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#1
Lives
Archive: 11 posts
Not sure if this has been suggested before. Instead of having a limited number of lives per checkpoint, I think it would be good to have a limited number for all checkpoints. Here's how it'd work... There would be a global setting somewhere, where you can choose the starting number of lives for a level. At default it would be at infinite, which would work exactly as it does now. But you can also tweak the number, in which case you'd get a new icon on the HUD whilst in play mode showing the number of lives you have left. So say you start with 3 lives. Whenever you die, no matter where you are, you lose a life. Get to 0 and you have to start again. Then, there'd be a new type of bubble - the Life Bubble. Same size as a Prize Bubble but has a sackboy icon in or something. Whenever you collect one, you get an extra life. There's quite a few possibilites you could do with this. For one thing, you could make hidden areas which are worthwhile visiting iof prizes and high scores aren't your thing. You could have a stack of lives which will come in useful later in the level. You could also get an extra bonus 1000 points per life you have left when you reach the scoreboard, so the more you collect and the less you lose, the higher your score will be. Also, another suggestong that goes with this idea is an extra setting on the scoreboard that allows you to choose if you spawn there once you run out of lives. Then you could make multiple life survival challenges. | 2009-09-04 19:27:00 Author: Nuclearfish Posts: 927 |
this would be wonderful! and, I don't know if you wrote this down, but if you die you'd still go to the last checkpoint. I would love this personally <_>. Would be... well, good ;o | 2009-09-04 19:48:00 Author: RockSauron Posts: 10882 |
wonderful An evil overlord who says wonderful???? Yeah, I like this idea. Especially the life bubble thing. | 2009-09-04 19:50:00 Author: ARD Posts: 4291 |
Brilliant idea mate and I'd love to see that and see what good creators did with it. Unfortunately I can't see it happening anytime soon if ever. Remember when LBP was released it was clearly stated that we could play levels with 4 players and all players would remain on screen regardless of how far apart they were. They also said we'd be able to create online together. They were supposed to be available from day one and we still haven't got anywhere near to having them so I don't think there's much chance of getting something they've never even thought of. | 2009-09-04 19:51:00 Author: mistervista Posts: 2210 |
^talking of multiplayer... How would lives work? Would each player have individual lives? Would lives be shared by all? What about when someone picks up a life bubble? Will they get a 1 up? Or will everyone? Halp! | 2009-09-04 19:56:00 Author: ARD Posts: 4291 |
I like this idea. It would inspire a new breed of survival challenges, hopefully ones that contain loads and loads of strategy to them. As for multiplayer, it could work like checkpoints, meaning that everyone shares lives, or each player could be alloted a separate set of lives which the other players can see by pressing L1. | 2009-09-04 20:18:00 Author: BSprague Posts: 2325 |
A fantastic idea in my opinion. It seems like such as simple thing that could add a decent amount of new options to gameplay. Great suggestion! ^talking of multiplayer... How would lives work? Would each player have individual lives? Would lives be shared by all? What about when someone picks up a life bubble? Will they get a 1 up? Or will everyone? Halp! I think it would affect everyone - they share lives. | 2009-09-04 21:26:00 Author: hilightnotes Posts: 1230 |
Another thing I forgot to mention is that checkpoints would still work the same. So even if you had 20 lives, but died too many times using a regular checkpoint you'd have to restart. To make a level truly use lives you'd need to only use infinite life checkpoints. | 2009-09-04 22:38:00 Author: Nuclearfish Posts: 927 |
In my own levels I always use infinite respawn either way. No matter what. Just because I want the player to have as much fun playing as possible. And having to restart isn't fun. But that's just me. But anyways your suggestions are great. If I place down a checkpoint with whatever number of respawns I can always simulate extra lives by dropping down additional spawnpoints if the player reach my hidden area or perform a certain task. Isn't it the same thing? Because if you use up the first spawnpoint you'll activate the next. I can color my life bubble a different color and make it hard to reach or whatever. Hide it. Just hook it up to a reverted mag switch which'll trigger and for example emit a new spawnpoint when I collect the bubble. | 2009-09-05 01:17:00 Author: BasketSnake Posts: 2391 |
Hmmm... do you really think people would go for it? Nowadays people almost expect unlimited lives on all checkpoints.... But, you can do this with switch logic. "Vertigo!" uses a 3 life system for the whole game using switch logic. It's kind of a pain in the patoody, though. | 2009-09-05 01:20:00 Author: CCubbage Posts: 4430 |
They should have just made checkpoints tweakable instead of releasing an infinite | 2009-09-05 11:29:00 Author: TripleTremelo Posts: 490 |
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