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Bouncing Balls - Survival Challenge II

Archive: 10 posts


After playing DefMunky666's level; Desert Survival 3, I thought of the idea of making a sequel to my original survival challenge; Bouncing Balls.

Now, I have barely started the level but I have lots of ideas of what I want to incorporate into the level;

Difficulty Settings
I want players to be able to change the difficulty in-game instead of going to another level.

Lighting Settings
I want people to be able to change the lighting, enabling them to make it dark and spooky, or bright and cheery.

New Ball Types
I want a variety in the balls, so I'm going to add new abilities.

Arena Choice
Probably the biggest change and the thing I need help on. This will allow the player to play in different areas with different themes and terrain allowing more variety into the gameplay. But theres something else I want to add. Every once and a while I want to publish a 'Map Pack' which will give the player a sticker and pictures of the new arenas, so the player can go back into the main level and place the sticker on a certain spot, and a new arena selection thing will appear allowing you to choose from the new levels. This will make the players 'collect' the maps, instead of just playing normally. Also, this will allow me to give players a basic arena layout, allowing the community to make their own arenas that I may add into a map pack.

Now the thing I need help on is a bit complex. I need a way of players to place this map pack sticker on a spot, and then allow them to choose which of that map pack's level they want to play. I have no idea how I will make this, so I really need your ideas.

Finally, if you do help me, I'll probably invite you into the BBSC Beta, where you can play the level and help test, and maybe I'll give you a special limited edition arena, or something like that.

Thanks, and please post your ideas and thoughts.

http://img19.imageshack.us/img19/983/theyrcoming.jpg
2009-06-13 06:47:00

Author:
Kog
Posts: 2358


Let them stick a sticker somewhere, then depending what sticker it is, bring up/down/around a set of buttons corresponding to those arenas

Bring up/down, on farther-back layers, a long piece of material with buttons glued to it (with some logic to only allow one pressable), or build a huge wheel and when they sticker it, spin to the right set of buttons (that actually sounds like fun to build... )

Sounds very thermo-expensive to be able to emit a large number of areas, unless these are really small arenas
2009-06-13 08:30:00

Author:
Loius
Posts: 342


Like loius (i spelled it right this time ) suggested, the main map pack sticker should bring down another set of sticker switches, kinda like a drop down menu. If you just labled the switches generic "level 1", "level 2", etc, you could reuse the same drop down menu for all the map packs (using some AND switches, where the first sticker picks the map pack, and then the menu picks the numbered level (1,2,3,4) from all map packs, but only the one which is stickered will activate BC its an AND switch ). I believe sticker switches with no sticker selected will activate with any sticker, which makes it even easier.

This would be very impressive if pulled off, but then again, you're just emitting the arena, correct? That cuts down on a lot of thermo as you don't have to emit the mechanics for every single map.
2009-06-13 10:01:00

Author:
Burnvictim42
Posts: 3322


I have an idea that is much, much less thermometer intensive and hopefully simpler to make level selection easier for you. Build all of the arenas into one map, no emitters required. What you do is make after the player chooses their arena, they get into a box that moves them to the arena they chose. You are basically making a transportation mechanism with all of the levels strewn throughout the level.2009-06-17 23:26:00

Author:
BSprague
Posts: 2325


I have an idea that is much, much less thermometer intensive and hopefully simpler to make level selection easier for you. Build all of the arenas into one map, no emitters required. What you do is make after the player chooses their arena, they get into a box that moves them to the arena they chose. You are basically making a transportation mechanism with all of the levels strewn throughout the level.

not to burst your bubble, but doing that would require the mechanic to be copied into every single map.... not to mention the fact that making a magical wonkavator like that could be a pain in itself.
2009-06-18 05:13:00

Author:
Burnvictim42
Posts: 3322


not to burst your bubble, but doing that would require the mechanic to be copied into every single map.... not to mention the fact that making a magical wonkavator like that could be a pain in itself.

No, it wouldn't have to be copied, maybe I just explained it poorly. In simplest terms, stack all the levels vertically on top of each other held up by dark matter but far enough apart that it doesn't impede on gameplay. Now after they choose their level, they jump into an elevator and it takes them to their level. I can make an example for you to show how simple and non-thermometer intensive it is.
2009-06-18 10:52:00

Author:
BSprague
Posts: 2325


No, it wouldn't have to be copied, maybe I just explained it poorly. In simplest terms, stack all the levels vertically on top of each other held up by dark matter but far enough apart that it doesn't impede on gameplay. Now after they choose their level, they jump into an elevator and it takes them to their level. I can make an example for you to show how simple and non-thermometer intensive it is.
I don't know, because I would still have to make a lot of stuff for each arena, which in the end would make it more thermometer heavy.
2009-06-19 03:53:00

Author:
Kog
Posts: 2358


No, it wouldn't have to be copied, maybe I just explained it poorly. In simplest terms, stack all the levels vertically on top of each other held up by dark matter but far enough apart that it doesn't impede on gameplay. Now after they choose their level, they jump into an elevator and it takes them to their level. I can make an example for you to show how simple and non-thermometer intensive it is.

well, in order for the levels to work, he'd have to copy or move teh balls into each of the arenas. thats what i meant by "the mechanic".
2009-06-19 05:21:00

Author:
Burnvictim42
Posts: 3322


I don't know, because I would still have to make a lot of stuff for each arena, which in the end would make it more thermometer heavy.

If its in an emitter as a captured object, it is going to take up just as much, if not more thermometer space, than actually having it in the level without an emitter.


well, in order for the levels to work, he'd have to copy or move teh balls into each of the arenas. thats what i meant by "the mechanic".
I figured that the emitted arenas would already contain this mechanic, so it wouldn't be much of a leap to actually put it in there to start. I've never actually played the original "Bouncing Balls" (which I'll do today), so I don't know how it worked previously.
2009-06-19 10:27:00

Author:
BSprague
Posts: 2325


Well, the plan is, you have an area that is filled with the balls and mechanics, and in the center is an open area, the player chooses the arena, and then that arena is spawned into the bigger area.2009-06-20 01:15:00

Author:
Kog
Posts: 2358


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