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#1

Checkpoint Chains

Archive: 11 posts


I have a few ideas that would make checkpoints a lot better;

1) Tweakable checkpoints

We need the ability to select how many lives a checkpoint gives you among other things

2) Checkpoint chains

A cool feature would be linking checkpoints together - basically it records the order that the checkpoints in a chain are passed, so when a player runs out of lives on one checkpoint he gets sent back to the last one that he passed in the chain

This could be used for checkpoint based puzzles and making levels more forgiving, and maybe making survival style levels more forgiving too

3) Switch activated checkpoints

My last idea was having checkpoints activated by a switch, so you don't have to pass it to activate it.
This would be really useful for making teleporters, puzzles and a few other mechanics that could make levels run a lot more smoothly
2009-05-19 00:25:00

Author:
Dexiro
Posts: 2100


You know, those all sound like good ideas that could (and even might?) be added!

The chain CP sounds quite interesting for difficult levels, while the "How many lives" CP (wait, did i just name it?) could be used to determine a level's difficulty.
The "Switch" CP could be used for survival challenges, and for other areas in levels where players have to fall/die, etc.
Nice ideas, all useful!
2009-05-19 00:30:00

Author:
Silverleon
Posts: 6707


I like all of those ideas, can't really see anything wrong with them.2009-05-19 00:32:00

Author:
brnxblze
Posts: 1318


So basically, the more I die, the more I will respawn far back. This would be so frustrating for most player they would quit playing your level before your "chain" is any use.

I like the idea of a switch though. This would enable some more complex and assle free teleportation.

.
2009-05-19 00:49:00

Author:
RangerZero
Posts: 3901


So basically, the more I die, the more I will respawn far back. This would be so frustrating for most player they would quit playing your level before your "chain" is any use.

I think losing all your lives and having to restart the level is more frustrating than having to go more far back in the level...
2009-05-19 01:01:00

Author:
brnxblze
Posts: 1318


So basically, the more I die, the more I will respawn far back. This would be so frustrating for most player they would quit playing your level before your "chain" is any use.

I like the idea of a switch though. This would enable some more complex and assle free teleportation.

.

Well being taken back to the previous checkpoint is better than having to restart the level completly

I think they'd work well in a lot of situations, especially if you like placing checkpoints close together

They could also be used with the switch idea - one proximity switch could activate a chain in a specific order in the same way that you can activate magic mouths in a specific order
Using that you could have the player skip to the next checkpoint instead of the previous one
2009-05-19 01:06:00

Author:
Dexiro
Posts: 2100


I agree with RangerZero on the Chain CP, although it gives you more lives, it would keep the player playing the level longer, keeping him at a frustrated state through out the end on the level, as when you get the restart or return to pod option when you die enough it hands you the option to get out of frustration, or stay and try to finish.

What im basically trying to say is that, it you keep dieing and getting sent back, your players will constantly get frustrated, but play the game long.
But by shoving this "get out or stay in" message in your face, the player is more likely to stop playing and give you level a "put a lot of work into this level" rating
(3/5-4/5 usually) rather then a "this level is so hard i wish i could destroy this tv" rating (1/5-2/5 usually)
Of course some raters are in more generous then others, but the frustration of keeping the gamer in the level, and making them go to the start menu to quit by them selves, I believe is just something that a little mind game goes on that players much rather let the game give them the opportunity to quit instead, and thus stirring the raters into a less generous states.

Oh yes, I went Philosopher Style on this thread. (I guess)
2009-05-19 01:56:00

Author:
RipTlde
Posts: 151


I agree with the point about getting sent back becoming annoying. It could also break levels and end up with sackboy getting stuck.

What if, instead of chaining checkpoints, MM released a new type of checkpoint, the cumulative checkpoint.

The cumulative checkpoint works as follows. The level entrance gets a tweak menu, which has "normal" and "cumulative" modes. In cumulative mode you get a numeric option for how many lives sackboy begins with per player (allow infinite by going to the left past zero).

Then, instead of starting from scratch at each check point, the game keeps track of how many lives you've used. All activating another checkpoint does is change where you repop. As an additional option, you can have a tweak menu on the checkpoints, which would give sackboy extra lives when he first activates one.

This way you can give out more lives, without having the problem of forcing sackboy back through the level.

I'd also add some additional items for this mode. A sackboy symbol that grants an extra life (would work in both cumulative and normal mode, it's a pretty straight forward concept).

Also, for the level entrance I'd add some additional tweaks. First, whether lives were shared or not. So, for example, you could set the starting lives to 5 per player. If its a 4 player game, the group has 20 lives (to start with, they can earn more either by collecting them at checkpoints or finding the enhancement item in the level). However, if you turn life sharing off, each player has 5 lives and won't respawn once he uses up his own lifepool.

Hmm. I like this idea enough, I'm going to make a separate thread for it.
2009-05-20 17:52:00

Author:
dcf
Posts: 468


Nice ideas, there.

1)After around 1 day of playing in Create Mode, I thought that this should definitely have been the case.

2)The chains would be quite complicated for the creator to use, I should think, though.

3)I presumed the 3rd one was the case when I first got the game, and was bitterly disappointed when I found out that it wasn't.
2009-05-20 17:56:00

Author:
dawesbr
Posts: 3280


Hmm. I like this idea enough, I'm going to make a separate thread for it.

that's a great idea
a lot of people bash this game for sharing lives between more than one player

i was going to add that idea to my first post with credit before i read you wanted your own thread
2009-05-20 18:00:00

Author:
Dexiro
Posts: 2100


that's a great idea
a lot of people bash this game for sharing lives between more than one player

i was going to add that idea to my first post with credit before i read you wanted your own thread

I just figured, you'd want to keep the discussion on topic on your idea. The ideas are different from each other and are not mutually exclusive.

I really like your ideas 1 & 3. 2 I'm not crazy about, but could be convinced if there was a killer app

The new thread is here:
https://lbpcentral.lbp-hub.com/index.php?t=p=207934#post207934


EDIT:
Here's an idea for you. Instead of check point chains how about a new check point with a hour glass symbol on it called a "Continue Point" or a "Rewind Point." If you lose all your lives after touching this object, the game will rewind to the last time you touched the object. (Maybe even give it a number of uses similar to a tweakable check point.) The key here is that the game rewinds, so the level doesn't break. It's also very different than a normal check point. For example, if you have a section that requires sackboy to reach three objectives and he dies after getting two, he would normally need to go after all three again. This could be used well with bosses. Give sackboy a normal double life checkpoint and a rewind point. Now he has six lives to finish the boss at the end of the level. If he fails, the boss resets and he has another six lives, which is very different than having 12 lives to beat a boss with.

Maybe this could go in a Prince of Persia pack?
2009-05-20 18:04:00

Author:
dcf
Posts: 468


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