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#1
Level aesthetics...
Archive: 15 posts
So, as some of you might know if you read my other thread, I'm working on a level, and I consider it my first serious level project. I've got a rough sketch drawn out and have a portion of the level already built, but it looks quite bland at the mo'. Not that I thought it would look amazing, I knew it would look bland. My question pertains to how to make it look less-bland once it's done being build. I've seen all kinds of levels with amazing scenery that were all aesthetically pleasing and whatnot (I use funny words, no?) but I'm not sure I'll be able to make a level to look good like that... I guess it's not a huge deal right now, because I wanted to get the basic level built before I got into scenery and stuff, I'm just looking for advice on how to make good scenery and stuff once I get there. | 2009-07-09 17:17:00 Author: dandygandy2704 Posts: 1002 |
Using the thin layers is always a good idea to make scenery. It really depends on the level though, what sort of theme is it? Decorations are always a good way to go, lots of those in the right place make for a well-decorated level. | 2009-07-09 17:24:00 Author: Coxy224 Posts: 2645 |
Matching the materials you use is also quite important. | 2009-07-09 17:26:00 Author: Syroc Posts: 3193 |
You're on the right road. After getting all the basic things you want in the level (so you know how much thermo you have to work with) you can add complimentary stickers, thin layer objects or other objects. Just make sure they stay with your theme. | 2009-07-09 17:28:00 Author: Lady_Luck__777 Posts: 3458 |
Using the thin layers is always a good idea to make scenery. It really depends on the level though, what sort of theme is it? Decorations are always a good way to go, lots of those in the right place make for a well-decorated level. It's a level that starts out in a sort of outdoors place, but then it goes into a cave for the duration of the level, so it's mostly a cave theme going on. | 2009-07-09 17:30:00 Author: dandygandy2704 Posts: 1002 |
I always like to suggest to add moving parts and things. If it is a mechanical theme, add random gears spinning in the background. If it is nature, add in leaves from decorations that will move. Add sounds, add stickers, add anything that will fill up the empty bland space. A little goes a long way in the eyes of the player. | 2009-07-09 17:35:00 Author: BSprague Posts: 2325 |
I always like to suggest to add moving parts and things. If it is a mechanical theme, add random gears spinning in the background. If it is nature, add in leaves from decorations that will move. Add sounds, add stickers, add anything that will fill up the empty bland space. A little goes a long way in the eyes of the player. Well, the level's mostly in a cave, so I don't see how much moving stuff I could have, since rocks don't move... | 2009-07-09 17:39:00 Author: dandygandy2704 Posts: 1002 |
Since its a cave theme you could add bats, stalactites, stalamites, assorted material veins, bugs, steam (rockets) or gas pockets etc. for example. | 2009-07-09 17:53:00 Author: Lady_Luck__777 Posts: 3458 |
falling rocks, glowy mushrooms or pools of strange liquid like stuff, little cubbyholes with eyes staring out, various shades or rock so it isn't so flat. There are lots of options to think about. | 2009-07-09 17:56:00 Author: Morgana25 Posts: 5983 |
Thanks for all the good ideas, guys, I especially like the idea of the material veins. That actually might work really well, cos the level's gonna end in a treasure vault of sorts. I'll be sure to take all this into consideration when the time comes. | 2009-07-09 18:08:00 Author: dandygandy2704 Posts: 1002 |
maybe mining tools, lanterns, things like that? All of the above comments are great ideas, in my opinion the key is to always give the player something to look at... blank material doesn't have the same appeal. | 2009-07-10 05:28:00 Author: Burnvictim42 Posts: 3322 |
ITs always good to have jagged holes in the wall with red LED's to simulate watching scary eyes. ooooowwwww | 2009-07-10 20:17:00 Author: theamilien Posts: 485 |
All great suggestions so far. As for using the thin planes... yes! You can really draw the player into your world by adding foreground scenery on your front thin layer (ie stalagmites, stalactites, rocks etc.)... this is especially effective and easy to do with cave themed levels. | 2009-07-10 23:20:00 Author: Rustbukkit Posts: 1737 |
All great suggestions so far. As for using the thin planes... yes! You can really draw the player into your world by adding foreground scenery on your front thin layer (ie stalagmites, stalactites, rocks etc.)... this is especially effective and easy to do with cave themed levels. You could actually put those in the thick layers as well. Walking past them looks nice, but having to physically (in the game of course) jump over stalagmites, stalactites, and other various cave elements and interact with them should really enhance the immersiveness of the level. It can also act as a minor hazard if implemented correctly. | 2009-07-11 00:29:00 Author: BSprague Posts: 2325 |
You could actually put those in the thick layers as well. Walking past them looks nice, but having to physically (in the game of course) jump over stalagmites, stalactites, and other various cave elements and interact with them should really enhance the immersiveness of the level. It can also act as a minor hazard if implemented correctly. Oh, good idea, I hadn't thought of that. | 2009-07-11 01:20:00 Author: dandygandy2704 Posts: 1002 |
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