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All jetpack level?
Archive: 18 posts
I'm thinking of trying to make an all flying level eventually...or just test it. They did give a tetherless jetpack for a reason, right? I'm just concerned someone might unequip it on purpose/accident and end up where they shouldn't be. They would just have to respawn though? There has to be a jetpack at each portal then. Any thoughts or ideas if an all flying level would be a good or bad idea? I don't think I've played a level like this yet. | 2009-05-13 19:27:00 Author: Nattura Posts: 86 |
I had that same idea in my head for a while as well. There is great potential for a level like this. But as you yourself mentioned, the unequip-obstacle is pretty big!! Depending on the kind of level you are trying to make, it would mean you have to put jetpacks EVERYWHERE just to be on the safe side. It could work and I very much believe the jetpack has not been explored to it's full potential yet. Especially now that they gave it the freedom it so desperately needed. | 2009-05-13 19:40:00 Author: Zwollie Posts: 2173 |
Yep, its a very nice idea and the Jetpack is completely underused. A full flying level would be difficult to create, but so long as there is a way to keep them with the jetpack (perhaps lots of gas so they will just die if they unequip it) | 2009-05-13 19:46:00 Author: Coxy224 Posts: 2645 |
an all jetpack level would be cool but you have to make sure you don't end up making some boring maze with the occasional obstacle that kills you wasn't azure palace almost all jetpack? | 2009-05-13 19:55:00 Author: Dexiro Posts: 2100 |
Don't give it much of a plot, just made it a free-roaming thing with varying scenery like Flower? | 2009-05-13 20:07:00 Author: Pinchanzee Posts: 805 |
I would really like a all flying/jetpack level. I too believe the jetpack is quite underrated, and the jetpack could easily reach it's full potential now that we have a tetherless jetpack. You'll probably just have to have lots of gas at the bottom of the stage so the player doesn't have to try again if they unequip the jetpack. | 2009-05-13 20:12:00 Author: lk9988 Posts: 1077 |
That's the thing though, I don't want some kind of hazard totally covering the bottom. Depending on the level it would look out of place. You could make invisible gas but that would be too dangerous. They should have had an option on the jetpack to have it where you can't remove it. You would have to fly through the enhancement remover to take it off. | 2009-05-13 20:46:00 Author: Nattura Posts: 86 |
Flying in the face of poular opinion I really think the jetpack is overrated. An entire level on the jetpack would most likely be very monotonous, as the freedom in movement limits the gameplay possibilities. | 2009-05-13 21:03:00 Author: rtm223 Posts: 6497 |
That's the thing though, I don't want some kind of hazard totally covering the bottom. Depending on the level it would look out of place. You could make invisible gas but that would be too dangerous. Indeed, that what needs to be done. A jetpack level that doesn't feature tons of gas and small gasfilled hazardous corridors. Levels like that already excist, it's the other possibilities that need to be tapped. | 2009-05-13 21:10:00 Author: Zwollie Posts: 2173 |
I think a good way of doing it would be to have devices around the level that suits the theme, and when activated they emit a jetpack. So it wouldn't lookd bad with jetpacks everywhere | 2009-05-13 21:19:00 Author: ryryryan Posts: 3767 |
Seems like a good idea, tho its gonna be difficult to do since you'd have to be more precise in closing everything so the player doesn't go out of the intended path. But if done wwell it can end up being a pretty good level. | 2009-05-13 22:34:00 Author: Silverleon Posts: 6707 |
I've actually been throwing around the idea of a jetpack level myself. I think there's quite a bit of room for creativity here. As mentioned, the challenge is really designing around the player dropping the jetpack at some point. So.... do you purposely have platforming beneath the flying areas that can be used to get back to the last checkpoint, or do you kill the player when they fall? Interesting... Maybe some cool platforming elements that need to be used to get back to the previous checkpoint. For some ideas you should check out the flying paintinator level "Seminal Gemini". This was kind of a combination level which required both players to work together in different ways, but the vast majority of time one player was carrying the other player who had the paintinator. It was very well engineered, and may give you some ideas. | 2009-05-14 16:39:00 Author: CCubbage Posts: 4430 |
The jetpack can go pretty fast, way faster than running so you'd have to make a longer level to compensate. What else....you can carry things. People are probably sick of carrying those touch sensitive bombs around? Probably also tired of flying through tight spaces or mazes filled with electricity. How to make the jetpack fun again..................................... | 2009-05-14 17:46:00 Author: Nattura Posts: 86 |
Play Azure Palace a few million times to get ideas. I'll be keeping an eye of this cos your levels are PWN. | 2009-05-14 18:07:00 Author: ARD Posts: 4291 |
Is Azure Palace up again? | 2009-05-16 15:28:00 Author: Trevor Posts: 78 |
It's been up since it went down... | 2009-05-16 15:30:00 Author: ARD Posts: 4291 |
i have a all jetpack level because its a photo gallary and i dont want people to just drive through it. and so that my friends that are in it can see them selfs xD but meh if u do a jetpack level make it full of puzzles and stuff like that. | 2009-05-16 15:43:00 Author: 01philip01 Posts: 545 |
I thought quite a cool gameplay mechanic would be having a block on string attatched to a tethered jetpack with a short tether. The block would be out of reach and you guide it through a maze/press switches and solve puzzles with your "burden". | 2009-05-17 07:54:00 Author: dkjestrup Posts: 672 |
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