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#1

Idea for a Story

Archive: 11 posts


Dr. Scientist (from the original story mode in the Bunker level) has gone loco. His hatred for the Collector and those who have so easily forgiven him have driven the Scientist to quarantine the Collector and create a device that will destroy LittleBigPlanet and all its creations. After discovering his efforts, you try and stop him but your first attempt to do so leads you to failure as you are cast out of his Moon lab and onto LittleBigPlanet. The story for the most part takes place in the Collector's Mansion where all the usual characters from the Story mode meet you and help you solve the puzzles and traps that the Collector originally set for trespassers. You progress through the Mansion by finding Keys to different Worlds where the Collector has hidden Stickers which unlock different parts of the Mansion. Finally, on the roof of the Mansion is a rocket (the one he uses in the original Story Mode) which will help you go back to the moon in order to stop Dr. Scientist.



The first level should also be the last level (or second-to-last level) because it is the Intro AND the Outro. In other words, it's TWO levels in ONE. This is where the story starts and ends.

At the beginning, you should get a Permit Entry sticker in order to let you in the lab, as you are employed there in the story. This is the point of the story in which you should find Dr. Scientist, discover his evil plot, and be cast back to LittleBigPlanet. You should see the STORY TITLE along the way.
At the end of the story, you should have a Master Override sticker which, during gameplay, you would stick in the same place as you would a Permit Entry sticker. THIS sticker will unlock different events, thus making the level a WHOLE NEW level in which you take different routes and solve different puzzles to find Dr. Scientist and hopefully do a better job in trying to stop him.

The Collector's Mansion is the main Overworld Level. During gameplay, you should be revisiting this level many times as it is the only way you should be able to unlock all the different Worlds. A World is basically a series of 2-4 Levels, each with its own sub-story, and helping the distressed characters in each sub-plot will usually earn you more Mansion Stickers. In this regard, The Collector's Mansion is a LOT like Peach's Castle in Super Mario 64 or Grunty's Lair in Banjo-Kazooie 64 (in which you would find paintings in order to get to the OTHER levels).
Completing each World should give you Mansion Stickers which you would use to unlock different part's of the Mansion level. Unlocking more parts of the Mansion level should earn you access to more Story levels (again, like Super Mario 64 and Banjo-Kazooie 64).

In the interest of space and the fact that not all of these Worlds can be created in a short amount of time, the Mansion should be split into at least 4 levels. The last Mansion level should probably only contain Keys to 3 Worlds (including the Moon) as there will need to be plenty of space for the Collector's Rocket to at least LOOK like it is exiting the atmosphere. Perhaps the background for the Rocket part could be constantly moving downward so it looks like you are flying a great distance upward. The transition from traveling through space and landing on the Moon should be temporary darkness via the Global Lighting Controller.

----Concerning the different Worlds----
The different worlds should, of course be differently themed, with the Moon being the very last World. Completing the Moon should give you the Master Override Sticker.

The other Worlds should not only vary in decor, but also in creative progression of the level. By this, I mean one level will be a generic jump-from-platform-to-platform level, another will be a danger zone/survival of the fittest level, another will be a vehicle/contraption level, another will be an emitter filled level, another will be a 3D maze (In the 3D maze, Sackboy is basically navigating not only around walls but also around fences that block you from moving from layer to layer. This level will also have emitters which will be used to create the illusion of moving Magnetic Key objects from layer to layer).

The Moon will be a Paintinator level and should be the only main Story World to take full advantage of the Paintinator.

Each World needs to have x2/x3/x4 puzzles. For example, you could have two magnetic key dissolve materials that disappear if one is separated from the other and reappear at their starting point via emitters. In this case, you would need two sackpeople cooperate by taking them at the same time to their Magnetic Key Switches.

HUGE Note: If many different users are making levels, then it probably won't be possible to use Level Keys. Sticker Switches would be a more plausible method in this case, unless you have some method of sending the levels to the person directing the project.

Keep in mind, this is just an idea. No one has to follow up on it or give me any credit for this idea, as it is only a suggestion/request.
2009-04-15 18:34:00

Author:
MMLgamer
Posts: 183


so.... wait. is this a level you're making, something you'd be interested in making, or just a suggestion for people who need to get the creative juices flowing?

Sounds intriguing at the very least. Oh, and it sounds like a massive project on the scale you're planning.

If i were to do this (and i wouldnt mind participating in a project if others are interested) I'd shorten the "worlds" to a single level each to start. I'd also keep the mansion to one level, as it seems more of a Hub than an actual "level" per se. I'd combine the Mansion and moon levels also, due to the roundabout nature of your plot, and the relatively small space required for the mansion as a Hub level.

As to sending the level to the project leader... couldnt you just publish the level, lock it and make it copyable, and put the key in another level with a combo lock, and tell the leader the code? Then put the key in the Hub?
Or, alternatively, all of the contributers could put their keys in themselves (ie: make the Hub copyable for the team, and let everyone wire up their own sticker switches, republish, pass the level along )


Sounds like a lot of fun, and rather epic if its ever accomplished.
2009-04-15 23:22:00

Author:
Burnvictim42
Posts: 3322


To tell you the truth, this is probably something I'm never going to get around to doing since I don't seem to have the time or motivation for stuff like this anymore. I posted this because this is the sort of thing I'd like to see.

I thought about each of the Worlds being only one level. This would probably be a better idea as it eliminates redundancy. The only reason I suggested that each World be a series of levels was because I imagined this whole thing as a sequel to the Story Mode and thus it deserves to have a lengthy playthrough.

The Mansion could be only one level, however that would mean all the levels would have to be released at once, and then there's the space issue. Besides which the Mansion is not only a hub for levels, but it is a level in itself. The idea is that you cannot truly complete the level without completing the other levels (although you would find a Scoreboard each time you unlock a World in the Mansion, just so you won't have to exit the level through the pause menu).

Also, the Mansion and Moon levels are kinda inevitably separate seeing as they are two different places. I know that you eventually use the rocket to fly to the Moon anyway, but that was sort of inspired by the way the Magician teleported you to the Wilderness levels in the original Story Mode. To me, this is a more epic way to conclude a penultimate story event.

Anyway, even if nobody gets around to doing this sort of thing, it's really fun to imagine.
2009-04-16 00:03:00

Author:
MMLgamer
Posts: 183


I understood it to be just a place where you could get the level keys (after completing the previous level of course) mah bad. =/

So... in the mansion, you walk around doing puzzles etc, until you hit a roadblock, and are forced to go to another world? Intriguing... but problematic. I don't know about you, but i wouldn't really want to platform and puzzle more than i have to- so if i have to do it once to get the first level key, fine. But if i have to go back through that first section again to get the second, third, etc... that gets a little annoying. Thats why i thought it was more like a hub- with sticker switch pictures, or chests, that emit the level keys. If you wanted to make a challenge in the mansion to get the first key (and only the first key), that would be kind of cool, and i could definitely see why you'd keep it its own level
2009-04-16 01:12:00

Author:
Burnvictim42
Posts: 3322


I suppose in order to solve that problem, it would have to work out like this: The main corridors of the mansion would not have puzzles or obstacles, except for the corridors which lead to a Level Key that unlocks the next part of the Mansion. The other sections that have puzzles/obstacles would lead to Level Keys to other Worlds. These sections would be best described as detours. That way, you won't have to do any puzzle in the Mansion more than once or twice. You can only progress through the main halls after going on the detours and completing the Worlds that the detours unlock, and you won't initially have access to all of the detours.

Thanks for pointing that out. Any more suggestions or additions?
2009-04-16 01:36:00

Author:
MMLgamer
Posts: 183


Sounds like a pretty big project. Not sure if I'd ever get this done but I think the Plot is more solid than a Story Mode level. I can already see how this could be expanded, and hope that one day you get to creating this level.2009-04-16 01:52:00

Author:
Bear
Posts: 2079


Um... if you wanted to make the space limitations easier (ie: so you dont have all of the "world key puzzle areas" (unique term, i know ) all meshed up against each other, you could use teleporters (ie: the main hall has a bunch of teleporters, each of which goes to a different area of the mansion, and each of which requires a different sticker switch to turn it on). With teleportation, you could build the areas of the mansion ANYWHERE on the map.

Again, if you'd like to make this a reality, i'd be happy to help out.
2009-04-16 04:40:00

Author:
Burnvictim42
Posts: 3322


Dr. Scientist (from the original story mode in the Bunker level) has gone loco.

noooo

i'm sick of seeing that scientist, he's been in like 1000 levels
2009-04-16 05:15:00

Author:
Dexiro
Posts: 2100


noooo

i'm sick of seeing that scientist, he's been in like 1000 levels

In that case, would you not want to see him destroyed? lol
2009-04-16 06:38:00

Author:
MMLgamer
Posts: 183


what a fantastic idea! i wish i had thought of it...

one primary nexus level that you unlock parts of by visiting other levels...

genius, man! I'd be more than happy to help if anyone would request it of me.
2009-04-16 18:43:00

Author:
ReverendWolf
Posts: 21


...that sounds like part of a collaberation to me Why don't you repost this in the collaberation section, and see if we can get any more takers?

This could always be something of an expanding storyline, it doesn't all have to come out at once, there just has to be some unity (ie: all of the subplots are relevant in some way to the main plot)- thats kind of the beauty of the hub interface, a small edit here, a republish there, and suddenly a new world is added. The hardest job would be for the person who tied all the plots together (as i assume the final world might have a few visits from previous story characters)

EDIT: Nvm... i see that this IS that section now XD
2009-04-17 05:20:00

Author:
Burnvictim42
Posts: 3322


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