[PS3] LittleBigPlanet Impressions

Took some advice from you guy's, and play tested the level again, *way* better than it was before. Even my GF could understand where to go, what to do, etc. Subtle text hints and pictures (and a few arrows) did wonders for a lot of it.

Still have a lot of work to do, but I will republish sometime tomorrow so I can get a bit more feed back :)
 
So I republished yesterday after a bit more tweaking, and I think things are shaping up well. I still have to add in some obstacles, more rewards, and some more "moving" platforming.

I moved from the ground, to the sky, next I want the level to take players under ground, and then end it at Sea (I think?). It's a moving target, lol.
 
GDC 2009 interview...

Part 1:

Part 2: http://video.google.com/videoplay?docid=-4395054175464740923&hl=en

Titanio has the following summary here:

- They're starting a new beta process for pushing out new unfinished features etc. to a small group for testing

- In-level 'linking' is coming - i.e. being able to embed 'links' to other levels within a level

- Web API is still coming for mashups etc. + sackbook-alike website is still in the works

- They plan to extract commonly used 'work-arounds' and more complicated patterns that sophisticated users are employing and distill them down to basic building blocks the rest of the community can exploit easily. Gave an example of coloured lasers, and how folks had basically reverse engineered the lasers from the MGS pack to make different coloured ones. They also want to get the tools out there for a wider group of creators to do non-platformy stuff..that a small hardcore group is pushing preconceptions about what LBP can do via really complex tricks and workarounds, and they want to build that into new building blocks and tutorials to expand that out. They say the extent to which some people have 'hacked' LBP to do unexpected things has really surprised them, and they want to leverage those ideas.

Also for upcoming free updates: http://forums.littlebigworkshop.com/lbp/board/message?board.id=pod&thread.id=49340

April 16th (provisional) : 1.12 "Cornish Yarg" update : FREE

This update addresses several outstanding issues with the game :
- There is a new music player which lets players choose their own music from the XMB to play during create mode and in their Pod
- Improved decoration mode makes it easier to customise your Sackboy
- Option to delete all (unhearted) community objects and photos
- Option to select whether to automatically collect community prizes and photos
- A number of improvements have been made to make profiles more robust and to recover from certain errors
- We now support Japanese and Korean IME for text chat.
- Emitter prediction has been improved (this should help fast-moving projectiles e.g. in MGS levels)
- The player proximity switch now has a ‘require all’ option in it
- An option has been added to cycle between various level information when viewing community levels on the earth
- Various LittleBigStore improvements


April 23rd (provisional) : Creator Pack 1 : FREE

A collection of new tools and functions to help aspiring creators:
- Infinite lives checkpoint
- Visibility tweak option on certain joint objects (to hide these in Play mode)
- Global settings object (to trigger lighting changes)
- Tetherless jetpack
- Angle range proximity switch (additional functionality on proximity and magnetic key switches)
 
"The player proximity switch now has a ‘require all’ option in it"

That one is really good, and then all the creator pack options are really great additions!
 
Yea, "require all" for Proximity is going to make a huge difference on how some folks generate things, and will be very useful.
 
Yes, and especially useful also for making sure your level supports multi-player properly.
 
So I've finally gotten to the point where I *think* i can start working on small enemies and the final boss encounter. I have about 1/4th of my thermometer left, but I haven't done any optimizations (like gluing everything together, minimizing materials, etc). hopefully I have enough for 2 basic enemies and one large final boss (god that's going to take a LONG time to finish!).
 
Alright, Shifty and tha_con, looks like I'm gonna have to stay up in the office tonight. Will be flying out for a really short trip over the weekend. So my LBP experiements will have to wait. T_T

I was looking forward to it. Will have to hold my breathe longer.

My kid is getting pretty good at LBP now, beat my wife consistently :)lol:)
I'd like to be there to see him play your levels. I won't be able to understand what he's saying without watching the entire adventure.
 
lol, that gives me more time to finish the big boss!

I'm really just trouble shooting to figure out what would be best, a bit boss that has a few "weak points" but are easy, or some puzzle elements. I want to keep the level "accessible".

Question: Is it possible to create a "device" that will move a 2 way switch?
 
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tha_con said:
I'm really just trouble shooting to figure out what would be best, a bit boss that has a few "weak points" but are easy, or some puzzle elements. I want to keep the level "accessible".
I think the current playing public expect to see and jump on brains. At least, if you have a brain, have them able to hit it. If you want some puzzle element, have the brain clearly isolated and the puzzle clearly outlined.

Question: Is it possible to create a "device" that will move a 2 way switch?
Yes, but what exactly do you mean? You can connect up a piston or winches to move a switch. For my buggy I created a device that allowed a three-way switch to be operated by two indepedent grab switches, the only way to manage forward and reverse on motors, so its certainly possible to create varied solutions.

Regards the update, the Global Settings one is interesting in that it's been around in game for a while, but not released for us creators. There's a little 'Planet Earth' widget present in some official levels that starts light fades. Will make for a fabulous dynamic in levels, and really showcase the beautiful lighting engine! I wonder what has caused the change of heart, and how other features are being addressed? eg. Why does MM get to use long textboxes with red highlighted words but we're limited to 2-lines?
 
I think the current playing public expect to see and jump on brains. At least, if you have a brain, have them able to hit it. If you want some puzzle element, have the brain clearly isolated and the puzzle clearly outlined.

Yes, but what exactly do you mean? You can connect up a piston or winches to move a switch. For my buggy I created a device that allowed a three-way switch to be operated by two indepedent grab switches, the only way to manage forward and reverse on motors, so its certainly possible to create varied solutions.

Regards the update, the Global Settings one is interesting in that it's been around in game for a while, but not released for us creators. There's a little 'Planet Earth' widget present in some official levels that starts light fades. Will make for a fabulous dynamic in levels, and really showcase the beautiful lighting engine! I wonder what has caused the change of heart, and how other features are being addressed? eg. Why does MM get to use long textboxes with red highlighted words but we're limited to 2-lines?


Essentially what I want to do is use these switches to create a boss battle that has "patterns" and phases. I think it will be pretty easy once I wrap my head around all the switches and proximity switches I'm going to use.
 
So I put up a new and "refined" version of The Great Hunt (still missing the boss battle...it's seriously killing me).

Here's some pictures :)

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Still looking for some constructive criticism (Jayden!!). I've learned a LOT just working on this level, compared to my last. The First level I did was terrible, lol, and you can tell I didn't know anything about creation.

I guess the game "has" me now :p
 
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