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Boss Challenge I by J_Crockford

Archive: 10 posts


This is my new series, it is an amateur attempt , and I'm trying to learn new things. I am currently working on Boss Challenge II, and need some ideas, and ways to improve Boss Challenge I. If you come up with an idea which I use in Boss Challenge II, I will give credit with a magic mouth, and state this web address! 2010-01-08 14:41:00

Author:
LittleBigLearner
Posts: 81


Hi LittleBigLearner

Your Boss Challenge is very simple.
I know you are learning and when i keep this in mind i could describe your style as very clean.
You started experimenting with puzzles and a few simple techniques and i think you are on your way.

Actually your boss challenge has no real boss in it *wondered*. This is sad cause thought there would be one and looked forwad to it. This would be a possible improvement for your nect "boss challenge"

The next level could be more complex and longer.

Greetings!

Arrestor
2010-01-08 15:02:00

Author:
Arrestor
Posts: 363


Actually your boss challenge has no real boss in it *wondered*. This is sad cause thought there would be one and looked forwad to it. This would be a possible improvement for your nect "boss challenge"


Arrestor

I did try and include a boss, but it didn't seem to work, I was going to include a doctor and the end who was going to give you a jab (other bits included) but the pistons went all over the place. And thanks for the feedback, I am (as I type) working on my Boss Challenge II, and trying to include a boss (not giving anything away )
2010-01-08 15:16:00

Author:
LittleBigLearner
Posts: 81


I know... sometimes pistons just wont do what u want them to.2010-01-08 15:20:00

Author:
Arrestor
Posts: 363


Hey LittleBigLearner (like the name!),

Like Arrestor said, this is a clean level, and I really liked how you maintained the style throughout, particularly by rounding out the edges. While the style was cohesive, the "tests" seemed a bit random. When I first encountered the "fire test" I thought it would have to do with elements (earth, water, air, etc.) but then you had the test of knowledge, which implied a test of character (courage, humility, etc.). Then again you went literal with the test of rope swinging...and the boss was going to be a doctor? From personal experience, I know it's hard to stay with one theme, but I think it's important. I don't mean to sound harsh, I just want this level realized to its full potential. What you showed was really promising, and I know you have potential for greatness.

Other suggestions would be to add music, although the raw sounds of smoldering and crackling fire was refreshing....but most of the level felt quiet and lonely. Another issue I had was the title...it's misleading. I know you had problems with it, but you should change it accordingly...and because it's a series, you should change it early to avoid frustrations later.

And a thing about bosses. Don't feel compelled to make one for the sake of attracting players. Bosses are a tall order for beginning creators like you and I, and perhaps they're even complicated for seasoned creators. Take this word of wisdom from jackofcourse:


Now a boss fight is probably the most common. Personally I'm not really a fan of them (as you can tell with the fact I've never made one). I feel they're only worth doing if they're truly innovative. If it's just 'dodge and shoot this massive creature until you hit it enough times to kill it' I'm probably going to have seen it a million times before so it's not going to thrill me. I'd suggest only making a boss if you really do have a new innovative idea that hasn't been seen before.

But this shouldn't dissuade you from creating a boss if you'd truly like to produce one. I just wanted you to know that they aren't necessary for a great level, and you shouldn't feel forced to make a complicated boss.

Anyways, I'm looking forward to playing subsequent levels in the series: I know they can only get better from here!

Here are some amazing guides to follow in case you haven't seen them already:

Jackofcourse's Guide to Creating [PSP] (www.lbpcentral.com/forums/showthread.php?t=20588)
How NOT to create a level (aka Taffey's list of community level pet peeves) (www.lbpcentral.com/forums/showthread.php?t=20738)

Rounding out the edges,
jeffcu28
2010-01-08 23:07:00

Author:
jeffcu28
Posts: 648


I have read your comments thoroughly, jeffcu, and I am delighted you have taken the care to write a full on review. I will take account of the good and bad points and include them in my next boss challenge, (I will maybe change the name and re-publish them). I have just published my unfinished Boss Challenge II, but from reading your review, I feel compelled to change most of it, and re-publish it for review whilst I carry on with the rest of the level.

Many Thanks,
LittleBigLearner

P.S. I have played your Bird of Paradise level, and my first impression was "WOW!". And you'll be glad to hear, that was carried on through the level. Nice Job!
2010-01-09 14:36:00

Author:
LittleBigLearner
Posts: 81


I agree with most that jeffcu28 said. While the puzzles/challenges work smoothly, the level lacks a real theme. Not only that, but it also sets some false expectations due to its title...

These flaws aside, it was nice for a first training level. It's short, it's simple, but everything works as it's supposed to do (and not everyone can do that). You've got potential and I'm looking forward to your next levels. Keep up the good work.
2010-01-09 18:42:00

Author:
Lleonard Pler
Posts: 277


I don't have much else to add... Everyone else has covered it pretty well. It's basic, straightforward, and a good first attempt at a level. Create mode takes a long time to get the hang of, and it takes even longer to figure out all the nuances of what makes a level fun and what makes it obnoxious.

Definitely check out jackofcourse's guide and don't be afraid to follow it to the letter. A fun level that is just like a bunch of others is far better than a unique level that sucks.

I gave this 3 stars (which means 'worth playing', because it is). Keep creating and let us know what you come up with!
2010-01-09 18:57:00

Author:
Taffey
Posts: 3187


Just from my once-through, some things I noticed:

On the ropes challenge, at first I just tried running straight off and grabbing the swing, seeing that it was close enough, this resulted in me grabbing onto the floor. I'm not saying it's bad, but it's just something in mind when having sackboy grab on to anything: He seems to prefer grabbing the floor whenever he can, and sometimes it results in rather "Urgh" moments.

Then, me being the crafty sack person that I am, I lowered my self down, and swung PAST the deadly gas, whilst holding onto the level-platform. This allowed me to reach the bottom of the level, and run free. Having that ability to escape the level took the previously mentiononed choppiness of the level, and made it... choppier? Well... Less flowing, I guess.

It showed great promise though, and I look forward to seeing what you'll be making in the future.
2010-01-10 02:44:00

Author:
Zephyrae
Posts: 8


Thanks everyone for the plays and feedback, I will keep this in mind as I make either my Simple Challenge II (changed the name for obvious reasons ), or my natural jungle type level I'm working on. Any tips for making it, please go to the thread below
https://lbpcentral.lbp-hub.com/index.php?t=p=367493#post367493
2010-01-10 12:03:00

Author:
LittleBigLearner
Posts: 81


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