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The enviromental pack
Archive: 17 posts
mm should make this so we could have.... real water instead of using glass, lightning, tornados, and for all those old things yes we have rust sticker but what if they were ancient buildings in a a forest surely they would have green moss on them we could also have new materials such as earth we already have grass, sand, the water tool, anyone agree with me also try my secret car garage lvl | 2009-08-14 02:18:00 Author: geddez12 Posts: 338 |
Those are some good ideas, though water has been mentioned in dozens of threads. This is actually something that MediaMolecule will hopefully consider in the future. But in the mean time, you can get creative with the tools we already have. For example, I've seen someone imitate something like a mushroom/fungus using the animal nose. It looked nice and got across what they were going for. | 2009-08-14 02:27:00 Author: BSprague Posts: 2325 |
I seem to be the only person that doesn't want TRUE water in LBP... I found that my new method of rendering "water" looks just as beautiful as the real thing; better even... | 2009-08-14 02:50:00 Author: Aurongel Posts: 221 |
Water sounds like Ice, which was removed from LBP before release. Anyways, creativity is key. | 2009-08-14 02:53:00 Author: Unknown User |
I found that my new method of rendering "water" looks just as beautiful as the real thing; better even... I, and many others, want water for gameplay dynamics and puzzles. I don't care how pretty it looks Ok I do care how pretty stuff looks, but gameplay is king | 2009-08-14 09:03:00 Author: rtm223 Posts: 6497 |
I, and many others, want water for gameplay dynamics and puzzles. I don't care how pretty it looks Ok I do care how pretty stuff looks, but gameplay is king Wouldn't it be cool if you couold tweak the water material with the amount of time you are aloud to be submerged. could give some great gameplay pieces. | 2009-08-14 10:17:00 Author: wexfordian Posts: 1904 |
Water sounds like Ice No it doesn't xD Wouldn't it be cool if you couold tweak the water material with the amount of time you are aloud to be submerged. could give some great gameplay pieces. I think the problem with tweaking things like that is creators being inconsistent There's nothing to tell the player how long he can be submerged for, at least not before you jump into the water, and what's stopping a creator from making it so you drown instantly without telling the player? | 2009-08-14 11:54:00 Author: Dexiro Posts: 2100 |
Water sounds like IceNo it doesn't xD They don't even have the same syllables in! I think the problem with tweaking things like that is creators being inconsistent :-) There's nothing to tell the player how long he can be submerged for, at least not before you jump into the water, and what's stopping a creator from making it so you drown instantly without telling the player? It would be annoying if creators are inconsistant, but you can do that with anything. I mean I could emit gas on you when you enter a room, with no warning, doesn't mean MM shouldn't allow me to emit gas though. It all comes down to level design. And there is justification for using water as an instant death hazard for artistic reasons | 2009-08-14 12:08:00 Author: rtm223 Posts: 6497 |
They don't even have the same syllables in! It would be annoying if creators are inconsistant, but you can do that with anything. I mean I could emit gas on you when you enter a room, with no warning, doesn't mean MM shouldn't allow me to emit gas though. It all comes down to level design. And there is justification for using water as an instant death hazard for artistic reasons Emitting gas on someone unexpectedly is completly different though. It'd be different if you could tweak gas to be non-hazardous because then the player wouldn't be sure whether the next block of gas would kill them or not. You could be lured into a false sense of security by having a load of non-hazardous gas and then dive into a block of it that is hazardous on the same level. That kind of boils down to level design though. With water it's much harder to instruct the player on how long he can stay underwater or IF he can stay underwater at all! If you're told you can stay underwater, how long for? can you dive to the bottom or can you only swim along the surface? It sort of ruins the flow of a level if the player has to test each body of water to see how long he can stay under. Edit: Instead it could work if water is given a choice of hazardous or non-hazardous, and maybe the hazardous water could have a little graphical hint like piranhas swimming around | 2009-08-14 13:45:00 Author: Dexiro Posts: 2100 |
I found that my new method of rendering "water" looks just as beautiful as the real thing; better even... Modest... | 2009-08-14 13:50:00 Author: KoRnDawwg Posts: 1424 |
Being able to choose how long you could stay underwater would be the same as allowing creators to set how many times a player can touch fire before they turn to ash. I think consistency is key here, though I do understand the want for flexibility. | 2009-08-14 13:55:00 Author: BSprague Posts: 2325 |
Emitting gas on someone is different. It's worse. Little pirahnas swimming around would be good, although you'd just get people saying that doesn't fit in my level, boo hoo. So you'd need pirahnas, jelly fish, sharks with fricking laserbeams on their heads and mermaids with garotting wire as a tweakable menu (it is actually a good idea that, despite me taking the mick) So I go into a level, if I'm supposed to go in the water, then there will be a visual cue for me to go in, i.e. it's the only route open to me, or I can see points in there. I will assume that is my green light. My first encounter with water I drop in and have a quick splash to see what my breath guage is like. Much like you'd test the temperature of real water. After I have a feel for it, I then assume the rest of the water in the level is the same. If I'm not supposed to go in the water, there will be a visual cue that I'm not (assume we don't get your pirahnas), i.e. there are a series of jumps over it and no sensible reason to encourage me in. I will either assume that water is deadly through this level or I'll just jump in to test. The results of my test will be the basis of my assumption for the rest of the level. None of this really slows down the pace of the level as a whole. The problem comes when my assumptions turns out to be wrong, at which point I start thinking less of the creator who made the level. It's all a level design issue. @Bsprague I take your point on anaolgy to fire, but we are assuming here that water is normally a playable area, fire is not. Also a breath bar would allow you to test the waters (literally and metaphorically) without having to test till destruction. | 2009-08-14 13:56:00 Author: rtm223 Posts: 6497 |
...None of this really slows down the pace of the level as a whole I actually think it would You weren't really imagining a large number of scenarios, and in the one that you described in particular there are issues like... maybe the water looks as though it's the only path but there's a hidden switch, or if you've got platforms over the water maybe that's just an optional challenge to get extra points while the water is the main route. There are other scenarios like the creator making all of the water in his level hazardous, but having one pool that's non-hazardous and hides a secret. It's kind of like you're expecting the player to jump into a fire to check if it's hazardous. It still boils down to consistency, the creator can't possibly tell the player about every aspect of every obstacle. Mm have done a good job of making sure the player has certain expectations in all scenarios. For example when you see some sponge you know straight away that it's grabbable, you don't test to see if you can grab it first! I actually can't imagine a scenario where the piranhas wouldn't fit in though A lot of games use them to show that water is hazardous so it's quite a well known hint, and of course where there's water there's usually fish | 2009-08-14 14:20:00 Author: Dexiro Posts: 2100 |
Anyway, I see water as a liquid material. As rtm223 and me discussed in some other thread, water could be very cool for puzzle, if you can mangae to move water from point A to point B through C path. This is why I want water, to run mills, or whatever else. | 2009-08-14 15:20:00 Author: OmegaSlayer Posts: 5112 |
how about a jello like material | 2009-08-14 16:52:00 Author: deboerdave Posts: 384 |
how about a jello like material It'd either be too complex or it wouldn't add anything new to the game | 2009-08-14 16:59:00 Author: Dexiro Posts: 2100 |
how about a jello like material I agree with this. Especially if you could bounce on it. Well, they're working on water and you can make Lightning (sort of) with a random switch. Tornadoes are something which you COULD do with the game's engine after the water update. But I don't see the point in them. | 2009-08-18 22:03:00 Author: Jellibird Posts: 17 |
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