Home    LittleBigPlanet 1 - PSP - Tearaway -Run Sackboy Run    LittleBigPlanet 1    [LBP1] Suggestions [Archive]
#1

An awesome idea.... In game achevements!

Archive: 23 posts


OK... You can set up achevements inside the levels...
example: finish the level in 3 minutes or beat the level fireing only 100 paintballs or etc. and get prizes for them!

IF THIS IS IMPLEMENTED, Remember. I called it first.
2009-07-25 18:20:00

Author:
chezhead
Posts: 1063


So basically each level has the option to have achievements? Well, for things like that, it would be hard to program what each achievement is. For example, it may be hard to code enough things for achievements.

My best idea, if this was to work, would be to have an achievement switch. If turned on, it would activate a specific achievement to "on" and you can assign a title, description and logo to each achievement... Woudl be hard for things like "Fire less then 150" paintballs, though, but seems to be the best way to do it in my view.
2009-07-25 18:25:00

Author:
RockSauron
Posts: 10882


For story mode levels that'd be very cool, but I'm not sure if you could even program level achievments into a user-created level.2009-07-25 18:36:00

Author:
lk9988
Posts: 1077


That wouldn't be a bad idea actually

Achievement systems are already built into a lot of levels with things like, finding a certain amount of secrets or completing a section without dieing.

It'd be nice if there was a system to detect how long it took to reach a checkpoint or detect how many paintballs were shot. Maybe percentage of point bubbles collected and a few other ideas?

I think some people would mistake this for something like trophies which are quite infamous in LBP, but this has already been built into a lot of levels and would increase the replay value a lot

Things that detect things like the amount of point bubbles collected could also be used for a lot of gameplay mechanics, such as exp or money systems, or things like "collect 50 bubbles to progress".
2009-07-25 18:49:00

Author:
Dexiro
Posts: 2100


This idea is awesome. I think I'll include it as a standard feature in all my levels from now on. It adds depth and replayability. Good thinking, chezhead.2009-07-25 19:11:00

Author:
tashi
Posts: 60


And then we'd see another thousand or so levels for "EZ Achivents"
And then come the "anti-EZ achivements" and before you know it we reached 2Million levels, 70% for which they are Those kinds of levels ando only 30% good ones....

And as Rocksauron said, that'd be quite difficult to program into the game....

Maybe player-made mechanized achievement system, tho i don't know if that could wprk with good levels as most have really high thermos since that might take some space.
2009-07-25 19:47:00

Author:
Silverleon
Posts: 6707


And then we'd see another thousand or so levels for "EZ Achivents"
And then come the "anti-EZ achivements" and before you know it we reached 2Million levels, 70% for which they are Those kinds of levels ando only 30% good ones....

And as Rocksauron said, that'd be quite difficult to program into the game....

Maybe player-made mechanized achievement system, tho i don't know if that could wprk with good levels as most have really high thermos since that might take some space.

I don't think there'd be much point in levels that have easy achievements, i think he just meant the same type of achievements that are already seen in a load of the best levels

It's just the same as for example the MGS levels that reward you if you find all of the secret targets, only with extra functionality. Like if you reach a certain score a door at the end of the level opens and reveals prizes.

'Easy achievement' levels would be the same as 'easy score bubbles' or something like that.
2009-07-25 19:58:00

Author:
Dexiro
Posts: 2100


These "achievements" apply only to those levels and wouldn't be trophies or anything you get outside of the level, but if you get one, the creator can assign a prize to one!2009-07-25 20:03:00

Author:
chezhead
Posts: 1063


Yeah, it's not like it's going to get you any actual trophies.2009-07-25 20:03:00

Author:
Arkei
Posts: 1432


So you could have an achevement like destroying all enemys....
if you made it so when all the specified enemys were destroyed a light would go on, but the achevement would be to have a light light up, but the name and discription would say "destroy enemys"
complecated, much?
2009-07-25 20:05:00

Author:
chezhead
Posts: 1063


but the switch could be assigned to a light for example and have a tweak menu looking something like this

On/Off/N/A Numeber of times 1-999
or something like that...
but in the menu where you set the name and discrition you can have achevements like
# of paintballs fired

# thru #

or times killed

# thru #

etc.
2009-07-25 20:09:00

Author:
chezhead
Posts: 1063


i like this idea, but counting how many bullets someone uses would be really hard (maybe its impossible). but beating a section in a certain time is something that a few people have done and it's pretty cool.2009-07-26 00:22:00

Author:
RickTheRipper
Posts: 345


i like this idea, but counting how many bullets someone uses would be really hard (maybe its impossible).

I can't imagine it would be

Mm just need to create a variable that counts how many times the paintinator is shot
2009-07-26 01:19:00

Author:
Dexiro
Posts: 2100


In order for this to be done, MM would need to make variables for all these things- which wouldn't be bad, actually, especially for gifted creators.

Like, for example, say you have an infiltration level. If you fire 100 shots, lets say, it could activate a trigger, that will, in turn "alert" the enemy your here.

If these variables are given to us, it could effectively change creation!
2009-07-26 01:26:00

Author:
RockSauron
Posts: 10882


What i'm trying to say here is that it would be way easier to do these things mechanically, since it can all easly be done, than for Mm to work on such complicated system.
(I'm saying its complicated to program such system into the game, but its quite easy to build mechanisms to make such things, like in the MGS pack.
2009-07-26 01:52:00

Author:
Silverleon
Posts: 6707


To do the "do this section in a certain time" is already doable with a little logic.
-a simple directional piston on a timer would work here.


I could possibly think of a way you could do the "counting of paint shots fired"
also.
-just put a paintgun life switch thing on every piece that can possibly be shot. with 'one shot'
-put emitters with a paintball.
-link one life switch to one emitter.
- put a barrier underneath., so when one shot is fired and hits something an emitter shoots a paintball at the barrier.
-put the barriers life at, say 150, and the rest is easy. when the 150 lives is up. get rid of the prize. (dissolves what it was stood upon.)


Obvious cons to that though are:
-if your paintball hits a sackboy or girl they wont activate an emitter.
-The level will have to remain fairly simple so you dont have a billion emitters.
-emitters could take up some thermo?

-Most of these could be fixed if you could link several switches to emitters so you can have several triggers for the same thing.
Which is one of the things i do wish for.
2009-07-26 02:09:00

Author:
BlackToof
Posts: 172


What i'm trying to say here is that it would be way easier to do these things mechanically, since it can all easly be done, than for Mm to work on such complicated system.
(I'm saying its complicated to program such system into the game, but its quite easy to build mechanisms to make such things, like in the MGS pack.

We don't have the mechanisms necessary for a lot of things like this though

Things like shots fired, amount of jumps and score aren't recognised by any of the current tools.
A more sufficient way of timing would be nice too.
I think switches for all of these should be added, possible with a small LED screen to show the value of whatever is being counted (for example a screen showing how long you took to beat a level).

I can't imagine it'd be hard at all for Mm to create these
2009-07-26 02:25:00

Author:
Dexiro
Posts: 2100


I thought you meant like trophies you get in each level that the creator assigns, and then that adds to your Play score or trophy score or whatever. But people would abuse them, of course.2009-07-26 03:14:00

Author:
qrtda235566
Posts: 3664


I don't wanna give away too much, since I think I'm the first person to think of it, but I'm implementing something very similar in my level. 2009-07-27 14:50:00

Author:
EVOin3D
Posts: 91


You have me interested, EVOin3d...

But SERIOUSLY Silverleon. It would not be that complicated, and the achievements would be awarded at the end, which would be bug free and would be more "offical"
__________________
Everyone's a critic.... Some more than others.
2009-07-30 05:10:00

Author:
chezhead
Posts: 1063


it wouldn't be that hard to implement a paintball counting device because there is already a trophy for it so the code is there.2009-08-02 20:00:00

Author:
Chuk_Chuk
Posts: 108


well i don't really know about that paintball one, but for the racing, i could think of a player made achivement. just before you start a race, you hit a sensor switch, making a piston lower a box of prizes/pictures or what ever. and after 180 seconds ( 3 minutes) it will go back up. might be hard. but possible. But that is an awesome idea XD2009-08-02 22:36:00

Author:
SlinkDewar
Posts: 70


i like the idea2009-08-03 09:45:00

Author:
inferedmonkey
Posts: 76


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.