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#1

The Escape- Now with 12 screenshots

Archive: 10 posts


http://i695.photobucket.com/albums/vv313/qwertyuiopRANDOM/APhoto_1.jpg

So I've decided to stop making The Island Of No Return and Simplicity (another level I was working on) for now and start something new. I don't have much in it as of yet to say what it's fully about. But I'm probably going to make it so you have just escaped some sort of prison (set in the future) and have to get away.

The level's appearance is: a grey background, that futuristic MGS cardboard material is the most common material, the colour correction setting I have picked makes every colour grey apart from red (so I have put red stickers on some things). I am trying to make it all look quite neat by using the small grid for almost everything and it is overall looking quite good. It is mostly set outdoors but will involve some buildings with rooms and puzzles etc.

So far I have included an introduction where "Created By S-A-S--G-U-N-R" comes onto the screen. There is a short platforming section where you have to jump onto floating objects (there is moving eletric in-between). A lift (elevator in English UK) takes you up to the top of a building, half way up the building the amera zooms in on "The Escape" and at the top are two things you have to shoot with the paintinator to unlock a door. You then, after passing through an ability remover, continue along a coridoor and jump into a rotating thing so you can grab onto a winch. I'm thinking about adding some sort of vehicle section next where you get caught and have to escape again. That will, however, be tricky to make and hard on the thermometer.

I have learned my lesson from when I was making my much older levels that had hardly any decrations in (too plain), but I have now learned another lesson from when I was making The Island Of No Return- not to use too many types of materials/ stickers/ decorations (very bad for the thermometer). So far the thermometer isn't very high at about two or three bars up if I remember right.

PICTURES:
Here are some screenshots I took of the level so far:

http://i695.photobucket.com/albums/vv313/qwertyuiopRANDOM/APhoto_1-1.jpg
The enterance to the level, it is supposed to look like you have escaped through the vent and broke the cover (on slope) off to get out.

http://i695.photobucket.com/albums/vv313/qwertyuiopRANDOM/APhoto_2.jpg
Just some simple platforming at the start, the floating material at the sides are electrified and move up and down.

http://i695.photobucket.com/albums/vv313/qwertyuiopRANDOM/APhoto-1.jpg
The paint switches show up purple in game because of the strange colour balance so I might put some red dissolve that disapears when shot over it.

http://i695.photobucket.com/albums/vv313/qwertyuiopRANDOM/APhoto_3.jpg
A platform that rotates.

http://i695.photobucket.com/albums/vv313/qwertyuiopRANDOM/APhoto_4.jpg
Something where you have to climb on boxes to open a vent.

http://i695.photobucket.com/albums/vv313/qwertyuiopRANDOM/APhoto_5.jpg
A 2X challenge, one player stands on the button (which lowers the crane) while the other player goes across to collect the points.

http://i695.photobucket.com/albums/vv313/qwertyuiopRANDOM/APhoto_6.jpg
A minefield, the mines look purple because purple stickers look green in the colour balance of this level. In-game screenshots remove colour balance. In the level it's self there is a wind effect coming from a rocket to the right.

http://i695.photobucket.com/albums/vv313/qwertyuiopRANDOM/APhoto_7.jpg
A satilite dish that you use to radio in a chopper.

http://i695.photobucket.com/albums/vv313/qwertyuiopRANDOM/APhoto_8.jpg
The chopper arrives and you grab inside to make it go upwards to the top of the crane.

http://i695.photobucket.com/albums/vv313/qwertyuiopRANDOM/APhoto_9.jpg
At the top ofthe crane is a zip-line that takes you over the minefield and outside of the prison fence (I think it's a prison type thing I'm basing it on).

http://i695.photobucket.com/albums/vv313/qwertyuiopRANDOM/APhoto_10.jpg
Outside of the 'prison' fence.

http://i695.photobucket.com/albums/vv313/qwertyuiopRANDOM/APhoto_11.jpg
Exit of the prison. Further to the right is just a rocky landscape, I'm hoping to involve some sort of vehicle there and you somehow end up back at the prison (perhapse by getting caught or going back after time has passed to get revenge or something).



The colour-balance does not show up in in-game screenshots, they are all supposed to be black, white, red, yellow and green only. The actual level has more atmosphere.

I'm going to make more now- the easiest thing to make from this point would be a cutscene that says 1 week later once you drive off and then you appear back at the prison. Once there you must free everyone and shut it down or blow it up. Something along those lines.

Something random I added to the level- Near the start, after the short platforming section, you can go off to a part to the right, climb up some small plaforms and put a key into a box type of thing. It then says 'Congratulations!', there is a crowd applause sound effect, a light comes on and one prize bubble falls down. It is there just to annoy people a bit who think they are smart for noticing a bonus area. Not sure if it will go down well with the impatiant one-star-ers who only do H4H and will be bad for my level ratings though; I'll keep it there anyway.

New idea for continuing the level:

Already done- You go outside the barrier of the prison and onto the rocky area. You press a button to spawn a car and drive it across a path of fire. The car's wheels detatch and it tips upside down (disolve material holding together disapears). A very large rock with score bubbles on it is just ahead. You can walk past it to see a broken bridge so you'll have to find another way.

Starting to make now- The very large rock will have swinging grabable material to the right so you can swing over the broken bridge area and continue onwards.

Will make later- You will come across an abandoned hut in a deep forest, will go inside and grab a bed. Using the global lighting tool, it will turn completely black; in that time the words 'The Following Day' will appear on the screen in red neon writing. 5 seconds or so later it will turn back to normal. I might make some changes to the environment in that time by using pistons but it might be difficult and will take up some thermometer space. You will then, either by walking or by finding a car, go back to the prison to get revenge.

Possible ideas- You will go to the prison and blow it up to get revenge/ you will go to the prison and shoot loads of them to get revenge. You will free the prisoners while getting your revenge in some other way.

EDIT: I have now finished making the bridge part and I have added a short forest section. I have made a cave with a bed ina aswell instead of a hut for the change between day and night (no lighting change yet). I will try to finish it tomorrow if I have the time but I don't want to rush it or anything. It's 5.30am so I can't be bothered to do any more for the level now.

EDIT 2: I have now completed the lighting change from day to night and day again with some logic gates and stuff. It comes up on the screen in red neon text "The next day" and the music changes from "The Hunted" to the tweakable MGS song (tweaked to only ambient sound, quiet percussion and one of the tunes on it). One thing that changed from the 'other day' was that a ledge had extended on a cliff so that it becomes possible to climb up it and continue forward with the level. From then on there is some simple platforming, a generator room where you have to switch fuses around (to make it malfunction and open a locked door), a giant metal door that opens, a crushing ceiling where you have to get to cover and some 'floating' platform things.

I'm still not 100% sure on where to go from there, I don't know whether to include enemies or not. There weren't any in the first half so it will be difficult to introduce them at this point in time. Blowing up the prison will be a difficult thing to go for. Where would the player have gotten explosives from in the first place? Also the effects it would take to interest the player in that situation would be difficult to make. Even freeing the prisoners is quite hard to implement into the level, it will have so involve some form of characters/ conversations.

One solution to continue on without any other characters being involved in the level would be that the player finds an armory and obtains some explosives. They could then be planted at the final part of the level and the player could run away before they blow up- if they were not able to escape in time then the currently activated checkpoint could move along very quickly to the end of the level so that if they die then they will land on the score board.

One other problem with this level is that it could encounter many glitches with more than one player. I was thinking about just puting [Reccomended for only one player] in the level description however I have already made a two player challenge for it. I certainly don't want to remove it now though, I'll just have to hope that not many people will play it in multiplayer/ will care.

Anyway it is now after 6:05 am so I'm not going to be adding any more now.

If you have any feedback or ideas then post them here. Once I make some more of the level then I might get some people to test it aswell.
2009-05-17 16:42:00

Author:
S-A-S--G-U-N-R
Posts: 1606


Here are some screenshots I took of the level so far:

http://i695.photobucket.com/albums/vv313/qwertyuiopRANDOM/APhoto_1-1.jpg
The enterance to the level, it is supposed to look like you have escaped through the vent and broke the cover (on slope) off to get out.

http://i695.photobucket.com/albums/vv313/qwertyuiopRANDOM/APhoto_2.jpg
Just some simple platforming at the start, the floating material at the sides are electrified and move up and down.

http://i695.photobucket.com/albums/vv313/qwertyuiopRANDOM/APhoto-1.jpg
The paint switches show up purple in game because of the strange colour balance so I might put some red dissolve that disapears when shot over it.

http://i695.photobucket.com/albums/vv313/qwertyuiopRANDOM/APhoto_3.jpg
A platform that rotates.

http://i695.photobucket.com/albums/vv313/qwertyuiopRANDOM/APhoto_4.jpg
Something where you have to climb on boxes to open a vent.

http://i695.photobucket.com/albums/vv313/qwertyuiopRANDOM/APhoto_5.jpg
A 2X challenge, one player stands on the button (which lowers the crane) while the other player goes across to collect the points.

http://i695.photobucket.com/albums/vv313/qwertyuiopRANDOM/APhoto_6.jpg
A minefield, the mines look purple because purple stickers look green in the colour balance of this level. In-game screenshots remove colour balance. In the level it's self there is a wind effect coming from a rocket to the right.

http://i695.photobucket.com/albums/vv313/qwertyuiopRANDOM/APhoto_7.jpg
A satilite dish that you use to radio in a chopper.

http://i695.photobucket.com/albums/vv313/qwertyuiopRANDOM/APhoto_8.jpg
The chopper arrives and you grab inside to make it go upwards to the top of the crane.

http://i695.photobucket.com/albums/vv313/qwertyuiopRANDOM/APhoto_9.jpg
At the top ofthe crane is a zip-line that takes you over the minefield and outside of the prison fence (I think it's a prison type thing I'm basing it on).

http://i695.photobucket.com/albums/vv313/qwertyuiopRANDOM/APhoto_10.jpg
Outside of the 'prison' fence.

http://i695.photobucket.com/albums/vv313/qwertyuiopRANDOM/APhoto_11.jpg
Exit of the prison. Further to the right is just a rocky landscape, I'm hoping to involve some sort of vehicle there and you somehow end up back at the prison (perhapse by getting caught or going back after time has passed to get revenge or something).

The colour-balance does not show up in in-game screenshots, they are all supposed to be black, white, red, yellow and green only. The actual level has more atmosphere.
2009-05-26 21:47:00

Author:
S-A-S--G-U-N-R
Posts: 1606


The level looks great so far! How long until it's finished?2009-05-26 22:05:00

Author:
brnxblze
Posts: 1318


The level looks great so far! How long until it's finished?

I have no idea. The thermometer is below half-way full so I could easily make the level go off in any direction.
2009-05-26 22:22:00

Author:
S-A-S--G-U-N-R
Posts: 1606


Isn't it great when the thermometer is not a problem ?2009-05-26 22:42:00

Author:
brnxblze
Posts: 1318


Isn't it great when the thermometer is not a problem ?

Yeah, the best way to keep it low seems to be by using only a few types of materials/ decorations.

I'm going to make more now- the easiest thing to make would be a cutscene that says 1 week later once you drive off and then you appear back at the prison. Once there you must free everyone and shut it down or blow it up. Something along those lines.
2009-05-26 22:47:00

Author:
S-A-S--G-U-N-R
Posts: 1606


Don't forget using the least amount of different stickers and collected objects as possible .2009-05-26 22:51:00

Author:
brnxblze
Posts: 1318


Don't forget using the least stickers and collected objects as possible .

Once I finish the entire level I will add as many as I can to improve it's appearance (not overdoing it of course) though.

I don't like to use collected objects aswell- I think it's kind of cheap to use ready made things.
2009-05-26 22:56:00

Author:
S-A-S--G-U-N-R
Posts: 1606


Yes that's true, well good luck with your level, I can't wait to play the final product!2009-05-26 23:25:00

Author:
brnxblze
Posts: 1318


Something random I added to the level- Near the start, after the short platforming section, you can go off to a part to the right, climb up some small plaforms and put a key into a box type of thing. It then says 'Congratulations!', there is a crowd applause sound effect, a light comes on and one prize bubble falls down. It is there just to annoy people a bit who think they are smart for noticing a bonus area. Not sure if it will go down well with the impatiant one-star-ers who only do H4H and will be bad for my level ratings though; I'll keep it there anyway.

EDIT: Actually, I don't want to risk it. I've now removed it from the level.

New idea for continuing the level:

Already done- You go outside the barrier of the prison and onto the rocky area. You press a button to spawn a car and drive it across a path of fire. The car's wheels detatch and it tips upside down (disolve material holding together disapears). A very large rock with score bubbles on it is just ahead. You can walk past it to see a broken bridge so you'll have to find another way.

Starting to make now- The very large rock will have swinging grabable material to the right so you can swing over the broken bridge area and continue onwards.

Will make later- You will come across an abandoned hut in a deep forest, will go inside and grab a bed. Using the global lighting tool, it will turn completely black; in that time the words 'The Following Day' will appear on the screen in red neon writing. 5 seconds or so later it will turn back to normal. I might make some changes to the environment in that time by using pistons but it might be difficult and will take up some thermometer space. You will then, either by walking or by finding a car, go back to the prison to get revenge.

Possible ideas- You will go to the prison and blow it up to get revenge/ you will go to the prison and shoot loads of them to get revenge. You will free the prisoners while getting your revenge in some other way.

EDIT: I have now finished making the bridge part and I have added a short forest section. I have made a cave with a bed ina aswell instead of a hut for the change between day and night (no lighting change yet). I will try to finish it tomorrow if I have the time but I don't want to rush it or anything. It's 5.30am so I can't be bothered to do any more for the level now.

EDIT 2: I have now completed the lighting change from day to night and day again with some logic gates and stuff. It comes up on the screen in red neon text "The next day" and the music changes from "The Hunted" to the tweakable MGS song (tweaked to only ambient sound, quiet percussion and one of the tunes on it). One thing that changed from the 'other day' was that a ledge had extended on a cliff so that it becomes possible to climb up it and continue forward with the level. From then on there is some simple platforming, a generator room where you have to switch fuses around (to make it malfunction and open a locked door), a giant metal door that opens, a crushing ceiling where you have to get to cover and some 'floating' platform things.

I'm still not 100% sure on where to go from there, I don't know whether to include enemies or not. There weren't any in the first half so it will be difficult to introduce them at this point in time. Blowing up the prison will be a difficult thing to go for. Where would the player have gotten explosives from in the first place? Also the effects it would take to interest the player in that situation would be difficult to make. Even freeing the prisoners is quite hard to implement into the level, it will have so involve some form of characters/ conversations.

One solution to continue on without any other characters being involved in the level would be that the player finds an armory and obtains some explosives. They could then be planted at the final part of the level and the player could run away before they blow up- if they were not able to escape in time then the currently activated checkpoint could move along very quickly to the end of the level so that if they die then they will land on the score board.

One other problem with this level is that it could encounter many glitches with more than one player. I was thinking about just puting [Reccomended for only one player] in the level description however I have already made a two player challenge for it. I certainly don't want to remove it now though, I'll just have to hope that not many people will play it in multiplayer/ will care.

Anyway it is now after 6:05 am so I'm not going to be adding any more now.
2009-05-27 02:54:00

Author:
S-A-S--G-U-N-R
Posts: 1606


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