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#1

Destiny

Archive: 60 posts


Ok, I've been working on a new level for a while, and it's nearing completion but I'm a bit worried..... I've got some feedback from a few people that I've sent keys to, and they seem to like it but also feel it's a) beyond the comprehension of some players, b) the kids are going to demolish it because of difficulty.

I decided to create this thread to get direct feedback from testers before publishing (hopefully at the end of next week).

If you're interested in playing with it, let me know and I'll send you the combination to my lock level.

Here's how the level plays:

The entire level is built on wheels. There are 6 main sections. If you complete a section, you can rest for a bit and collect points. If you fail, you don't get the points from that section.

The entire level is constantly moving towards a "storm", so you are frantically trying to complete each section before dying.

My hope is to create a level that TRULY gets your heart beating a bit and requires practice to master, however even if you fail allow you to continue having fun and make it through the entire level.

So, ANYONE can get to the end - but getting the most points will require skill, fast thinking, AND bravery (how long do you stand collecting point bubbles while a huge space storm is creeping up on you?)

Any comments?
2009-07-30 01:51:00

Author:
CCubbage
Posts: 4430


Sounds fun, I'd be willing to give it a play, and leave you my feedback.2009-07-30 01:56:00

Author:
Whalio Cappuccino
Posts: 5250


Cool - I'll send you the key combination in a PM.2009-07-30 02:14:00

Author:
CCubbage
Posts: 4430


I have a lack of skillz, so I'll give it a whirl for you. Hey, and I'm already on your friends' list .2009-07-30 02:16:00

Author:
comphermc
Posts: 5338


I'm extremely interested in this project now...

Definitely want to check this out ASAP
2009-07-30 02:16:00

Author:
Aurongel
Posts: 221


Thanks guys! Sent you combinations. The thing that's most difficult about this level is that virtually EVERYTHING is different than a conventional level - the challenges, the mechanics.... there's several gameplay styles I personally haven't seen before.

So there's definately a risk - I'd like to know if players are going to "get it".
2009-07-30 02:40:00

Author:
CCubbage
Posts: 4430


So I played it the first time, and got absolutely 0 points. And it really only took me one try, to learn it all.

Second time, well... Let's just say I have the most points right now with 49,000+

Absolutely loved this level, it truly had my heart pumping the whole time, I was rushing a lot because of that darn blue gas chasing my behind. And one thing I really loved, is that FREAKY FREAKY FREAKY x12 music, that came with the gas. God I'm going to have nightmares with that sound...

Anyways, sure it is VERY difficult, but after 1-2 tries, I had it down very well, the 3rd stage is probably the hardest for me, I keep losing track of which laser will shoot next. Lol.

I'm sorry if this isn't the feedback you wanted, I say go for it because there isn't that many challenging levels out there, and this one delivers, with new gameplay as well!

:star::star::star::star::star: and a heart.
2009-07-30 02:56:00

Author:
Whalio Cappuccino
Posts: 5250


I can't use keys (STILL) so I won't be able to play this til it launches, but the first glimpse you showed me in it's early stages was awesome. It was like Storm of the Century meets Running Man.2009-07-30 02:58:00

Author:
Unknown User


So I played it the first time, and got absolutely 0 points. And it really only took me one try, to learn it all.

Second time, well... Let's just say I have the most points right now with 49,000+

Absolutely loved this level, it truly had my heart pumping the whole time, I was rushing a lot because of that darn blue gas chasing my behind. And one thing I really loved, is that FREAKY FREAKY FREAKY x12 music, that came with the gas. God I'm going to have nightmares with that sound...

Anyways, sure it is VERY difficult, but after 1-2 tries, I had it down very well, the 3rd stage is probably the hardest for me, I keep losing track of which laser will shoot next. Lol.

I'm sorry if this isn't the feedback you wanted, I say go for it because there isn't that many challenging levels out there, and this one delivers, with new gameplay as well!

:star::star::star::star::star: and a heart.
Yeah, that sound actually uses over 30 individual sound objects with 6 different sounds mixed all at different frequencies, all placed on a spinning wheel.... I wanted to do sound that no one has heard before in LBP and would make the hair on the back of their neck stand up.

I was going to mention, specifically with this level... cranking up the stereo is really an interesting experience.
2009-07-30 03:05:00

Author:
CCubbage
Posts: 4430


It definitely did that... you know I'm a sucker for sounds, and I remember telling you "HO-LY ****" and how freaked out I was when that storm was approaching.2009-07-30 03:12:00

Author:
Unknown User


It definitely did that... you know I'm a sucker for sounds, and I remember telling you "HO-LY ****" and how freaked out I was when that storm was approaching.
You know.... since you can't use keys you could probably create a PSN sub-account and use it for this purpose. That way you could have the use of keys again (and play peoples levels incognito!)
2009-07-30 03:15:00

Author:
CCubbage
Posts: 4430


Send it my way. I wanna check this out.2009-07-30 03:35:00

Author:
gevurah22
Posts: 1476


I'd be happy to give it a try.2009-07-30 03:51:00

Author:
mrsupercomputer
Posts: 1335


This sounds amazing, definitely look forward to the mandatory contest afterwards Oh, and i'll test if you'd like.2009-07-30 03:57:00

Author:
Burnvictim42
Posts: 3322


Hmm... I think it may have been me who left the 'Beyond the comprehension of some people...' comment.

Sorry, Cub, the statement was meant to be a compliment about how technically superior this level was to most I've played, compared to how seamless a level it is, and that most players wouldn't realise that.

I'll try to qualify that - I've always had a saying in LBP that when creating a level, the more convenient you make things for a player (NOT easy, CONVENIENT), the more difficult it is for the creator. And this is what I first thought when playing Destiny.

Overall, it is a fantastic idea. I died numerous times (but it was very late when I played it!). I loved the atmosphere, I LOVED the blue gas (and I loved the spaceship fly-by!).

The sense of urgency is something that I hope to achieve with the up-coming Hyper Sphere Revolution, and looking at the pace of Destiny, it looks like I'll have my work cut out to compete!

It's natural to have concerns about how the level will be perceived, and it's down to the usual options: do YOU like it? Are YOU happy with it? What does your son think?

Splat Invaders was slightly different in that it had a slightly 'comedic' title, and the generic LBP player would be attracted to that. 'Destiny' is a little deeper as a title, and though I love it as a title, some may just not get it. But is that a problem to you? GENESIS suffered a bit because of this, but you can't please everyone.

My conclusion and advice - tweak and test as much as you see fit, then publish the level. Either people will appreciate the level, or they'll have a helluva time trying to complete it.
2009-07-30 08:47:00

Author:
MrsSpookyBuz
Posts: 1492


Yeah, I definately agree - I'm not worried as much as in "head spinning" mode - this level was difficult to build and I've been close to it for so long I can't be objective about the gameplay - or if there's certain areas that people just aren't going to "get" going into the room. (will they not grab the turrets, for instance).2009-07-30 12:37:00

Author:
CCubbage
Posts: 4430


If you are still looking for people, i would love to give it a try.

misty.
2009-07-30 12:59:00

Author:
Mother-Misty
Posts: 574


Sounds interesting..... I'll give it a shot if you like?2009-07-30 13:01:00

Author:
wexfordian
Posts: 1904


Whew.... ok, I sent out all the key combinations and I think I have enough testers. Hopefully, if all goes well the level will be released at the end of next week, so let me know what you all think.2009-07-30 14:02:00

Author:
CCubbage
Posts: 4430


Room for one more...? : )2009-07-30 14:09:00

Author:
julesyjules
Posts: 1156


Ok, one more. Man, I hope everyone isn't underwhelmed . This level is defintately different and experimental.2009-07-30 14:45:00

Author:
CCubbage
Posts: 4430


Well, I played a couple of times, but haven't finished it yet. As predicted, I lack the necessary skills.


In the initial little room, I was confused by the invisible floor at first. I don't know what your thermo looks like or how well it would work, but the rocket/fan effect would be much more convincing if you did something like jump_buttons balloon mechanic but applied it directly to sacky.
The first room with the collapsing platforms was actually the only room I survived, lol. Do the bubbles emit indefinitely? I was curious because I was standing there jacking up my score, but the gas scared me away.
I like how each room is a little mini-survival challenge, and if you fail then you move onto the next room.
The part where I got stuck/died was the part where you have to shimmy over the flame with the light. I wasn't sure what to do at first, but when I figured it out, I just couldn't time it right. Also, it seemed a bit weird trying to get the light to emit. I would just run around wildly until a new light showed up.


I'll play again and come back for some more feedback.
2009-07-30 17:10:00

Author:
comphermc
Posts: 5338


I'll check it out.

I may do something slightly different in the initial room, such as a REALLY thin floor - but because of the nature of this level (EVERYTHING not being glued to dark matter) my separate objects thermo is at about 98% - so anything else emitted wouldn't work. But I'm sure I can do something here.


Do the bubbles emit indefinitely? I was curious because I was standing there jacking up my score, but the gas scared me away.

No, there are 80 point bubbles in each area if you survive. Just enough that if you get through the room as quickly as possible they will fall until you MUST move on. There is a limit because if you just waited until you got to the last area and picked up point bubbles for a really long time you could unrealistically increase your score - so to get the max points you need to stop after each room.


The part where I got stuck/died was the part where you have to shimmy over the flame with the light. I wasn't sure what to do at first, but when I figured it out, I just couldn't time it right. Also, it seemed a bit weird trying to get the light to emit. I would just run around wildly until a new light showed up.

It SHOULD emit again when you jump up onto the material to the right, but I'll see if I can find a way to improve it. If others have an issue with this part I may make it a bit easier.
2009-07-30 17:30:00

Author:
CCubbage
Posts: 4430


In my humble opinion you shouldn't fear about making what you think is good.

When you have an idea, it means it's the taste of someone out there. Imagination is no hazard and taste isn't either. It's like that old saying that says "if you think about it someone else probably does".

I feared that Dig It! might not have an audience, it did. I thought Sack's In The City might not be what LBPers are looking for, it did good. I thought Crazy Train was just too crazy, it was not.

Those "odd" levels are absolutely awesome and welcome imo. We HAVE to make things go forward don't we? LOL

.
2009-07-30 17:40:00

Author:
RangerZero
Posts: 3901


In my humble opinion you shouldn't fear about making what you think is good.

When you have an idea, it means it's the taste of someone out there. Imagination is no hazard and taste isn't either. It's like that old saying that says "if you think about it someone else probably does".

I feared that Dig It! might not have an audience, it did. I thought Sack's In The City might not be what LBPers are looking for, it did good. I thought Crazy Train was just too crazy, it was not.

Those "odd" levels are absolutely awesome and welcome imo. We HAVE to make things go forward don't we? LOL

.
I don't fear it at all. If you do a more standard LBP platforming level, players will jump in and play what they're used to in the environment you've provided. Vertigo, and now this level, use a couple mechanics that people aren't used to seeing, so this is more of a usability test - I want to do whatever I can to make sure people aren't confused.

As a software developer, I'm used to being able to set up "usability" tests where we give our creations to people who have never seen them before and see how they react. Where do they move the mouse cursor to? What do they click on?

In the same way, I'd like to know, when a player enters a section, what their thoughts are and what they THOUGHT they had to do. Then I can make it better for release and hopefully more people will have fun.
2009-07-30 17:49:00

Author:
CCubbage
Posts: 4430


As a software developer, I'm used to being able to set up "usability" tests where we give our creations to people who have never seen them before and see how they react. Where do they move the mouse cursor to? What do they click on?

Oh I get you now. We do this all the time too with our videogames. We call it "play tests".

2009-07-30 17:58:00

Author:
RangerZero
Posts: 3901


Oh I get you now. We do this all the time too with our videogames. We call it "play tests".


Yup.... and I get to the point with these levels where I've been trying to get the mechanics to hold together for so long I don't even know if the game is GOOD anymore.... But, in this case so far most seem to enjoy it so if I just get certain areas tweaked it should be fine.

Interestingly, this is the first level I've done where there's a section that even "I", after playing it many times, have developed a phobia playing. The room with the 4 HUGE spinning cannons that you jump into the middle - that one gets me about half the time. It's not bad if you're patient, but it's hard to be patient when that gas starts pouring in the room....
2009-07-30 18:24:00

Author:
CCubbage
Posts: 4430


Sounds very interesting. I'm excited now. I'll be sure to give it a go once it's released.2009-07-30 18:54:00

Author:
persona3fan93
Posts: 155


I thought the level was very well done, it provided a good bit of challenge, and i epicly failed most of the rooms, but i was fine with that. My biggest concern is the lack of story... i'm not sure players will just "get it" after jumping into the level. I know i wouldnt think to run faster because i'm being chased by a space storm offhand
I also had a little problem with the light emitting, took me a bit to find it again, but overall i loved it, brilliant work again CC.
2009-07-30 21:43:00

Author:
Burnvictim42
Posts: 3322


Cool - I'll look into that. Maybe as they enter the first room I can put a speech bubble that says "The storms coming! RUN!" so they know it's happening.

Also, I got earlier feedback on the light - I'm going to go in tonight and try to make the light work better. I think I need to work out a more complex switch system - maybe the FIRST time it drops when you walk by, and after that it emits when you spawn.

Great stuff, thanks for to good feedback.
2009-07-30 21:56:00

Author:
CCubbage
Posts: 4430


Okay, I just finished a couple of play throughs of the level. I thought it is very ambitious and I loved a lot of the stuff you did with it. I do have a few suggestions though.

Immediately, I was a bit confused by the invisible floor. It just seemed a bit odd to me, so I would suggest adding some kind of flooring. After that, I was a bit confused as to where to shoot the paintinator in the first room. I kept shooting at the platform immediately above it and by the time I figured out that I needed to shoot the other platform, the blue gas had already entered the room. I found this a bit confusing, because I had no idea, why that was happening and I was immediately teleported to the next room. This confusion remained throughout the level.

So, what I would suggest is a little bit more explanation at the start about what's happening. Explain why the gas that is following you and what you have to do to get out. What is the gas by the way? I immediately thought that the ship might be getting sucked into a black hole, which would be awesome. That also made me think about how awesome it would be if parts of the ship started to dissolve as the gas consumed it. It'd be cool if you could add some electrical effects to the storm as well. Maybe some lights off camera flashing, to give an storm like feel. I know that is probably out of the question right now, but just a thought.

As for the challenge rooms, I thought each one was about right with difficulty, but I did have trouble with the laser guided guns. I couldn't seem to get a shot off against them. Other than that, I didn't have much trouble. It was unfortunate when I would die and be forced to the next checkpoint. The first time through this happen with most of the rooms, so I felt like I was missing the entire level, but I understand that you want everyone to be able to finish.

I also ran into the problem that chomper had with the light not emitting during the last section. When I respawned it emitted just fine, so I may have just missed the sensor the first time through.

Again, this is very ambitious and I really enjoyed it. I'm sure your still gonna get hammered by people thinking it's too difficult, but maybe a bit of explanation at the start will help. Other than that, well done!
2009-07-30 22:18:00

Author:
mrsupercomputer
Posts: 1335


chomper

Ha ha .

Nice feedback!

I completely forgot that I was supposed to play this level again (I was distracted by you know what), so I promise I'll come back with more, Cubb...
2009-07-30 23:25:00

Author:
comphermc
Posts: 5338


Ha ha .

Whoops! Sorry about that. I'd fix it, but it's pretty funny, so you're gonna stay chomper!
2009-07-30 23:41:00

Author:
mrsupercomputer
Posts: 1335


Whew... Ok, here we go!


Immediately, I was a bit confused by the invisible floor. It just seemed a bit odd to me, so I would suggest adding some kind of flooring.

Yup, I'm going to try to think of something really cool to do here. MAYBE a floor out of light or something.


I kept shooting at the platform immediately above it and by the time I figured out that I needed to shoot the other platform, the blue gas had already entered the room. I found this a bit confusing, because I had no idea, why that was happening and I was immediately teleported to the next room. This confusion remained throughout the level.

One thing I may need to to is extend the switch in the first room.... if you stand in the Cryo-chamber text boxes pop up telling you the whole story (actually, a whole mini-movie introduction).... but I wanted someone who had already witnessed the story to be able to walk out. As for confusion in the first room, I'll see if I can think of a way to make it a bit better. The whole idea of the level is to try and figure out how to solve the room as quickly as possible, so it's supposed to be a puzzle of sorts.


Maybe some lights off camera flashing

Very cool idea - that's definately doable - the lights are already shining into the gas.


but I did have trouble with the laser guided guns. I couldn't seem to get a shot off against them.

The idea is to shoot the gun that is NOT about to fire against you.


I also ran into the problem that chomper had with the light not emitting during the last section. When I respawned it emitted just fine, so I may have just missed the sensor the first time through.


I THINK I have this one solved - I added a more complex switch so the 2nd time it needs to spawn it will do it no matter where you're standing.


Again, this is very ambitious and I really enjoyed it

Thanks... the issue is really getting people to understand it - this is DEFINATELY not the type of level that you can just play once and do well at. It was designed with replayability in mind - the more you play the more depth there is - once more, kind of like a classic arcade game.


I completely forgot that I was supposed to play this level again (I was distracted by you know what), so I promise I'll come back with more, Cubb...

No problem.... I need to get back to you know what once I get these changes done.
2009-07-30 23:41:00

Author:
CCubbage
Posts: 4430


One thing I may need to to is extend the switch in the first room.... if you stand in the Cryo-chamber text boxes pop up telling you the whole story (actually, a whole mini-movie introduction).... but I wanted someone who had already witnessed the story to be able to walk out. As for confusion in the first room, I'll see if I can think of a way to make it a bit better. The whole idea of the level is to try and figure out how to solve the room as quickly as possible, so it's supposed to be a puzzle of sorts.

Okay, so if I stood there a bit more, I would have saw the intro? I'll go back and check it out. The first room really wasn't that bad, but maybe some sparks, or a damaged area on the bridges to give a hint that you need to shoot them could help.



The idea is to shoot the gun that is NOT about to fire against you.

Ahh, okay. I'll give it another go!


EDIT: Okay, I went back and watched the intro. Very cool!
2009-07-30 23:46:00

Author:
mrsupercomputer
Posts: 1335


Alright, I've given it another go, and finished the level twice. Obviously, I fared better this time. Here we go...

I'm stilled bugged by the invisible platform, but it's a known issues, so I'll keep quiet
Is there really enough time to collect all of the bubbles? It seems like you have to cut your losses and move on or you'll never make it!
I just can't manage to get more than one brain on the spinning baddie. I don't think it's possible, lol.
The sections where you have to shoot the four targets with the automated turret thingy - these are pretty straightforward, and I don't have any trouble with them.
I hate that falling flaming boulder! I can never seem to make it up smoothly. The last jump on the way up gets me every time. I lack patience, I suppose. (I can make it through before the gas, but I die there every time).
I survived the flame part. There don't seem to be any more emitter issues. It's kind of confusing where the deadly gas starts/end behind the flame, but it's not a huge deal.
Liked the little space flight, but I'm not too fond oh how large the flames are compared to the ship itself. It looks like the ship's on fire .
Is there going to be a sequel? I only ask because I always like to have sacky be visible when the level ends. If you are going to have a sequel starting in the ship, then it's fine how it is. If not, is it possible to open the door of the ship back up so sacky can stand on the scoreboard?


(I apologize for the bluntness of my feedback. I like to get straight to the point with issues, so it seems like I'm giving only negative feedback).

Edit: I just saw the post about the intro - I haven't watched this yet, but I intend to next time I play.
2009-07-31 03:13:00

Author:
comphermc
Posts: 5338


No problem - I like straightforward feedback. I'm going to see what I can do to tweak the areas. Different people are definately having different issues.


I just can't manage to get more than one brain on the spinning baddie. I don't think it's possible, lol

This room is difficult - but you can grab onto the middle spinning section and time drops onto the brains. When you hit a brain it pops you back up into the middle. This is probably going to be a problem area, but the initial people who did testing didn't have a problem with it. It's even hard for me.


I hate that falling flaming boulder! I can never seem to make it up smoothly. The last jump on the way up gets me every time. I lack patience, I suppose.

Did you find the gun that shoots the boulders? If you didn't, I may want to place it somewhere else. Down on the floor is a paintinator that you can use to destroy them and make your way up.


Is there going to be a sequel? I only ask because I always like to have sacky be visible when the level ends.

Originally the ship stopped in front of the scoreboard. I MAY change it back to this - it looked better but some of the bottom of the scores weren't visible.
2009-07-31 05:31:00

Author:
CCubbage
Posts: 4430


Ah, I didn't realize you could grab the middle. I was was trying to jump all over the spinning platforms, which doesn't work as well...

Yeah, I knew you could shoot the boulder - I was just saying that to let you know what area I was talking about. The main problem was being able to make that jump at the top. My timing isn't so good (again, it all comes back to my lack of skillz).

You could always blow the scoreboard up really big with the emitter size change glitch. I'm not sure how well it would look, but it's worth a shot - that way you can still have the ship centered and be able to see most of the scores. I don't know though. It seemed weird to have the camera zoom in on the side of the ship.

Also, thanks again for testing that elevator with me.
2009-07-31 06:08:00

Author:
comphermc
Posts: 5338


Definitevely want to try it.
Kids will demolish whatever...good or not...but I think that most of the 2000+ people here are searching a way to progress and grow.
So, don't worry about them too much, since you're a great creator and there's people waiting for your stuff.
2009-07-31 07:00:00

Author:
OmegaSlayer
Posts: 5112


Hey Cubbage, just got through a couple of plays of your level.

The first time playing through this was very quick. I seemed to be running around like a lunatic with no idea what I was doing

I seem to of had similar experiences to mrsupercomputer and comphermc.

I was confused at the invisible floor (but this morning I noticed you added in the light which I think works a lot better)

The first room took me a while to figure out where exactly I had to shoot.

I thought in the platform room with the fire balls rolling down (the only room I got points on ) could do with a little indication of where you collect your points. I first ran through and collected only 2 bubbles because I didn't know they would keep coming. Maybe if you just put a permanant switch on it to keep letting out bubbles whether your there or not people would notice it more.

I really liked the gun you grab and spin around (however terrrible I was at it, I still enjoyed it immensely)

The room with the candle flames being emitted...... seriously no clue whats going on. I grab a light it brings me up the flames burn me. wash rinse repeat

I really liked the intensity of this level and its certainly something people will be willing to have another playthough (or 10) to try and master. But as a type of race level I think it could do with some clearer indications as to what the player is trying to achieve in each room.
2009-07-31 10:26:00

Author:
wexfordian
Posts: 1904


Hmmm.... in the introduction I mention there is a place to rest at the end of each section - I'm hoping to clue players in to waiting and getting as many points as possible for each section. I can't have the points working even if you're not there because there are only 80 bubbles per station and if I have unlimited bubbles you could simply rush to the end of the level and get a million points while waiting for the gas. I'll try to think of, maybe, an icon or something at each bubble point. (maybe a picture of a bubble with a sackboy standing underneath).

I'll see if making a visible paintinator switch in the first room helps. I was hoping the player would just start firing around to figure out what to shoot.

The room with the candle flames - I think I need to make it rise slower. The idea here is to simple grab it and float up, and then pull it through the flames when they aren't there. I'll work on this part.

Thanks!

Edit: Oohh... I just got an idea - I'm going to try putting little signs with words that dissolve - such as "Grab" and "Shoot" and see if it works better. It seemed to work pretty well on Miglioshin's platforms madness levels.
2009-07-31 13:01:00

Author:
CCubbage
Posts: 4430


The room with the candle flames - I think I need to make it rise slower. The idea here is to simple grab it and float up, and then pull it through the flames when they aren't there. I'll work on this part.

I think it might help to simply pull the camera back a little bit at this portion and give the player a better view of the obstacles.
2009-07-31 13:29:00

Author:
mrsupercomputer
Posts: 1335


I think, the reason so many people are having issues is because they don't wait long enough for the cutscene/introduction. Or don't notice it at all.

Yeah, just wanted to put that out there though you probably know.
2009-07-31 13:40:00

Author:
Whalio Cappuccino
Posts: 5250


That DOES sound great...like something I would definitely heart, then come back to over and over to re-play...could I give it a GO as well CuzFeeshe?

I know what you mean...its hard to figure out how people will react its almost like you need to make a character at the beginning that bounces around like LittleXim and says "hiya kids...now be extra careful here on this level...we wouldn't want you to have to think too hard or make you go BOOM BOOM and start over again" haha
2009-07-31 13:55:00

Author:
miltonTPS
Posts: 126


I think it might help to simply pull the camera back a little bit at this portion and give the player a better view of the obstacles.

I pulled it back last night. I could pull it back more if necessary.


I think, the reason so many people are having issues is because they don't wait long enough for the cutscene/introduction. Or don't notice it at all.

I increased the radius last night so that the introduction would work in a bigger area. Hopefully this will help.


I know what you mean...its hard to figure out how people will react its almost like you need to make a character at the beginning that bounces around like LittleXim and says "hiya kids...now be extra careful here on this level...we wouldn't want you to have to think too hard or make you go BOOM BOOM and start over again" haha

Ha... yeah, but in everyone's defense - this level IS completely different. The mechanics are really unique in every way, so if you're trying to play it as a standard LBP level it can get confusing, so this is the first level I've ever had to create a projects thread for. Hopefully, though, it will be worth it. I can't really compete with the other authors in aesthetics and story, so I try to be almost all replayability.

Unfortunately, it's undoing could be exactly what I was going for - running into a room and having to figure it out under duress and solving it quickly to get max points.
2009-07-31 14:04:00

Author:
CCubbage
Posts: 4430


Here fishy-fishy-fishy,
Hey man... Was wondering what all these Destiny messages were all about? Thought I didn't believe in Destiny, or the Future, or Excitement... I never craved these things... but now I'm thinking...

Well, I am now really looking forward to this as I am armed with all this 'your sum of' experience. However, keep in mind, this is coming from somebody who prefers his bugs 'vomity' and cursed those floaty things in Vertigo!
2009-07-31 14:05:00

Author:
Gravel
Posts: 1308


ok! 1st place 4th try

anyway, its really good fun! this is almost impossible to expain it all to the player...I 'got it' on the 3rd try...I think the bubble rewards need some kind of 'bubble dispenser' type-label so you know to stand there, and the rotating electrical key placement bit was too hard! also, the 1st part (visible paint switch - idk if thats going to be too much of a giveaway tho...can scratch that if need be)...anyway the rest is excellent, but unfortunately will NOT reach all audiences IMHO...not that thats a bad thing...only people who truly love LBP will fare well...if its not too much trouble, some more speech perhaps at the beginning, or a cutaway camera w/picture of gas and an arrow pointing right, or something?? that part is up to you, but I loved it otherwise...

whew! sure did get my blood racin' though! quite the challenge!
2009-07-31 14:40:00

Author:
miltonTPS
Posts: 126


Ooh, Milton's post reminded me of the spinning key placement puzzle, which I failed to mention in my feedback.

I thought this part was hard, but not impossible - You just have to know when to drop the keys and what order to pick them up in. The only problem I had was that if I took any time to collect bubbles in the previous room (or failed to survive it), then the gas came before I could place them all (or does it not work this way?). I actually solved the puzzle once, but was unable to do it again on account of the gas.
2009-07-31 14:44:00

Author:
comphermc
Posts: 5338


Keep in mind it's impossible to get every point bubble AND make it through every room... the level is designed so you pick up as many as you dare before moving on. If you pick up most of the bubbles in the previous room, and then place the 2 left ones than the 2 right ones you can get all of them placed while the gas is still at the bottom of the room, and get a few bubbles from the next section before moving on to the spinning gun.

One of the big things about this level is gameplay depth. Just like Vertigo, it was designed so that if you practice perfecting your style in the individual areas you can really crank up your score.

For instance, in the spinning grab turrets - if you aim it propery its possible to finish off each turret in a single round and move to the next room with a TON of time. This allows for more time to solve the next puzzle which may take a bit more patience.

Goodness this is going to be a hard release. I think maybe my target audience is Whaaaaale and Jaeyden. Ok, that's 2 stars.....
2009-07-31 14:59:00

Author:
CCubbage
Posts: 4430


I just searched your levels to play this CC but couldn't find it. Is it locked ?2009-07-31 15:21:00

Author:
mistervista
Posts: 2210


My two cents!

Regarding the intro movie, maybe add a bit of extra text to your first magic mouth, something like "Remain in Chamber for Briefing". Just something to let you know not to hop off immediately on your first run through.

The main thing i found was on two run throughs it skipped the first plasma room, i was trying to get the last couple of cores in the spinning thing, died and went straight to the 4 brain spinning boss. It happened both time when the gas was already in the room and i was frantically flying about in the remaning far right of the room, it might be causing a mis-trigger.

The rocks that fall in the 'swing over the fire section' once fell in a way that i couldn't get to the lightbulb, maybe tweak those .

They're the only two issues I've had with it, everything else has been more a to do with a lack of skill! Its addicting, i ran through it about 7 or 8 times, it's a real blast. Love the whole idea of the gas chasing through the entire level, like a ticking clock. If you're worried about the reaction to the difficulty, think about sugar-coating this as a very elaborate survival challenge. The first run is more of a suicide tour, and it gets more enjoyable the more familiar you are with the sections. Players change their pre-conceptions of a level accordingly when they know they ARE going to die (laugh).

And that gas sound is ber-rilliantly ominous, it really works in letting you know its coming.

EDIT - The way you've set up the scoring is a small stroke of genius i think. Once you're familiar with all the rooms, you can pick and choose which bubbles are the best ones to hang around for, and which ones are worth skipping to get some extra time. Adds a layer of tactics, very cool!
2009-07-31 15:28:00

Author:
julesyjules
Posts: 1156


Cool. I can definately work on those. I've been carefully tweaking WHEN I destroy the checkpoint for the next room. I may need to make it destroy a bit later. The reason it skipped a room is because the gas got so close to the next checkpoint it destroyed it - this is by design but I can change the proximity so the gas is further along before destroying it.

The ceiling collapsing at the end - I definately will need to adjust this a bit. I have noticed it's falling a bit more inconsistently than I had originally intended.

And yes, the level is kind of an elaborate survival challenge. It's really a full level that PLAYS like a survival challenge.

The problem with being in the vanguard of these things (such as Vertigo and Tiger Woods) is that I never have ANY idea how they will be received. I'm always in a dizzying state by the end of it.

I REALLY appreciate you all looking at this stuff. My head it spinning.
2009-07-31 16:08:00

Author:
CCubbage
Posts: 4430


Alright, I played again, and the little speech bubble that says to stay put makes all the difference in the world. The level doesn't make sense if you don't watch the intro. Have you considered forcing the player to watch the intro, but have an option to skip it. For example, grabbing the floor triggers the door to open (which is said in the last bubble). People who are replaying can hit R1 to open the door earlier, thereby skipping the intro.

I survived all of the rooms but the spinning key puzzle. It helps to know that the middle of the spinning/shooting one is grab-able. The camera angle in the first room is much better, as is the end gate view.

It keeps getting better, nice work!
2009-07-31 19:52:00

Author:
comphermc
Posts: 5338


Thanks! I'm actually starting to feel pretty comfortable with it now... As Wex just mentioned, each time he plays it he enjoys it more and more. That was really what I was going for - a game that gets more addicting and more fun as you play it instead of being a one-shot experience. Not the best formula for LPB popularity... .2009-07-31 21:25:00

Author:
CCubbage
Posts: 4430


I've been playing it over and over again, and I actually liked the initial confusion and difficulty. Even though I died over and over again at first it slowly started to click. I loved the idea of slowly learning the level, like you say Cub it's a puzzle at first, then one hell of a survival challenge and points competition once you learn it. I still my find myself dying quite a lot, but generally due to my error in doing it to quick in the quest for more points, I'm always a little greedy when the gas approaches

I think you've managed to add the replayability of Vertigo and the excellent sections of Splat into one level. I wish I had your knack for these great little challenges in infinitly replayable levels.

I want to get on and play it again now thinking about it. Shame the wife has the tv.
2009-07-31 21:46:00

Author:
GruntosUK
Posts: 1754


I will be willing to give it a try if you're still accepting testers.2009-07-31 21:52:00

Author:
Night Angel
Posts: 1214


I will be willing to give it a try if you're still accepting testers.
Ok, one more. But if I don't stop handing out keys no ones going to want to post on my level thread when I release it next week, so anyone else - I think I'd like you to look at it on release.
2009-07-31 21:55:00

Author:
CCubbage
Posts: 4430


This level is challenging, ingenious, and horribly addicting! (In a good way of course.)

The little storyline was excellent and being sucked into gas of death really let me know not to stop at all! The challenges were exciting and never slowed down. I always felt that I was the only one that could slow me down, which is what I liked =)

Players looking for a challenge will surely find this to satisfy their needs while casual gamers (like me) will get sucked into it over and over again, until they know they're not going to get the top score. (It's still nice to try, though! Darn third room with the spinning polygons of death! Gets me every time!)

Can't wait for you to share this with the world! Keep it up!
2009-07-31 22:41:00

Author:
Night Angel
Posts: 1214


Ok, I think I have enough beta - the level seems pretty tight now. I'm going to publish it this Thursday morning when I get back from Tampa.

Thanks everyone! HUGE help!
2009-08-03 02:55:00

Author:
CCubbage
Posts: 4430


Be sure to leave me a message so I can go pump this baby.

.
2009-08-03 03:22:00

Author:
RangerZero
Posts: 3901


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