Alolan_Apples
“Assorted” Collector
Okay, I've been active for two weeks, and there hasn't been a single day where I haven't written a blog entry. Since my registration for the site, I have been blogging everyday. Today's entry will be another addition to the creativity blog since it's number ends with a "1" or "6". I enjoy this site a lot. Also, today is the first day of fall. Things should cool down by now.
Glow City is a platformer I just came up with. Like Mario 64 and DK64, it's a 3-D platformer. Unlike most 3-D platformer games, this would be more of a mini-game since there's no bonus features. Also, the main concept of this game has already been made before. I came up with this idea just this month. The "glow" concept was actually something I did in Little Big Planet. I created the glow concept for my Glow World level in LBP2, as well as Glow World 2 and my cancelled Power-Up series of levels that emphasizes the feature where you charge circuit boards with a creatinator that emits electricity. If you wish to play my Glow World level, you may do so, but I reccomend playing Glow World 2, and it's exclusively for LBP2. You can find it by searching through my PSN ID (M3-457).
The "glow" concept I am referring to is the player light feature. The environment of the levels this came from is a pitch-black world in a computer dimension (like Tron), but only with a few streaks of light. Since you can't see your player, you have a power to turn on and off the player light, a light that follows you wherever you go. At the same time, you can change the color of the player light. To utilize this feature, I added flashing light sensors, where a flashing light goes on and off in any color. Each light has an alarm attached to it. Every time your player light color matches the flashing light's color, something happens. These sensors act as switches. For LBP, the concept is unique as it can't be found in many levels. But if carried to another server or game, it wouldn't be as valuable, but it would still have a high worth.
Glow City is a game that uses the same concept, but it's more of an entire game rather than just one level. The plot of the story is that a machine that consistently duplicates objects or restores objects to their original conditions was built. However, the machine will use up too much electricity it would power down the factory it was built in. As a result, a man named Gary Lance of Weston (acronym for GLOW) came up with an idea. He has to create a power source that will produce infinite power. This does require going through the machine. He gets into a suit with a helmet, which both combined makes him look like a robot. Eyes can glow at any color, and voice sounds a lot like a robot. He disappears to another dimension that leads him to the power source.
All 12 levels in-game are linear. Every level (except for the training and final levels) have 10 hidden orbs of electricity. Some are earned as rewards, but others are hidden. To continue to the next level, all 10 orbs must be obtained. You will also have to power up the entire major section of the city (which takes up an entire level). You have a gun that shoots lightning bolts. It is good for powering up places, but also good for fighting enemies and doing other things.
Furthermore, you have a player light feature where the eyes glow in one color at a small radius. This helps you see where you're going. Every time you see a flashing light, you must match the color to the flashing light to activate it. All power boxes will have every color used. To open the power boxes in order to power up part of the major section, you have to match the player light color to the flashing light color. When you open them, use your electric gun to power up the boxes.
Other flashing lights have a uniform where different light colors do almost the same thing.
At the end of each level, you will fight a boss (which can only be defeated by solving puzzles). To access the boss stage of each level, you must power up the entire section and gather nine electric orbs. Defeating the boss will help you get the last electric orb in each level. Every level, the game gets harder and harder. But on the last level where you collect electric orbs, there is no boss. To access the generator (which is city hall), you have to power up the entire section and collect all 10 orbs.
The final boss of the game is an electric monster, which is accidentally created by the electric orbs collected. Using the electric gun will not work to defeat the boss. Therefore, you have to open canisters to steal part of his body. After every canister used, he uses tougher attacks. If you use all 10 canisters, the electric monster is defeated, and Gary leaves the glow dimension. The machine can now be used without using any building's electricity.
That's all I have to say about this glowing game. Next entry to the creativity blog will clear out some tiles.
Glow City is a platformer I just came up with. Like Mario 64 and DK64, it's a 3-D platformer. Unlike most 3-D platformer games, this would be more of a mini-game since there's no bonus features. Also, the main concept of this game has already been made before. I came up with this idea just this month. The "glow" concept was actually something I did in Little Big Planet. I created the glow concept for my Glow World level in LBP2, as well as Glow World 2 and my cancelled Power-Up series of levels that emphasizes the feature where you charge circuit boards with a creatinator that emits electricity. If you wish to play my Glow World level, you may do so, but I reccomend playing Glow World 2, and it's exclusively for LBP2. You can find it by searching through my PSN ID (M3-457).
The "glow" concept I am referring to is the player light feature. The environment of the levels this came from is a pitch-black world in a computer dimension (like Tron), but only with a few streaks of light. Since you can't see your player, you have a power to turn on and off the player light, a light that follows you wherever you go. At the same time, you can change the color of the player light. To utilize this feature, I added flashing light sensors, where a flashing light goes on and off in any color. Each light has an alarm attached to it. Every time your player light color matches the flashing light's color, something happens. These sensors act as switches. For LBP, the concept is unique as it can't be found in many levels. But if carried to another server or game, it wouldn't be as valuable, but it would still have a high worth.
Glow City is a game that uses the same concept, but it's more of an entire game rather than just one level. The plot of the story is that a machine that consistently duplicates objects or restores objects to their original conditions was built. However, the machine will use up too much electricity it would power down the factory it was built in. As a result, a man named Gary Lance of Weston (acronym for GLOW) came up with an idea. He has to create a power source that will produce infinite power. This does require going through the machine. He gets into a suit with a helmet, which both combined makes him look like a robot. Eyes can glow at any color, and voice sounds a lot like a robot. He disappears to another dimension that leads him to the power source.
All 12 levels in-game are linear. Every level (except for the training and final levels) have 10 hidden orbs of electricity. Some are earned as rewards, but others are hidden. To continue to the next level, all 10 orbs must be obtained. You will also have to power up the entire major section of the city (which takes up an entire level). You have a gun that shoots lightning bolts. It is good for powering up places, but also good for fighting enemies and doing other things.
Furthermore, you have a player light feature where the eyes glow in one color at a small radius. This helps you see where you're going. Every time you see a flashing light, you must match the color to the flashing light to activate it. All power boxes will have every color used. To open the power boxes in order to power up part of the major section, you have to match the player light color to the flashing light color. When you open them, use your electric gun to power up the boxes.
Other flashing lights have a uniform where different light colors do almost the same thing.
- In order to see, the player light must be on. Turning it off will restore all lost health and replenish the used electricity in the electric gun. If you want to see, turn on the light. If you're seeking to restore health and power instantly, turn off the light.
- The white light is the brightest light. It will help you see anything clearly. However, when activating flashing light sensors, they are exclusively used for opening power boxes.
- All enemies are invulnerable. But if you use the red light, enemies (not including bosses) will become vulnerable, thus making them possible (and easy) to defeat.
- The yellow light will activate launch pads and digital bridges.
- The green light will open flashing light activated doors.
- The cyan light will move elevators upward, makes physical bridges usable, and other objects to move out of their original points and into their destinations.
- The blue light removes hazards from some areas, making them safe to walk through.
- The magenta light can undo actions done by green lights, cyan lights, and blue lights to either restart a course or trap enemies to bring safety to the innocent NPCs.
At the end of each level, you will fight a boss (which can only be defeated by solving puzzles). To access the boss stage of each level, you must power up the entire section and gather nine electric orbs. Defeating the boss will help you get the last electric orb in each level. Every level, the game gets harder and harder. But on the last level where you collect electric orbs, there is no boss. To access the generator (which is city hall), you have to power up the entire section and collect all 10 orbs.
The final boss of the game is an electric monster, which is accidentally created by the electric orbs collected. Using the electric gun will not work to defeat the boss. Therefore, you have to open canisters to steal part of his body. After every canister used, he uses tougher attacks. If you use all 10 canisters, the electric monster is defeated, and Gary leaves the glow dimension. The machine can now be used without using any building's electricity.
That's all I have to say about this glowing game. Next entry to the creativity blog will clear out some tiles.