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LBPCentral Golfing System

Archive: 22 posts


Hey guys and gals - Let's win us some crowns. I don't mean just 1 or 2, I mean let's get the majority of them! I have a great idea. We come up with a standard golfing mechanism. Like a Huge contraption that incorperates shooting the ball, following it with a camera, and keeping score. Then we ALL use the same mechanism on our entries to the MM competition.

So the basic shooting and scoring system would be consistent through out ALL of our levels, but the game play and innovation of the courses themselves would each be completely unique. This way when MM makes their 18 holes, they would be like - wow look at all these sweet levels that use the same mechanics to shoot the ball, it would be great if all 18 of our courses were consistent with regards to this. And they would be more biased to pick our levels to have some consistency through out their 18 holes, so players don't have to relearn everyone's individual concepts on how to make a golfing system work.

I have some REALLY good ideas, anyone interested? I think we could even make separate clubs, like driver, then iron, then putter. Our levels would be unstoppable!
2009-04-04 21:11:00

Author:
LuckyShot
Posts: 713


WOw, that would be so mega hard....but worth it. Plus, as their judging is based mainly on ratings, we could all help each other out with some "objective ratings"
The thing I have found wrong with many golf levels is that you only have one shot, and many golf balls......well, how about we get the golfer to follow the ball? I know how to get a similar way to this, but it's difficult to work out mechanics (different power of the ball) to complete.
2009-04-04 21:15:00

Author:
Coxy224
Posts: 2645


Ok, my first Idea, is make a HUGE rig, like that of Jumper: Red Zone that forces you to follow it. This takes care of your problem of one shot golf... you can move the rig around with only the club visible to the player. Hide it all on the back plane - use DCF's awesome skill of using rods to cut through a thin layer, hiding ALL of the mechanics and logic gates associated with scoring from view. Then you could follow the balls around and hit over and over.2009-04-04 21:20:00

Author:
LuckyShot
Posts: 713


So you have to force the player to move?
If I understand what you are tring to explain, then you are saying that the camera is scrolling? What if they hit the ball too slowly?
Or am I completely misunderstanding this?
2009-04-04 21:27:00

Author:
Coxy224
Posts: 2645


That's my next crazy idea - when you hit, the camera would be on the ball, and my idea was to have the camera set to not follow sack boy at all, the range of the camera pretty much 2 or 3 screen sizes, then attach the ball with a well placed hidden rope or rod to a 8 life gate (or infinite life gate if cornish yarg comes out soon) but have the gate in the back plane. Then use toxic gas also in the back plane every couple screens, so it kills the sack boy off screen, but then spawns him with the ball and the camera should never cut away. So it wouldn't force you to move like the side scrolling things, it would just move as fast or slow as the ball is hit, then force you to follow the ball.2009-04-04 21:33:00

Author:
LuckyShot
Posts: 713


That is very interesting.......
I'm not quite picturing how this would work, but I totally understand it. It would be very good indeed.
But, in order for me to get it to work I would have to see an example level.
2009-04-04 21:36:00

Author:
Coxy224
Posts: 2645


Or have a vehicle with motor bolt wheels that follows the ball, and put sack boy in it off screen in the back plane so you never see him. This shouldn't be hard, using the targeting system I've seen on this forum to follow the ball, it could be applied to make a vehicle of sorts go left or right. But like I said I would need a lot of help with the people who already made the targeting system work - I have no idea how they did it!2009-04-04 21:36:00

Author:
LuckyShot
Posts: 713


Lucky: I've been drawing up a golf machine for a couple of days that I am about to sit down and build. I would like to help design this with you. It sounds like our ideas are very similar, I was also going to keep track of swings. Also my machine has a 'big' and 'small' swing.2009-04-04 21:52:00

Author:
Siljin
Posts: 76


Ok I made a basic golf game. The big thing being a following system that I made based on Trap T's laser sight following thingy. That guy is awesome. Only it doesn't follow you, it follows the ball, and you go with it.

Check it out.

level: Golf Tech Demo
PSN LuckyShot

It's copyable - so play with it all you want.
2009-04-05 01:35:00

Author:
LuckyShot
Posts: 713


Excellent I will get onto that and tell you what I think ASAP 2009-04-05 08:03:00

Author:
Coxy224
Posts: 2645


The one I was planning to make was have the ball mounted on a piston. It would actually travel upwards against a 2D map of a golf course.

The player would grab different sponges to determine how far it would go and then the ball would randomly scatter left or right.

Landing in a bunker would add one to the score (which is bad ) as would water hazards and such.

Alternately I would incorporate the old skool power bar if I had time (i.e my ps3 wouldn't break mid session).
2009-04-05 10:51:00

Author:
Shermzor
Posts: 1330


Good luck with this LuckyShot. Hopefully LBPC will win at least 4 of these crowns. I'll be sure to support every one of our levels.

Mine's about 70% finished so I won't be able to take part in your project.
2009-04-05 11:20:00

Author:
Killian
Posts: 2575


I've currently got a rig which looks like a large golf cart/schoolbus which has nearly everything we need. it has every type of club imaginable due to customizable angle, as well as a "drive shot" and a "putt."

I'm working out a way to count the hits right now.

My level also includes 4 custom balls to use, as well as 1 secret ball.

The things i'm going to have trouble with are hazards, and being able to watch the ball. however, watching the ball isn't as important when you can ride up to it and see where it landed...

I have a working sandtrap, but it kinda isnt the best in the world, being a bunch of sandpaper triangles in a pile...

anyway, my rig is pretty sweet (if i do say so myself) and once i get the scoring sorted out, you guys can take a look at it, and decide if it is the one you want to use.
2009-04-05 12:10:00

Author:
TJapan
Posts: 225


Just played the level and I am amazed at how well the "follow the ball" system works - it is awesome! How can we lose with brilliant creators coming up with so many ideas
I'm definately going to play around with this idea thanks Lucky
2009-04-05 13:05:00

Author:
Coxy224
Posts: 2645


Here's an idea: why not make sackboy the ball?

One of the advantages to this strategy is the camera. A camera, even if the zone is large enough, will not allow sackboy to leave the screen. You can do this a little bit with the cutscene command with magic mouths but it's still very limited. However, if sackboy is the ball, the camera automatically follows him around.

One can easily place sackboy in a circular object and cover him with a thin layer. I do this in my pod flying level and I've seen similar tricks pulled in other levels as well.

You can make the object out of two concentric dissolve materials and place a grab switch on the inner material, so it can only be reached from the inside. Basically, the stage start has a driver, which you can angle with a switch. Sackboy then enters the ball and grabs the inside of the ball. This pulls the driver back until the grab switch is released at which point it flies forward sending the ball and sackboy flying.

At this point sackboy's job is to roll around the level, inside the ball, and try to make his way to the hole (inside which is a finish gate).

There can be traps throughout the level. If sackboy enters one of those the level counts it as a stroke. The original ball dissolves. There is a new ball in the trap with another driver so the process begins again.

I'd also probably design the level in more of a mini-golf fashion, with lots of interesting areas for the ball to roll through. Classics, like the windmill or a loop would definitely warrant an appearance.
2009-04-06 14:42:00

Author:
dcf
Posts: 468


Ok, i think my Rig is complete. it has a stroke counter, (up to 8 strokes), a way to follow the ball, a way to be able to see ahead a good way for planning the next shot, a "drive" swing, and a "putt" swing, and a club with a wedge which angle you can set. i don't think you can have any more controls without overloading the player, and i think i may be skirting that right now...2009-04-06 15:09:00

Author:
TJapan
Posts: 225


Is the level with all that in yet? It would be very interesting to have a look at.
But it sounds like you're on to a winner there TJ
2009-04-06 15:48:00

Author:
Coxy224
Posts: 2645


I'll make a key level to demo it tonight.2009-04-06 23:23:00

Author:
TJapan
Posts: 225


Here's an idea: why not make sackboy the ball?

One of the advantages to this strategy is the camera. A camera, even if the zone is large enough, will not allow sackboy to leave the screen. You can do this a little bit with the cutscene command with magic mouths but it's still very limited. However, if sackboy is the ball, the camera automatically follows him around.

One can easily place sackboy in a circular object and cover him with a thin layer. I do this in my pod flying level and I've seen similar tricks pulled in other levels as well.

You can make the object out of two concentric dissolve materials and place a grab switch on the inner material, so it can only be reached from the inside. Basically, the stage start has a driver, which you can angle with a switch. Sackboy then enters the ball and grabs the inside of the ball. This pulls the driver back until the grab switch is released at which point it flies forward sending the ball and sackboy flying.

At this point sackboy's job is to roll around the level, inside the ball, and try to make his way to the hole (inside which is a finish gate).

There can be traps throughout the level. If sackboy enters one of those the level counts it as a stroke. The original ball dissolves. There is a new ball in the trap with another driver so the process begins again.

I'd also probably design the level in more of a mini-golf fashion, with lots of interesting areas for the ball to roll through. Classics, like the windmill or a loop would definitely warrant an appearance.

I finished my level yesterday, that's basically the entire level.
2009-04-06 23:30:00

Author:
Killian
Posts: 2575


Okay, if anyone wants to check out my golfing system, the level is now published with a full tutorial on how it works. if someone likes my system, let me know and i'll let you use it, as long as in your description or level, you give credit for building it to me.

In order to play the level, you must get the key from my level called "50's diner, Key level" to which the password is MOO9. place the stickers on the colored blocks on the wall.

also, the thread for my level is here:LBPGolf level! (yes it's the coolest one) (https://lbpcentral.lbp-hub.com/index.php?t=p=178769#post178769)
2009-04-08 14:59:00

Author:
TJapan
Posts: 225


I finished my level yesterday, that's basically the entire level.

I look forward to playing it
2009-04-08 16:36:00

Author:
dcf
Posts: 468


Hey DCF, did you play my tech demo???? I made it so sackboy IS the ball - but behind the scenes, so the camera is no longer an issue. Lol, it's basically everything you said, but way sweeter becuase I used Trap T's targeting system to follow the ball ANYWHERE. You can't roll the ball to the hole, but you also don't require to dissolve the ball at any point if you make a club that follows along, you can just hit as many times as you want. I've been out to sea again ( grrrr, but I get to go home in like 5 hours. I will definately be checking these all out and working on adding a club and score board to my system.2009-04-10 04:34:00

Author:
LuckyShot
Posts: 713


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