for a successor (and I also wanted to avoid using the 'box' view of the original level.
(1) Red Sackert: LBP3 version
The main idea was to try and use LBP3's new features to redo the same system seen in the LBP2 level with some more advanced behaviours in order to make it more fun to play and watch, and maybe even turn it into a full level. This project never got as far as the previous version did, but I did manage to implement a few interesting things like a somewhat working 'obstacle avoidance' pathfinding system (which actually works better than my attempt at this style of level that I later tried to make in Dreams PS4) for tanks and rocket trucks. Oh, and I also wanted to include infantry in this new version, that's why you see a random sackbot with that rotation.
(3) Siege Master V
This level does not exist beyond a placeholder adventure that is seen at the end of this video (the adventure is filled with empty levels, I believe a level was started originally but it got corrupted due to the usual LBP3 shenanigans). Siege Master V (or 5) was supposed to end the story that was left open at the end of Siege Master 4, obviously, but due to my bad experience with LBP3's editor and lack of free time in the end I basically never started to work on it properly.
Years later I made a text/story version of how the level's story was supposed to go that I still have somewhere in a file. I won't put it here, but I can say that it was kinda freeing to turn the idea behind this level into something I could read to bring myself closure. I guess it doesn't make sense since I am the original creator of all the SM stuff, but oh well, I'm here for archiving old stuff, not make sense, y'know?