> "Player controls Sackboy as he travels around LittleBigPlanet, helping the eight creator curators of LittleBigPlanet with their problems in their own respective realms as he tries to stop The Collector, one of the eight creator curators who, unlike the other seven, has gone rogue, kidnapping the creations of LittleBigPlanet"
I'm thinking more along the lines of add some hidden cameras or cut off notes (that are well hidden) and keeping it vague. Basically it will give the player (hopefully) the vibe that there is something bigger working than just fun puzzles.
I don't really want to shoe horn in a story though.
Oooh change up the whole thing, make it start like an episode of "Trading Places" but then one of the guys is at the other house and accidentally falls into a Sci-Fi portal that transports him to paper world and he's trying to get home
I need a machine that moves a few strips of bacon from the freezer to the fridge automatically every night, and another machine that cooks that same number of strips every morning with eggs and potatoes and grates cheese over it all
@Almo You really should. It is cheap as shit right now (probably but even when not it's like $10) and you can beat it in like 4-5 hours easily. It was one of the games that inspired me to get into game dev.
I would too but not for the multiplayer bit. I think Portal 2 is better than Portal 1 in all areas. Maybe the story wasn't that spectacular in some aspects but I'd still say Portal 2 is objectively the better game.
More content, [marginally] improved engine, new mechanics and more.
The only thing I didn't care for about Portal 1 was the glaring plot hole at the start of the game. Why is Chell even in Portal 1 to begin with? Like who would willingly do that. Minor complaint but still bugs me a bit.
"My name is" .... skip bullshit ... "Pretty sick right?!" ... lol, skip more bullshit ... "runescape" ... lel .. "basically an mmorpg version of league of legends" ... ok sick of this, skip to end ... "What next?"
anyone want to help me brainstorm how to support rapid firing projectiles? With my design currently if you fire a projectile you have to wait for it to collide with something (and Execute) to shoot another one. notehub.org/9nuac
Yeah that makes sense. Mine is a bit more complicated because I'm trying to fit it into my ability system. My projectile is just a trigger for an ability. So when the projectile hits something it calls Execute on the Ability. And then it changes phase to Cooldown, starts the cooldown, and resets the charges (ammo).
So I have to wait until the ability executes to cooldown currently