[PS3] LittleBigPlanet Impressions

http://kotaku.com/5194481/littlebigplanet-community-nearly-2-million-strong

Nearly 2 million users have joined the LittleBigPlanet community since the game was launched back in November of 2008. Of course many of those users aren't actively creating, with only around 725,000 user-generated accounted for, but they certainly are a talky bunch, having left over four million comments on game levels, many of which are requests for more

Here's hoping some of you turn out to be great game designer. :)
 
...but they certainly are a talky bunch, having left over four million comments on game levels, many of which are requests for more
Although most are spam to visit other people's levels or heart-for-heart requests :(
 
They should definitely step up efforts to highlight new levels and high quality levels. Once that's settled, people will find it worthwhile to heart levels and leave comments.

I wonder what the new LBP community team is supposed to do. As in, what is their measurements for success ?

EDIT:
Actually, there are also a whole bunch of LBP messages on the creator websites. I guess the LBP community managers are really targeting the creators rather than the players.
 
I sent Patsu a test level last night. This time around I'm trying to get feedback during design so I don't release wtih these sorts of little faux pas's that slip past the designer! If anyone else wants to be a tester, let me know.

Happy to help where ever. The cool pages system has changed too..so when you are ready to release and are looking for the broad audience let me know and I can give you some pointers.
 
I'm still working on my swan song :) I've been feeling bad about the steaming pile of poo I released previously, so I figured I have to at least try to redeem myself!

I'm using a lot of classic mechanics and stuff, and still trying to focus on hidden areas and multiple paths. Hopefully I can make it work!
 
Happy to help where ever. The cool pages system has changed too..so when you are ready to release and are looking for the broad audience let me know and I can give you some pointers.
Thanks! I'll be sure to get any advice I can.
 
Played ur buggy level Shifty. The best part about it is the Buggy itslef. Very nice feel to it. I got stuck at the bridge part, coz I accidently threw the bridge into the lava pit, so there was no way to cross.
BTW, the aliens are easier to kill by grabbing them and throwing them far away from you, they don't seem to come back. BTW, the alien design is Cool :) !

I am still facing issues playing with other people online :( ! Sometimes it works, but most of the time it doesn't . Playing LBP alone is very boring, its only when u have another person that the whole thing turns FUN ! We were laughing out loud so many times, when I actually got to play with someone :LOL: !
 
BTW, the aliens are easier to kill by grabbing them and throwing them far away from you, they don't seem to come back. BTW, the alien design is Cool :) !

Would be cool if a second stage has an alien boss: multi-headed with tentacles and slimes, and can be destroyed part by part.
 
BTW, the aliens are easier to kill by grabbing them and throwing them far away from you
Yeah, I like alien wrestling. One advantage is grabbing them automatically moves you to the right layer, whereas shooting you need to judge which layer they're on, which is kinda difficult. You know, it'd be fun to be able to toss them into deadly scenery. Perhaps something for a version 2?
they don't seem to come back.
No, there's no flight option for creatures. Lateral motion is imparted when the aliens spawn, but they'll decelerate to a standstill. I really wish MM would add a flying creature component with flight paths and tracking, as it'd add a huge amount of options to gameplay.
 
tha_con, I tested your work-in-progress level "The Great Hunt" as requested.

Here's what happened to me in chronological order:

* The first hanging bridge (In fact, all the ones with movable/turnable wooden planks later too): It is possible to fall through the gaps in between the planks. Not sure if this is intended but I fell through twice just by walking normally.

* I like the invisible bridges over the fire. The Sackboy dummy will turn on the elevator. I discovered these by trial and error, but you may need a reason/story to tie the puzzles over.

* At the windmill, it is possible to get stuck at the points where the rocks (both of them !) meet the adjacent walls. Impossible to get out unless I blow up Sackboy.

* The missing bridge
where I need to jump and grab a large switch: If I forget to activate the switch, I would fall all the way to the ground and survive. There is no way to get back to the normal path. The level should just kill the Sackboy and return him to the spawn point.

* The spawn point before the moving fire walls. It did not activate the first time I was there. Once I died in the flaming walls, I was returned to the previous spawn point. At this point, I can't get back to the walls because the elevator was still up there. When I replayed the level again, that spawn point worked again. So this issue did not replay itself. I don't know why.


I also like how the level rewards the player abundantly. The big question is why is the level called "The Great Hunt" ?

Once you completed the level, I'll let my son play it alone. I think he can make it with some help from me.


EDIT: Shifty, I dropped you a XMB note. In case you didn't see it. Could you resend the level to me please ? Would like to test it today before work consumes me again.
 
Tons of amazingly useful feedback.
Thanks SO MUCH man.

The first bridge is intentional (gaps). There should have been a text cue that popped up, but I may have to make the trigger radius larger. The rest of them, I will go through and tweak accordingly.

I didn't know you could get stuck between those rocks *smack*. Will fix that as well.

Currently, there are a lot of "missing" tips and pointers. You may have seen those guy's lying around that didn't speak, eventually they will all have dialoge, etc. Which should help to fix a lot of the "wtf am I doing" moments.

As for the "great hunt" title, eventually there will be a lot of "secrets" to find (essentially tons of prize bubbles that activate when you complete certain tasks). I haven't implemented them yet because I want to get all the platforming and basic level design finished down to a "T".

Also, the "end" of the level isn't really the end, it's just my "placeholder" because it isn't finished, it'll likely expand before then.

My biggest concern right now is adding enemies that aren't a cake walk, but aren't overwhelming either.
 
My biggest concern right now is adding enemies that aren't a cake walk, but aren't overwhelming either.

Shifty seems to be pretty good at strange creatures. Arwin's early experiment is intriguing too. Jaeyden is of course one of the best LBP creators I know. I think you can throw your ideas at them before you build them (XMB supports graphics attachments). Best thing is they are all technical and experienced LBP people. Might save you a lot of time.

Just read this and sent a key. Hope it gets there in time.

Short answer is 'no' :)
But I'll reschedule a little mid-week to make it work :p
 
Is it possible to do screen captures in LBP and then output that to the XMB?

Another things that's driving me insane is how in the world people change the color of gasses!? I have been racking my brain trying to figure it out :(
 
Currently, there are a lot of "missing" tips and pointers. You may have seen those guy's lying around that didn't speak, eventually they will all have dialoge, etc. Which should help to fix a lot of the "wtf am I doing" moments.
Don't count on it ;) Seems hit and miss how much attention people pay to dialogue. Seems to me that the 'dialogue' that works is nigh-on blatant telling the player what to do.

Is it possible to do screen captures in LBP and then output that to the XMB?
Yes. It's a tiddly image (unless the latest update has increased that). Can't exactly remember how to do it at the mo'.

Another things that's driving me insane is how in the world people change the color of gasses!? I have been racking my brain trying to figure it out :cry:
Select the gas tool and press the Square button.
 
Don't count on it ;) Seems hit and miss how much attention people pay to dialogue. Seems to me that the 'dialogue' that works is nigh-on blatant telling the player what to do.

Yes. It's a tiddly image (unless the latest update has increased that). Can't exactly remember how to do it at the mo'.

Select the gas tool and press the Square button.

lol, thanks for the tips :D

I think I may use Camera angles to better convey where you have to go, as well as tips and other visual cues.

There's a ton of "cosmetic" stuff that I want to throw in, but I'm afraid, as using multiple materials can quickly fill up your thermometer. I also want to experiment with moving parts for "visual candy".

Ultimately, I really want a lot of plays, hearts, and to make a level people enjoy. I don't want to beg for these things just to get a trophy :p
 
Tried to play with deepbrown and Jardel (whats ur B3d name?) , but couldn't as usual . Its only once in like 10 tries that I am actually able to play with someone in LBP :( !
 
Is it possible to do screen captures in LBP and then output that to the XMB?

There's a ton of "cosmetic" stuff that I want to throw in, but I'm afraid, as using multiple materials can quickly fill up your thermometer. I also want to experiment with moving parts for "visual candy".
(

Take a photo. Find the photo in your pop it. Press square and select the HDD option.

There are also lot's of ways to manage your thermometer space, while still creating an aesthetically pleasing level. Something to keep in mind is that the thermometer is actually a bunch of separate thermometers, all calculating different elements in the level (Geometry, physics, textures). The engine will tell you where and when you are starting to overheat. You'll get messages like.."Try using less complicated shapes" and "try using few decorations"...etc.

At some point your thermo may be near to overheating because of geometry...but you may still have plenty of room to add stickers or decorations without knowing it because all you see is one overheating thermometer. Don't be afraid to push all these limits. You can also get a lot of thermo space back by anchoring stuff in your level. If an object or material is not glued to the floor or a piece of dark matter then the physics engine has to account for it. No need to put undue burden on it for the ceiling, walls, points bubbles prize bubbles etc. that you include in your level. I anchor a lot of stuff in my levels to tiny pieces of invisible dark matter and then glue down everything else that doesn't need to move.
 
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Creature components seem by far the most expensive items. Brains and legs all cost the same, so don't waste your resources on 4 legs if 2 legs will do the job, or even 1 leg! A creature spawner costs a huge amount of resources, making my Castle Defense game unworkable with creatures. Had to use dissolve material instead, making a much uglier level :( Decorations are very cheap. Adding a decoration adds the geometry to RAM, but then every instance of it only needs a vector position. The aliens in my buggy level are a single circle of float with a wagging tail weight behind. All the detail is decorations.
 
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