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Do you think...

Archive: 27 posts


Do you think starting out your levels is the hardest part in creating?2010-01-09 16:18:00

Author:
FreeFlyzz
Posts: 265


Starting is super exciting.
It's hard when you look at top of the lonnnnng stairs to the finish instead of looking at the next step.

What's hardest for me is to fit everything i'd like in the **** thermo
All that last tweaking part too, since the thermo is usually low and if you discover complicated bugs it can be a pain to work out a fix sometimes.

.
2010-01-09 17:06:00

Author:
RangerZero
Posts: 3901


Starting is like the best part! Just continuing isn't...2010-01-09 17:10:00

Author:
warlord_evil
Posts: 4193


Finishing the job is my problem. Too much of a perfectionist to call a level "done".2010-01-09 17:13:00

Author:
Ungreth
Posts: 2130


I think 50-75% percent is the hardest. Because you've already done so much at that point and there is still so much to go. But after that I'm so excited to be done so it doesn't matter. 2010-01-09 17:39:00

Author:
thekevinexpress
Posts: 256


I think 50-75% percent is the hardest.

Absolutely. That's the point when I start despairing that the concepts that seemed so perfect at the beginning and made me so enthusiastic are actually awful. Or maybe I can't tie them together in a way I'm happy with, or I don't know what else will fit or....

Towards the end, once it all has come together, I'll be happy that I've ended up roughly where I wanted to be. The perfectionist aspect is fine for me, tuning everything with the tiny tweaks that no-one else will notice is one of the most enjoyable parts
2010-01-09 18:00:00

Author:
rtm223
Posts: 6497


I guess I'm the only one then. I think the hardest part of the level is the beginning because I use so much momentum to make a beginning good enough so eventually I start getting lazy with the level layout and just throw stuff on.2010-01-09 22:02:00

Author:
FreeFlyzz
Posts: 265


god finishing for me defiantly i always give up....2010-01-09 22:03:00

Author:
rseah
Posts: 2701


starting is the wordst. i hate deciding what the start should be. Making gameplay is fine though2010-01-09 22:06:00

Author:
Unknown User


Both. I started my level at the middle and am now creating the beginning, because honestly I had to set up the cool part first so that I could THEN make how how the character got there. I was writing a story and quit making it because I wanted to skip to the middle parts; the exposition is always a pain to write

Then there's continuing it. My level is currently stuck in a space station, and twice the times I've attempted to continue it I've lost my progress so that's a bit demoralizing. I've also gotten stuck on the opening scene, which may be too ambitious for a first level.
2010-01-09 22:55:00

Author:
Astrosimi
Posts: 2046


when I have just started contemplating a level, that's when I feel the most enthused about it. I feel the least enthused realized "Oh... so that how much logic I need to get this to operate?! Gah!"

It's just that when I've just started, everything is fresh and new. It's that initial influx of thoughts that is so awesome. Then..., it needs to work somehow... and tested for long periods of time... and fixed... and tested... and balanced out... and broken... and revised...

and you see, starting levels rocks
2010-01-10 11:03:00

Author:
TheLawnStink
Posts: 98


If you just randomly go on create and go 'I'm going to create a level', than I think the whole thing will be hard, because you have no plan. If you do, I'd also say 50-75%, that's when all the ideas have been used and you're running out of them.2010-01-11 17:06:00

Author:
kirbyman62
Posts: 1893


This may help you...

[shameless plug]

https://lbpcentral.lbp-hub.com/index.php?t=t=21040



PS - Play rtm223's levels. Especially if you like rocket cheetahs!
[/shameless plug]
2010-01-11 17:47:00

Author:
MrsSpookyBuz
Posts: 1492


You forgot you [shameless plug] tags there MrsSpookyBuz! Tsk Tsk2010-01-11 17:56:00

Author:
rtm223
Posts: 6497


You forgot you [shameless plug] tags there MrsSpookyBuz! Tsk Tsk

Fixed, you cheeky monkey!
2010-01-11 21:45:00

Author:
MrsSpookyBuz
Posts: 1492


I all way try and get the lighting right first and pick out materials Im going to use and music.2010-01-11 22:52:00

Author:
jump_button
Posts: 1014


I think 50-75% percent is the hardest. Because you've already done so much at that point and there is still so much to go.

I suppose you could chuck in a couple of really complex pre-made objects and skip that bit
2010-01-12 17:24:00

Author:
ladylyn1
Posts: 836


If I'm struggling in the beginning phases of a level, it's usually a sign that the idea or concept just isn't going to work well. It tends to mean that I don't have a clear idea of what I want to create.

When a good level idea hits me, I usually am very busy and can flush out the first half of the level in a matter of days. Finishing the level is always difficult. I usually get about half way, then run into writers block with regards to level design/architecture, and so I go back and pretty up the first half, filling my thermo in the process... oops.
2010-01-12 18:51:00

Author:
Thegide
Posts: 1465


Hardest thing is trying to finish off your epic 5 star platformer when you've got exams to revise for as well lol2010-01-12 19:28:00

Author:
Draden6436
Posts: 297


mine is half-way cant commit..... i get great ideas but... half way i dont think its good enough and i destroy the whole thing..........2010-01-12 20:26:00

Author:
buddy_hamster123
Posts: 376


I like this thread... I've been trying to figure out how I would answer.

The thing is, I never really INTEND to build a level. A cool mechanic or concept just occurs to me so I build those pieces.... usually over a LOT of time. If the mechanic turns out to be fun I try to build a level around it... but by that time, the hard parts been done.

That's probably why my levels have a lot of interesting gameplay - I build them out of a whole bunch of little ideas that were fun in create mode.
2010-01-12 20:35:00

Author:
CCubbage
Posts: 4430


Yeah i can see how starting is pretty hard. I'm just about going to start my level but i'm not sure how to start it (where to start it).2010-01-12 20:40:00

Author:
Doopz
Posts: 5592


I myself think that finishing your level is the hardest part. You have to test that everything works correctly and then test it
again and again. That?s what I've learned from lbp, your creation may work just like you wanted at the start, then something
just happens and it starts malfunctoning. After you think that everything works correctly, then you have to ask your friends
to betatest and during that you may find even more problems that needs fixing. While fixing those problems they may lead to
another new problem. During testing it feels like you find all the time things that might need to be improved a little bit. Even after you?ve published your level you may find something that could had been done differently.
2010-01-13 08:20:00

Author:
Unknown User


when i first started.... all i wanted to do was make a fried chicken fly.... and i did... but when i started to really make a level... it was kinda hard.

but, when you get used to it, it is kinda easy.
2010-01-14 17:45:00

Author:
vergildmcking
Posts: 190


all i wanted to do was make a fried chicken fly



LOL never tought of that it sounds funny
2010-01-15 16:35:00

Author:
buddy_hamster123
Posts: 376


you shoulda seen my face when it did. XD

i was all like "0_0..... !!!!!!!!!!!!!!!"
2010-01-15 17:34:00

Author:
vergildmcking
Posts: 190


Hey, Hmm the worst part for me is probably making creatures or a boss, i haven't yet experienced it yet because I personally like doing detailed levels but where would you start from lol. I think making the level is overall a fun activity to do but very very time consuming depending on how detailed your level is going to be. What you should really do is plan out your level in sections so you know exactly what your doing from the point you start to the point you finish! I hope this helps!
Thanks!
2010-01-15 22:49:00

Author:
XXGrEEn0Xx
Posts: 75


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