Technically, I want to know how they've implemented the motion blur, which looks flawless in the trailers. They've also got excellent texture sampling. Looking at the lighting, there's a feel of GI there which I'd like explained too. Have they got some simple AO engine running?
Check this gif out of the flying skateboard.
http://www.snapdrive.net/public/19248/Liitle Big Planet.gif
I haven't had time to view any videos, but if what this gif shows is gameplay than wow . It really does look on par with an early 00s cg movie and could fool the untrained eye. I guess I still haven't read enough on this game but what is the point? They open-ended level creation must have some kind of goal in each level, right? In other words, we just play for the sake of playing around in the world then what do we play with/for inside the world?
There's no goal as such in the creation aspect, except to see what gameplay emerges and to create something you can play through yourself and/or to publish online and share with others. .....
There's no goal as such in the creation aspect, except to see what gameplay emerges and to create something you can play through yourself and/or to publish online and share with others. So actually I suppose it's wrong to say there is no goal.. And that gameplay does actually emerge thanks to the exceptionally good looking physics system underpinning all of this. You put something in the world, and it should behave exactly as you expect. You should really watch the conference demonstration video and look at how that works. There's a great 'puzzle' moment featuring a high ledge, an orange, and a football, and they had multiple ways of approaching it thanks to the physics.
Seriously, grab the videos. It would explain everything much much better, it's kind of tough to express it in text, but the demonstration does an ample job of that.
Thanks. You articulated the idea well and I will view some videos when I get the time. My mention of goals stems from the mention that there is a level aspect of this game that precedes the content creation and open world (game will come packaged with some levels...etc). If there are levels than there must be goals. I am curious as to what those goals will be. This game sounds pretty new to me and I think I like it just like I like the below icon.
The great thing is, the builder makes the rules and sets the goals.
Ok this is beginning to get a bit more clear and exciting.
I just love this picture.
I just love this picture.
They do. Have you watched the full length GDC presentation? They demo controlling the characters to act, such as playing Air Guitar, or surfing. The motion control is used by Phil at the end to make his Munchkin bow (one guesses, tipping the controller when he's asked everyone to give a bow. Muchkin's aren't visible at thate point).Given it's made by the guys who developed Rag Doll Kung-Fu what's the chances that this will use SIXAXIS as a puppet like control (i.e. they are manakins)?