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Idea: Mini Level Creator!

Archive: 12 posts


If anything is possible in LittleBigPlanet, then it's possible to make a level that makes smaller "mini levels"! The concept goes like this... the player gets a user interface that he or she can use buttons and switches to operate. The player would be able to select pre-made objects or materials to build from. The interface would have switches for basic functions, such as selecting which object you want to place down, a cursor indicating where objects will be placed, rotatation, etc. The whole system would be based around emitting objects and materials. Building with materials would involve emitting blocks of materials that would "merge together" when emitted side-by-side (they do merge, right?). Then when the player is done, the level would be moved into a play area where it could be played!

The whole concept would be very much like the level builder in Super Smash Bros. Brawl. If anyone wants to take a crack at this daring task, I'd like to see it happen! I think it would be a very cool achievement that could possibly be worth a crown! Of course, the level would be very logic-intensive, but as we've all seen with LittleBigCalculator, nearly anything is possible with the right logic setups.
2009-12-07 18:02:00

Author:
Unknown User


I don't think emitted objects can 'merge together'. But depending on the material used, you could give that effect.2009-12-07 18:08:00

Author:
TheSeraphor
Posts: 73


They don't merge, but when pieces of Dark Matter are emitted, they can overlap. Not sure how this level would work, but good luck!2009-12-07 18:18:00

Author:
comphermc
Posts: 5338


I believe this could work but only if the player is limited to one material: dark matter. like what comphermc said, emitted DM overlaps and this could be exploited to create one larger object from smaller squares.

The level would also end up being purely jumping based challenges unless you allow the player to place pre-made objects such as swings and wheels.
2009-12-07 21:14:00

Author:
R0GUE--Elite
Posts: 118


I had this thought, but I doubt I'll ever implement it. It needn't be all dark matter, if you emit materials with some dark matter attached they'll stay put. You'd have to be pretty precise with the placement, or the level'll be full of cracks and chasms.2009-12-08 11:49:00

Author:
Rogar
Posts: 2284


You could just use the grid system for placement.2009-12-08 12:20:00

Author:
Unknown User


There isn't a grid in play mode So are you going to move the emitters around and perfectly grid align them? Or are you going to have lots of emitters knocking about - one at each grid area so you can choose where they go?

Either way, you need to have lots of objects with the potential to be emitted, all eating up thermo. You can always trick the thermo using nested emitters, but with no means to manage thermo elsewhere (due to user control), you're gonna max out the therm in play mode.

You are going to be limited to very small, or very repetitive levels you can create doing this. Not to mention the fact that your players could always use the built-in level editor that comes packaged with the game
2009-12-08 13:29:00

Author:
rtm223
Posts: 6497


Keep in mind that this is just an idea, not something I'm going to actually do or have the skills to do. . I just think it's a cool idea, whether it's really useful or not.

Some images of the SSBB creator:

http://www.videogamesblogger.com/wp-content/uploads/2007/10/super-smash-bros-brawl-level-editor-screenshot-3-big.jpg http://www.thebbps.com/blog/wp-content/uploads/2008/03/ssbb003.jpg
2009-12-08 13:56:00

Author:
Unknown User


There isn't a grid in play mode So are you going to move the emitters around and perfectly grid align them? Or are you going to have lots of emitters knocking about - one at each grid area so you can choose where they go?

Either way, you need to have lots of objects with the potential to be emitted, all eating up thermo. You can always trick the thermo using nested emitters, but with no means to manage thermo elsewhere (due to user control), you're gonna max out the therm in play mode.

It would require a new kind of thermo (and who hasn't dreamed of building their own ), which limits the amount of objects emitted. For instance, you could have a "matter meter" which decreases with each emit.

I should look at this dark matter emit glitch...


You are going to be limited to very small, or very repetitive levels you can create doing this. Not to mention the fact that your players could always use the built-in level editor that comes packaged with the game

Of course they could, but that's not the point, is it? The interesting question here is: can it be built?

Oh boy, I feel another pointless and hopeless project nestling in my brain...
2009-12-08 15:13:00

Author:
Rogar
Posts: 2284


It would require a new kind of thermo (and who hasn't dreamed of building their own ), which limits the amount of objects emitted. For instance, you could have a "matter meter" which decreases with each emit.

Ahhhhh, of course. Yeah that's all the problems solved then.



can it be built?

Yes. The only thing I saw as a technical issue was having enough content in the level to justify it. But if you have nested emitters that move around in 2d and implement some kind of variable weighting counter to determine the maximum amount of stuff emitted, then you could do it.

Undo would be a little bit tricky though. Make the whole thing out of dissolve?
2009-12-08 15:34:00

Author:
rtm223
Posts: 6497


Nah, hit start, select Restart level.

But since you answered the big question already, I guess I no longer have to build it!
2009-12-08 15:58:00

Author:
Rogar
Posts: 2284


Play my level, its called Build Your Obstacle Course Here!!! it is based on this concept you said, except it does not allow for "placement" as you say. Mine has very simple obstacles, the point of my level was to set a concept for other players. The logic is actually simple. When you reach the end of my level, it takes you to a corresponding level in which the logic is shown.2009-12-14 05:44:00

Author:
Unknown User


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