Home LittleBigPlanet 1 - PSP - Tearaway -Run Sackboy Run LittleBigPlanet 1 [LBP1] Suggestions [Archive]
#1
3 thoughts
Archive: 9 posts
I have three suggestions for improvement. I haven't found any of these within the pages already, but didn't go too far back in the suggestion list and search outcomes to avoid necro posting. 1) Gyro Bolt - Basically - the front piece (or back if there is a "backwards" setting") will always point in the same angle. Settings would include speed - set any greater to 0 it would work like a motor bolt to spin the non-gyro locked piece - or prevent motion all together if that piece was blocked with dissolve for example - but the gyro piece would always hold its angle. Angle would also be set - this would allow adjustment of the gyro's "true" position after placement for fine tuning. Tolerance would allow for some wiggle room for the gyro and allow movement with a certain range of being straight to gyro angle. Backwards would change which plane - front or rear - is locked down by gyro and which is free to move. Tightness would be especially important when speed is at 0. This would allow the non-gyro locked piece to move freely when acted on by other forces/objects, but with a tightness range for amount of impact from these other forces or movements. 2) alternative level objectives: Sometimes "Aced" level just doesn't fit - a survival challenge and someone using a death-port are two examples of how level design can kill the current standard objective of Aced. My idea is that by clicking tweak on the scoreboard you could set the three level objectives away from the standard three. For example a time setting - so that a player could set a time (similar to a race) and if it is met then the player is awarded as such. Another potential would be "exterminator" - for example - where players objective would be complete if they killed all creature brains on a level. This would allow creators to fine-tune what they award players for in the level design. You would still only be able to set 3 level objectives and if not changed, they would default to the current standards. 3) Life bubbles - sometimes a checkpoint isn't the right solution. I have been working on a few level concepts where I wish I could give an extra life or two, but I don't want to add a checkpoint. | 2009-12-17 17:01:00 Author: Jaydetiger Posts: 64 |
Wow, these all sound like really good ideas. I especially like the gyro bolt and the life bubbles. Here's hoping MM will implement these! | 2009-12-17 17:45:00 Author: MegaRock35 Posts: 80 |
I don't quite understand the Gyro Bolt, but I follow you on the second and third. Life bubbles could also be change of the checkpoint. Instead of the 5/10/Unlimited, the ability to make it 1~5/5~10/10~100/Unlimited.. Or something like that. I don't know about the scoreboard, it sounds good enough as it is.. I at times think of the same things, but forgot some of my ideas for now . Breakfeast time! | 2009-12-18 08:26:00 Author: Risumm Posts: 77 |
I dont quite get Gyro bolt, but I like the other ideas Maybe there should be a little sackboy doll (like the costume piece) you could sit in the level and that would give you a 1-up. But then you'd have to have lives at the top of the screen I wish we could add achievements to unlock in our levels (not trophies) that say would give you a prize or a key .etc Example: Finish the level without getting any point bubbles to get a key to the next level (Got that idea from Crash 2 where in level one you had to avoid all the crates to get a gem) | 2009-12-18 12:01:00 Author: Matimoo Posts: 1027 |
Actually, that gyro bolt is ingenious. It wouldn't even take much to code in - just a little detector and a feedback loop on a normal motor bolt. It would probably be over the heads of certain people to begin with, but I'm sure the mech builders would love it! I'm not really fussed about life bubbles, but like the sound of the alternate objectives - though that is something you can build yourself. | 2009-12-18 12:06:00 Author: rtm223 Posts: 6497 |
I dont quite get Gyro bolt, but I like the other ideas Maybe there should be a little sackboy doll (like the costume piece) you could sit in the level and that would give you a 1-up. But then you'd have to have lives at the top of the screen I wish we could add achievements to unlock in our levels (not trophies) that say would give you a prize or a key .etc Example: Finish the level without getting any point bubbles to get a key to the next level (Got that idea from Crash 2 where in level one you had to avoid all the crates to get a gem) Try playing Antpostellers "Swinging Silhouettes" and tell me if this is the kind of 'Achievments' that you want? It is in fact very easy to do so. Connect a switch to a mouth and done! I recommend putting the mouth together with all other Achievment mouths, being a loooong way away from the actual level. If you want that "No bubbles taken" achievment, you can add a mag key and a mag switch close to the bubbles, and that's it! Just remember to use some 'Or' Switches*. It is in fact not needed with that achievment thing . Good idea with the sackboy-lifebubble-illustration thing. A bubble would be more fitting though :/. | 2009-12-18 13:58:00 Author: Risumm Posts: 77 |
But then you'd have to have lives at the top of the screen Correct me if I'm wrong, Jaydetiger, but I got the impression you meant bubbles that would restore part of the checkpoint. (i.e., you have died once, you get the bubble, and the checkpoint now has as many lives when you first activated it.) | 2009-12-18 14:16:00 Author: MegaRock35 Posts: 80 |
alternate objectives - though that is something you can build yourself I'm not sure exactly how, but I imagine with logic you can have some prize bubbles at the end or not, based on if certain things are triggered. What I was thinking is that some levels it is not possible to receive (as an example) the Aced level trophy. So being able to swap that for a different award such as "killed all monsters" with a gold monster head on the level instead of a spade... hrmmm maybe objective wasn't the best term. Correct me if I'm wrong, Jaydetiger, but I got the impression you meant bubbles that would restore part of the checkpoint. (i.e., you have died once, you get the bubble, and the checkpoint now has as many lives when you first activated it.) Yes that is exactly what I meant. Instead of a checkpoint that gives a new restart location and five fresh tries, you get a bubble that adds 1 sackboy to the previous checkpoint's count. | 2009-12-18 16:16:00 Author: Jaydetiger Posts: 64 |
They're all superb ideas!!! | 2009-12-18 19:24:00 Author: The Gentleman Posts: 360 |
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