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#1

Fly-Around Sandbox... possible?

Archive: 27 posts


I've really wanted to implement this into a level, but my first attempt failed cuz of over-gluing things, too many materials and the tech wasn't there. But now, since we have a wireless jetpack, I may actually see this come to life.

Original Storyline:
Ok, so you start out lost in the Himalayas, being ditched by your party due to a sudden blizzard. You seek shelter, since everyone knows you'll freeze to death if you stay out too long. You ride an abandoned cart into a perilous mine, with falling stalagtites dropping from above, thus cealing your way out. You're left alone, stranded in a dark, desolate cave, with no known-way out. So you go searching around, when suddenly, a bunch of ancient stone machines activate in your presence. You climb on the machines, higher and higher into the cave, leading to an abandoned tunnel. It leads to an old, stone idol, left long ago by an ancient civilization. When you draw near, it activates, making the ceiling collapse above it, revealing (you guessed it) the jetpack. It warns you to never lose your pack, telling the prophecy of the ancients...

"Strap this pack, and learn to fly,
For who knows what lurks in the land of Skye...

So you'd fly around an open world, littered with the floating reminisce of a once peacful and prosperous civilization. You'll encounter side missions, most likely involving puzzle-solving and task running. But how you go on in the story is up to you. Will you go find your lost party? Will you figure out the origins of the pack? Will you just fly into the unknown world, venturing on to discover things you've never seen before? Who knows; it's up to you to decide your fate...

So, do you think it can work?
2009-07-22 05:14:00

Author:
Outlaw-Jack
Posts: 5757


So, do you think it can work?

Anything is possible in the land that is LBP.

Now the question is, CAN you make it work?



(By the way, I think it's an awesome storyline.)
2009-07-22 05:32:00

Author:
Whalio Cappuccino
Posts: 5250


Sounds good to me, and totally doable. I wanted to make the asteroid field and outer space area a part of the gameplay in False Idols III, but it just wouldn't mingle and felt like it broke the illusion of traveling thousands of miles in to land... but the concept, to me, would be alot of fun to play and if you did it right in a sack's in the city kind of way, with all the proper visual punch, it'd be amazingly good. An old level that I'd recommend for possible inspiration is Takelow's Space Oddysee... has alot of good ideas in it, even as old as it is.

The storyline sounds great as well... I'll be looking forward to it.
2009-07-22 05:39:00

Author:
Unknown User


Definitely do-able and the storyline sounds great. I hope you make it, I'm interested in seeing what you do.2009-07-22 05:54:00

Author:
brnxblze
Posts: 1318


I think it sounds pretty awesome. The technical challenge is certainly doable. The main issues I see are:

1. (if I understand correctly) you will go from a very linear first half, to a very non-linear second half of the level. Anything non-standard doesn't go down well in LBP. Shris's free-roaming pirate level ("booty bay" is it?) is fantastic and got a great response from the members here, but didn't get a great response from the general public. Depends how much that matters to you - I'd advise you to not care one jot.
2. "Controlling" free-roaming with the jetpack is going to be tricky, indicating where there are things to do etc., whilst still keeping it open in 2d. Just something to think about from a design POV.
3. Jetpacks in ancient temples lol. It's fine really though - this is LBP after all, and mixing in a bit of humour (is it puzzle island where the tribal chieften flies around on a jetpack?) works really well with these things.

I say go for it, I can't wait to see what you come up with
2009-07-22 10:27:00

Author:
rtm223
Posts: 6497


I love a lot the concept and i am anxious to see such a level from you!


An old level that I'd recommend for possible inspiration is Takelow's Space Oddysee... has alot of good ideas in it, even as old as it is.

Thank you NinjaMicWZ for the promotion
Actually, the level is called "SpaceOpera" (link in my signature) and, yes, there is a lot of flying sequence in it, among other things
2009-07-22 11:46:00

Author:
Takelow
Posts: 1355


Syroc's free-roaming pirate level ("booty bay" is it?)

It's Shris's level, not Syroc's. Just had to give credit where credit was due (and now he'll be able to find it. ).
2009-07-22 12:55:00

Author:
BSprague
Posts: 2325


Edited original post - :/ thanks for pointing that out BSprague! And sorry Shris2009-07-22 13:08:00

Author:
rtm223
Posts: 6497


You better be sorry. Booty Bay... why would I even consider such a name for a level.

/runs to PS3
/changes level name

2009-07-22 13:22:00

Author:
Syroc
Posts: 3193


I take it you and Takelow ran a search function on your own names lol @ both me and rtm having alzheimers in here

Also, Booty Bay is an awesome level. So is Clarkdef's Sacks O Treasure... along with Sack's In the City by Ranger Zero and Uncharted Realms by Senrir... if you can find what worked in all these levels, and filter out everything that didn't - and just give a great presentation, unique concepts, and a really open, non-linear sandbox experience with alot of depth, good challenges, and variety you'll have the perfect level IMO.

Any time you make a level that's out of the ordinary it has a niche appeal, but I think doing something decisively different is the best route to take, when done with a clear vision... you end up with something that makes a few people go "WOW... that's so amazing" instead of something that just makes ALOT of people go "yeah... that's kinda cool I guess".

I'm actually so interested in this project (I think because of the space theme) that I wish cocreate was already released publically, so I could throw down on this with you.
2009-07-22 13:50:00

Author:
Unknown User


Any time you make a level that's out of the ordinary it has a niche appeal, but I think doing something decisively different is the best route to take, when done with a clear vision... you end up with something that makes a few people go "WOW... that's so amazing" instead of something that just makes ALOT of people go "yeah... that's kinda cool I guess". I couldn't agree more with this statement. I absolutely love seeing things I haven't seen before in this game and I totally respect somone who would pour hours upon hours of work on a creative vision, knowing it will only have niche appeal, simply because it's a project that they wanted to do.

That's not to say I disrespect people who do have mass appeal You know what I'm getting at, right.
2009-07-22 14:04:00

Author:
rtm223
Posts: 6497


Wow. This is really motivating me to go foward with this idea.

For now, I'll be sticking with the original storyline, seeing that it appeals to most of the mainstream here. My main concern right now is how BIG I should make the sandbox itself. Originally, I wanted to incorporate all of the space provided into the sandbox, but after close surveying, it looks as if I may need to limit it (what I'm trying to avoid). The space provided is just so immense that half of the time you may just see filler (like floating buildings and clouds). Perhaps I can get the community involved to compensate for that...
Anyways, here's the materials I'll be using:
http://www.lbpcentral.com/forums/picture.php?albumid=579&pictureid=5048
For now, these are the materials I'll be using (obviously I'm not one of them). If you can't tell, the platform I'm on is being supported by dark matter, which is one of the main materials. The platform is a rough idea of a spawn point, should you find yourself unlucky enough to die. You'll respawn, get re-equiped with a jetpack, and continue on. Very simple, though I wonder how many times you'll die since once you're hit with something, you lose the jetpack. These will be scatterd throughout the level, and I'm planning on making them with the double checkpoints.

Oh, and this is an idea for the logo:
http://www.lbpcentral.com/forums/picture.php?albumid=579&pictureid=5047
I like it, imo. Will probably stay on as the official title unless I find something cooler. Suppose to give a very... "uplifting" feeling.

Any suggestions will help! I'm always open to innovative ideas...
2009-07-22 19:12:00

Author:
Outlaw-Jack
Posts: 5757


I'm not sure i like the Y being gigantic in that picture... its kinda odd seeing skYe, you know?

the idea sounds great btw, i'd love to play this when its finished.
2009-07-22 20:40:00

Author:
Burnvictim42
Posts: 3322


Why limit yorself to so few materials?2009-07-22 23:52:00

Author:
rtm223
Posts: 6497


I like the logo, strangely enough... when a letter or two are out of proportion with the others, if gives it a more diverse and unique feeling to it. I love the idea of a level, and I can't wait to see what becomes of it! 2009-07-23 00:44:00

Author:
Xenifus
Posts: 306


Why limit yorself to so few materials?

Trying to make the level as large as possible, I suppose, but using a dozen materials really wouldn't hurt the materials thermometer. I still don't understand how they all overlap that well, so I would probably do the same thing. Most of my levels are made from about 6 materials...
2009-07-23 01:25:00

Author:
comphermc
Posts: 5338


Why limit yorself to so few materials?

Just like comp said, I want to make the level as big as possible. The reason I chose these materials (for now) is that they work well when you need to variate the enviroment. Color the grass white, and you get snow. Paint the cardboard grey and add dirt and grime... passable metal. It's the various uses of these that will raise the thermometer significantly. Plus, I'm obsessed with gluing everything together, so that contributes too. I'm being really careful with my thermometer, knowing that this level will be filled to the brim with complicated puzzles and cinematics. Last time I tried to make a level with various materials, it was almost full and only had about a minute of play when I published it. Still good, but still too short. Don't worry, though; I'm planning on adding the pink floaty material as well (for variation... I'll tell you it's purpose later) and, possibly, some sort of metal. I still need to try out those levels that MicWz suggested. Hopefully, once I get a rough idea on how to guide the player around, official work will start.

Keep the comments rollin'! Helps me focus on my GIGANTO task ahead.
2009-07-23 04:38:00

Author:
Outlaw-Jack
Posts: 5757


Sounds promising. The first thing that popped into mind was mrsupercomputer's Zephyr Valley (https://lbpcentral.lbp-hub.com/index.php?t=t=10912). I'd highly suggest playing it if you haven't already, as he really nailed the feel of a floating civilization.2009-07-23 05:13:00

Author:
EVOin3D
Posts: 91


Filling the materials thermo takes a LOT of materials. I'm using about 15 materials in a level, with ~85% thermo and adding more materials makes no difference to it, simply because the complex shapes thermo is dominating it. I think the only material types I don't have are the floaties.

You'll notice the materials at the beginning of the level, when the materials thermo dominates, but towards the end all the other thermos come into their own. Why sticker up your scene for "passable" metal, and run the risk of the stickers coming off when you can just use the real deal. That's how I look at it anyway.
2009-07-23 09:26:00

Author:
rtm223
Posts: 6497


As long as you stay in specific families of materials, it won't budge much. Dissolve and dark matter are requisites - you won't need sponge at all for grabbable material since dissolve can be grabbed, and since it will almost certainly be used somewhere in the level for an effect or some logic, it should take precedence.

Only reason to use sponge is if you really want it for your look - but IMO grabbable walls and floors are not conducive to good gameplay. (I know you're not using sponge, just making a basic guideline for general rules of thumb)

Cardboard is versatile, and I'm not actually sure wether it and dissolve are part of the same family - I don't think so though. Dissolve can show as much detail as cardboard, in terms of geometry, but as I said, sometimes it's a bad idea to have a grabbable environment.

Since you're using a stone material... you can use pretty much every type of stone without gouging your thermometer, but the shinier and more detailed the material, the more it seems likely to give you a jump in therm - ie: a ceramic material might add another quarter bar even if you've got 5 other plain rock/stone materials in the level.

Glass is must-have for me... I usually have all levels made with dark matter, dissolve, glass, stone, and metal... and if I had to choose between metal and cardboard, I'd go with metal for anything that might need to look mechanical, technical, industrial, or futuristic in the level - it really blends well with stone materials as well. Then again, cardboard can have a really unique look, and is really underappreciated.

Nothing wrong with the set you've picked, but just remember when you've got your whole area mapped out, you should be able to freely fill in any area with different stone materials and play with the look as time goes on. Nothing is set in stone (I funny).
2009-07-23 10:14:00

Author:
Unknown User


Sounds like a great idea so far. And I think the logo is fine, I actually think the giant Y is a good point. You seem to have thought up of a great storyline too. The choice of materials definately seems approiate, but maybe you're limiting yourself with 4 to 5 main materials? But I guess it's up to you.2009-07-23 15:59:00

Author:
lk9988
Posts: 1077


The only reason I use the grass is for the look. Plus I like the smoother look of snow when you sticker the material white. I will add a metal... just not sure which one. Don't worry about the materials; I have a feeling I'll need more anyways.

Now, about the pink floaty's purpose... I'll just let this pic explain:
http://farm3.static.flickr.com/2630/3749977124_4ebcbd7f31_o.jpg

This is the Shielded- Assault- Weapon, or better known as the S.A.W. This weapon is unlocked by completing one of the hardest puzzles in the level. This features a self-stabalizing rocket, which means that the thing won't dangle about when carried. The weaponry used is an ingenious paintball I call the "Glow Shot". This is extremely useful when piloting through dark caverns and blizzards. Due to the shape, you'll be protected 360-degrees around by blunt objects, electricity and fire. The S.A.W. is vulnerable to explosives and crushing objects. If you lose your S.A.W., just return to the cave you found it from and another will be waiting.

Skye will feature many combat weapons, both defensive and offensive. Most will be made out of the floaty, for which if you die, the weapon will be floating where you last dropped it (with the exception of the S.A.W., for some reason). Specific weapons will have specific effects on different enemies as you progress through the level. I'm experimenting with different styles of combat in order to create a weapon just right for that specific person. Official work will begin once I have time to get onto LittleBIGPlanet.

This will perhaps be my most ambitious projects yet.
2009-07-23 18:44:00

Author:
Outlaw-Jack
Posts: 5757


This will perhaps be my most ambitious projects yet.

Sure sound like it .

I like the look of the Saw - it's very rustic, but with the appearance of something that had been used a lot and has been used in extreme conditions. Nice work.
2009-07-23 19:34:00

Author:
comphermc
Posts: 5338


Weapons!? This level is sounding better and better! Please keep working on it!2009-07-23 21:34:00

Author:
lk9988
Posts: 1077


Official work has started! This means that this thread will become obsolete soon, and I thank all of you for your suggestions and support! Really keeps me going.

Now, for the mountain you'll be stranded on... it will be Mt. Satopanth, the tallest mountain recorded that resides along the Gangotri Glacier, the Himalaya's largest block of ice. The sheer height of this mount (7075 m.) makes it an ideal "point" to start the story. Another mountain (Bhargirathi Parbat III) will be added to the other side of the level, in order to add more element to gameplay. The space in between the two peaks will occupy most of Skye's gameplay. Mt Satopanth has been made, but still needs to be filled with bits of gameplay.

Now, I know you're wondering about how gameplay will be oriented. It will consist of both combat and puzzles. This example is actually more of a "Choose Your Fate" sort of thing...

Here is a H4Her.
http://farm4.static.flickr.com/3432/3753421039_8499d9e2ae_o.jpg

And this is an Anti-H4Her.
http://farm4.static.flickr.com/3519/3754218966_6973141184_o.jpg

It's a very simple game... choose your side! With the two militias waring on for many, many months, it comes down to these two pitiful beings. One wants to spread to love; one wants to crush it. But what they don't know is that while they were bickering on, a stash of explosives has been snuck into their surroundings, which is connected to a two-way lever, and it's up to you to determine who'll recieve death first. Will you spare the bearded-bozo's life, or will the malicious-meathead win you over? Or, will you kill both to end this "annoyance" once and for all? It's up to you... oh! Also, these two feature a set of weapons, which, I have to say, are pretty lousy. Do harmless, floating hearts and useless, flaming pitchforks float your boat? If so, these may be the weapons for you!

This may be temporary, since I just thought this could be a neat little find when you fly around. There'll be much finer settings (one which I'll show ya in the final post) with much deeper backgrounds. Bosses will also be added in the mix, in order to spice up gameplay a bit. As for everything else... well, you'll have to wait for the level to release, now, won't ya?
2009-07-25 06:21:00

Author:
Outlaw-Jack
Posts: 5757


Looking more awesome with each snippet and screen. The Anti-H4H'r is sick.2009-07-25 07:14:00

Author:
Unknown User


Go Jack!
I'm really looking forward to play your level (and I like the big Y in the logo)
Now leave the f'n forum and go to work to your PS3, the idea is great and fresh, I hope it will lead you to a crown and a MM pick.
2009-07-25 18:48:00

Author:
OmegaSlayer
Posts: 5112


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