The LittleBigPlanet pre-release Saga

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So, it looks like the pre-order bonuses so far are:

Nariko: Best Buy (rumored?)
MiniGuide: Amazon.com (confirmed)
Kratos: Gamestop (confirmed)
StickerBook: ?
LittleBig Pouch: ?

Please update/correct if you have any additional info.
 
Shifty said:
The engine certainly could with a little tweaking, but as it stands the moment you couldn't really build such games while Sackboy moves left/right.

However there are mechanics that allow Sackboy to go up/down to. For example the jet pack. So coudn't they with tweaking give the illusion that Sackboy was walking towards the top of the screen rather than flying? This would open a whole other genre of games that people could do. Maybe even kick off Sensible soccer clones :p two aside sackboy/girl footy lol.
 
They could turn the model so we're looking top-down. I just don't think that'll be in LBP from day 1, unless it's the Secret Evans Secret Thing.
 
Considering the effort needed to build more complex objects, starting with a block and sculpting it to size, the option to convert hand-drawn sketches to objects seems a very valuable way to improve the creation side, speeding things up no end. I can see six-year-olds preferring to draw on paper and scan rather than try and scuplt a house from wood. I can see most adults preferring that too! ;) A part of me hopes this is Alex's rumoured advancement.

Yes, the six-year-olds don't even need to draw. They only need to find their favorite objects, place them in the appropriate places, and let the "Creator Tool" weave it all together like the Tank demo. :)

But I agree this is probably too late and too much to ask for :(

If I were Sony, I would have worked towards integrating the functionality into LBP from day 1. Either that, or extend the EyeCreate software to include object creation. Then let titles like LBP, Home, etc. import these objects into their worlds.
 
Some impressions from Edinburgh. Some nice tidbits, some disappointments...

...
8. Can you make invisible objects or a very dimly lit room?
Yes. They've already made a level that's dimly lit.

9. Will level remakes be allowed?
Yes, but naming them after the real level might get them deleted due to copyright reasons. Media Molecule has already made Super Mario Bros. Level 1-1.
...
The beta had plenty of glitches including spazzing characters and levels that can become incompletable, but not too much to be fixed in two months (they'll have to work hard, though!). They also haven't officially named the fluff yet.

One thing that I particularly liked was the mini levels. They could be anything from a marble puzzle to an infinite rodeo ride or Jetman clone. There was even a Line Rider-like level!
...
I was saddened to hear that there would not in fact be any music importing, so all narratives in the game will have to be in text form. There will also be no picture importing, so everyone ready with picture files on their computer will have to resort to taking Playstation Eye pictures of their computer screen.
Ouch! Customised artwork is going to be tricky. I'm gonna have to rig up a nice system of capturing hand-art, but presumably this means no tweaking of gamma/contrast etc. People will be stuck with printing and scanning. And no alpha-blending either! No layering of textures. Boo! Glad I didn't start any creating prior to this news!

There's a little more, including a 'confirmed' release date, but I don't want to rip all the meat so follow the link and thank the guy!
 
As long as the basic shapes are there, I think we will get around the image problem like how people did it in the limited LBP Flash banner. Essentially, we will see more creativity at work, although image import would be nicer.

[I hate corporate attorneys and accountants. They are too defensive and nitpicking for my taste :devilish:]

Sony, please please improve your EyeCreate ! It's the input mechanism to your flagship game now. Make it compatible with mouse and tablet too.
 
No machinima is a surprise considering the sackboys will already lipsinc voice chat. It looks like they could keep expanding the basic game with content for years to come, just by adding things that are already being asked for.
 
As long as the basic shapes are there, I think we will get around the image problem like how people did it in the limited LBP Flash banner.
Sure, there's always workarounds, but this constricting creation such as to make it complex. Think of the Mii's. There were some amazing creations by out-of-the-box thinking, using smiles for eyebrows and goodness-knows-what, but it would have been easier if there more more obvious options to begin with. I'm sure clever use of stickers will make recognisable things from unexpected sources, but it's far from ideal, especially when the easy solution is so flippin' easy and obvious! It's a head-scratcher, that's for sure!
 
I don't understand that how did they manage to get permission of Nintendo to do a super mario bro's level???

I doubt they have permission. I think they just wanted to see if they could recreate it, just like many people want to try recreate a game in LBP.


I like the part about creating easy to use machines. I was thinking of making an obstacle course, and then try to make a machine that can cross it. Then use that to make some more complex enemies that can do unexpected things. Ill probably keep experimenting like that for a while, just to see what I can and can not create, before deciding to make whole levels, and make those as polished as possible.
 
They won't have. They'll have just copied the position of the blocks to recreate the levels.

It brings up an interesting question in LBP's context: if you have a two levels that are structurally identical, but completely different in terms of graphics and sound, developed without access to the actual source (in SMB's case), is there some sort of violation? I understand LBP will err on the side of caution, just as Youtube does, but is there, say, a copyright violation? Is there such a thing for 'level layout'?

Barring some sort of EULA that forces creators to give up rights to their creations, can someone legally establish ownership over a LBP level, if all the building blocks are stock?
 
It brings up an interesting question in LBP's context: if you have a two levels that are structurally identical, but completely different in terms of graphics and sound, developed without access to the actual source (in SMB's case), is there some sort of violation? I understand LBP will err on the side of caution, just as Youtube does, but is there, say, a copyright violation? Is there such a thing for 'level layout'?
I'm pretty sure not. Copyright covers the artistic content, and unless you can convince a jury that the position of some blocks without regard to their design is an artistic creation, I can't see how an arrangement of a level can be copyrighted. Looking at Braid we see a Donkey Kong homage, for example.
 
I never thought there would be a complete create mode when playing created levels.
How would that have worked? If I put a level on the LBP server, where it will be playable by anyone, I don't want people to start messing around and changing my creation.

Is it still possible to crate a level together with other players? That would essentially be the same as in-game-building.
 
I never thought there would be a complete create mode when playing created levels.
How would that have worked? If I put a level on the LBP server, where it will be playable by anyone, I don't want people to start messing around and changing my creation.
Obviously I'm not repeating myself enough so I'll try again :D

The original idea wasn't open modification of a level. Alex Evans described a creator able to designate parts of their level where the player(s) could create stuff. You would have your normal puzzle-solving platforming, but could incorporate building-puzzle solving. eg. Halfway through the level there's a big ravine to cross. You have to use the sponge/fluff you've collected to pay for parts to build a way over. You could then build a bridge, or a catapult, or whatever, depending on what you've collected. There'd be clever gameplay in spending the least sponge possible to get a higher score, or have more for later.

Is it still possible to crate a level together with other players?
Yes, multiplayer extends into the create mode as well. But you lose all the gameplay devices, the points, the league tables, etc.
 
Obviously I'm not repeating myself enough so I'll try again :D

The original idea wasn't open modification of a level. Alex Evans described a creator able to designate parts of their level where the player(s) could create stuff. You would have your normal puzzle-solving platforming, but could incorporate building-puzzle solving. eg. Halfway through the level there's a big ravine to cross. You have to use the sponge/fluff you've collected to pay for parts to build a way over. You could then build a bridge, or a catapult, or whatever, depending on what you've collected. There'd be clever gameplay in spending the least sponge possible to get a higher score, or have more for later.

But that's building with assets already in the level, I've seen nothing that says you can't do that. You've contended however that not having the editor available to you at all times is some kind of hinderance to which I respectfully disagree.

Example: I have a level with a dragon, now to get past the dragon I want you to build a tank and slay the dragon. I provide you with all the necessary material lying around to build it and maybe even have stick person hieroglyph in a tank shooting a dragon as a clue. So you put the parts together, fire the tank at the dragon, slay it and move on your way. A nice bit of puzzle solving all done within the confines of my level design.

You say that isn't good enough for you. You want to break out the editor and build a tower that falls on the dragon or another dragon that can fly and go over the dragon or whatever else you want to do to get past the dragon. The problem now is that I've relinquished control of the level to you. So what's going to stop you from taking that flying dragon and using it to bypass everything else in the level and go straight to the end (and of course boast how you beat the level in 10 seconds when what you really did was create your own glitch), or maybe you just change the dragon to be super weak instead so that a piece of fluff tossed at it will kill it (that would be creating your own cheat), or maybe you just open up the editor and delete that dragon in your way (at which point I'd wonder why you even bother playing). The point is, in your desire to have control you're no longer a player but a god.

Yes, multiplayer extends into the create mode as well. But you lose all the gameplay devices, the points, the league tables, etc.

I think what he's looking for is more of an enterprise/collaborative IDE environment (or at least an lbp safesource) which is a really cool idea but probably shouldn't be expected as a launch feature.
 
We can always feedback to them after the game is launched. It's a community driven game ! :yes:

We spoke about limited in-game "editing" before and I think it's a great concept. I shall pimp that PS Eye object recognition idea again here :p (e.g., A level may require the players to introduce their items into the level). There may be some content risk here but I like the idea too much to give up.

I am kinda glad they scope out the project so that it's manageable though. The concept and visual is already top notch, the gameplay needs as much polish it can get. I'd be more concerned about control scheme at this point. That 3-layer Z-movement still sound somewhat clumsy. So the Z-movement hopefully is smooth.
 
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