I'd imagine it's something like this:
When creating your own level you have unlimited access to creation objects to add/remove from the world..
When playing someone else's level, your limited in what you can create by how much sponge u have (if any, since the sponge would be placed by the creator..)
Or something like this.. I would love to get some clarification in the finer details of how this game works though..
That was my plan, and I started a thread on it, but the £100 monitor solution doesn't seem viable. I'd be looking at a good £200 for a monitor, then £300 for a PS3 = £too muchThere's always a monitor?
That was my plan, and I started a thread on it, but the £100 monitor solution doesn't seem viable. I'd be looking at a good £200 for a monitor, then £300 for a PS3 = £too much
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Well you still have some time. This Christmas you'll be looking at a pricecut for the PS3 together and the monitor prices will have come down, especially for the earlier HDCP supporting models.
Some new info from that walkthrough :
4 player on one PS3. 8 player online : They had 16 player but decided it was too chaotic. 8 players would be sweet for putting on plays, if you could find enough intelligent, patient folk who'd want to be a part of that.
Neat. I saw a trailer for SnakeBall somewhere, which seems an interesting take on the old snake game, and it features 4 player online from one console.
No custom music from day one, though you'll be able to mess around with the music in some fashion. That solves the issues of audio piracy.
Pity, but I also think they are currently looking at cutting down the level size on disc to decrease traffic and increase download speeds. They're probably offering a lot of materials and stuff included in the game so you can create levels without messing with your own pictures in there too much. It also looks like they use vector graphics for the decals and such.
If you can import pictures, they'll probably be limited in size. I still have to see the video.
Import creations into levels : They gave the example of a level with a bridge out, where in multiplayer you could say 'hang on guys. I can sort this out' and import a tank you made previously
Interesting. Hopefully they allow a lot of settings - I'd like to be able to limit that option for some levels, could be more fun if you want to create something a little more challenging, or some kind of puzzle.
4 player on one PS3. 8 player online :
no surprise here, still unfortunate to hear.That was my plan, and I started a thread on it, but the £100 monitor solution doesn't seem viable. I'd be looking at a good £200 for a monitor, then £300 for a PS3 = £too much
Some new info from that walkthrough :
4 player on one PS3. 8 player online : They had 16 player but decided it was too chaotic. 8 players would be sweet for putting on plays, if you could find enough intelligent, patient folk who'd want to be a part of that.
No custom music from day one, though you'll be able to mess around with the music in some fashion. That solves the issues of audio piracy.
Did they say where the blu-ray full of levels will come from? Original plan was to include best of user generated content, but at the time they were saying PSN version this year.Level sizes : Small, large and medium. The GDC show was a medium sized level. A large level is about 100m x 100m where a SackBoy is about 10 cm high.
Import creations into levels : They gave the example of a level with a bridge out, where in multiplayer you could say 'hang on guys. I can sort this out' and import a tank you made previously
This is how I'm presuming it works also for now, but I don't think anyone's explicitly clarified it. They have said before that sponge is a resource you can compete for when playing through levels, that lets you create stuff. But in your own level you're making, you probably don't have that resource limitation.
And I can't frickin' wait to see that gamespot walkthrough when I get home
4 player on one PS3. 8 player online : They had 16 player but decided it was too chaotic. 8 players would be sweet for putting on plays, if you could find enough intelligent, patient folk who'd want to be a part of that.
Don't think so. They were asked about level sizes filling up your HDD (they had questions from the public). The levels themselves are small (as you'd expect) but if you wanted, you could fill up your HDD with images.Arwin said:If you can import pictures, they'll probably be limited in size. I still have to see the video.
Did they say where the blu-ray full of levels will come from? Original plan was to include best of user generated content, but at the time they were saying PSN version this year.
[/QUOTE=betan]They're creating a lot themselves. You start with a minimal amount of content, and play the game to unlock more assets to use. That means lots of levels for lots of assets. They said they wanted enough content for it to be a standalone single-player experience if that's what someone wants.
Definitely. It's up to 4 players at home together in the same room, but online 8 players from wherever, like any other online game (think Football here). I see know reason to think it'll be different to the norm.I hope that's the case.
Another point was the construction of machines. It looks like there were a few joints selectable - free pivot, and driven pivot. I don't know if parameters could be set for how free or fast these joints are. The way they can be used is very simple though, and it wouldn't be hard to offer other tools that work in the same way, creating paths and stuff. I noticed only 3 motion controls, the white icons in the top left of the Poppet menu. I hope more appear. The level designers must be requesting more stuff. Scripting OTOH would be a complexity that doesn't fit the LBP Poppet system of simplicity, so I can't see that making it in. Any 'scripting' would have to be engined through mechanical means, pulling and pushing stuff. Machines were built, like walkers, using eccentric cams to turn legs and collision geometry to act as guides. These presumably could only move in one direction, and not turn around. Some switches and stuff would be valuable additions, but I don't see readily how these can fit with the Poppet point and click method. You'd need to set a target, and a function, and the moment you've got variables like that, the interface falls down.
Definitely. It's up to 4 players at home together in the same room, but online 8 players from wherever, like any other online game (think Football here). I see know reason to think it'll be different to the norm.
On the latest 1Up Yours, Shane revealed that at TGS, they will be showing ENEMIES for the first time!
N'Gai Croal revealed another interesting mechanic...you can make the levels races, with ONLINE LEADER BOARDS posted for levels that you create! Not only that, you can assign a moving object (or maybe even an enemy) as the "finish line" in your level, so you could make a level where the end-goal is chasing something down! Amazing...
This will be awesome.
All this stuff revealed around the 1:44:15 mark after N'Gai talks about Everyday Shooter... 1:48:00 or so.
http://www.podtrac.com/pts/redirect....sts/071307.mp3