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#1

Time manipulation RPG

Archive: 10 posts


okay, so i'm trying to make a kind of castlevania/metroid style adventure, based around time puzzles.

when i say time puzzles, i mean you slow down time, stop it, fast forward, rewind, that kind.

but unfortunatly, i am not that good making something outside of a survival challenge. basically, i am trying to make the whole level, but not doing so well with it. i got the whole logic board for the time effects and the likes. guess what i'm saying is this

Anyone have an idea for what something like this should take place in? cause i am tapped out.
2010-01-19 05:12:00

Author:
Iaint21
Posts: 8


Sounds interesting. I attempted something similar in my recent level "The Wizard of Time and Space" but as usual got side-tracked and focused mostly on the scenery (castles/dragons, etc). You could play my level (it's listed in the most recent community spotlight)...maybe it will give you some ideas? I do have separate slow down, stop, fast forward, and rewind time puzzles...but it probably comes across as "grabbing wizards hats does stuff" instead of feeling like time manipulation...2010-01-19 15:42:00

Author:
fullofwin
Posts: 1214


Sounds interesting. I attempted something similar in my recent level "The Wizard of Time and Space" but as usual got side-tracked and focused mostly on the scenery (castles/dragons, etc). You could play my level (it's listed in the most recent community spotlight)...maybe it will give you some ideas? I do have separate slow down, stop, fast forward, and rewind time puzzles...but it probably comes across as "grabbing wizards hats does stuff" instead of feeling like time manipulation...

oh i know yours fullofwin, its where i got the inspiration to do mines. i spend most of my time on the logic board itself, and its activated by sticker switches. i'm just sadly not doing so well with scenery though. mines was going to be starting in like a main hall of a castle, and getting to go into an underground area, the back garden, the front yard, the dugeon, and to finish up on the roof. but, my mind isn't helping.
2010-01-19 17:02:00

Author:
Iaint21
Posts: 8


You've got several good locations picked out...that's a good start. Are any of them complete/started? Are you just having trouble trying to fill them with interesting scenery...or is working in the puzzles the problem? The puzzles should heavily dictate what goes in an area. Have you worked out exactly what you want to do with each type of puzzle?

After getting the major puzzle set pieces working just brain-storm on the types of things you'd find in or around a castle to flesh out the visuals. Have levers that open secret passages off the main hall. Use spikes, trap doors, cells w/prisoners and maybe weird torture machines w/gears in a dungeon area. The back garden could maybe feature a vertical hedge maze that is a timed challenge. The front garden could have a nice fountain, etc.

The best advice I can give you is don't create any sprung-bolt leaves!
2010-01-19 17:49:00

Author:
fullofwin
Posts: 1214


Sounds like an interesting project. Just a few thoughts.

Changing global lighting as well as scenery lighting may help convey the moments that time changes. Possibly more a black and white shift with color highlights flashing in to show rewind. Clever use of background sounds hooked to speed switches could help as well.. just to shift it and return to normal.

As far as scenery ideas.. check out photos of castles both inside and outside and see if any of your platforming concepts lend themselves to them. Another thought is check out some movies and then attempt some rough sketches of pieces and parts.



The best advice I can give you is don't create any sprung-bolt leaves!

LOL!! Well.. it wasn't that bad, just really tricky the first few times!

Ya know.. I just had a thought for an entire randomization process based upon mapping the position of leaf based sprung bolts from sack people attempting to climb up. LOL!!
2010-01-19 18:42:00

Author:
jwwphotos
Posts: 11383


lol, when i say i stink at making scenery, it means i start to make it, get unhappy how it looks, and delete it all.

i was going to do it like this

Dugeon: slow time
Main castle: rewind
underground area: stop
front and back garden: fast forward
Roof: Play

was going to have the roof area be the last area able to be gotten into, and make the first area needing to be back tracked into to get the play sticker. sorta like a backtracking adventure.
2010-01-19 18:48:00

Author:
Iaint21
Posts: 8


If the game play is solid the visuals are less important, focus on the game play and don't be so critical of your own work. Do your best and have fun. It's better to get something in place, you can always go back in a second, third, fourth, etc. pass and improve upon it. And don't despair if you think other people's stuff looks better than yours, there will always be creators whose work is so good it's rather depressing (Wex and Jump Button spring to mind).

Once you get the mechanics down you can also have people try out your level and make more focused suggestions. If you are having trouble making something specific people here will be able to offer suggestions. You can also try doing keyword searches for other levels...see what other people have done and adapt it to suit your own style/requirements. Also foggy spots are your friend, you can use clever lighting to compensate for many visual shortcomings.
2010-01-19 20:23:00

Author:
fullofwin
Posts: 1214


Well, Ive seen a level that uses a really neat time manipulation technique. The level is called Ghost of Sparta part 1. Its a level thats very similar to God of War. You should check it out, for it might give you some extra inspiration. 2010-01-19 20:28:00

Author:
Unknown User


If the game play is solid the visuals are less important, focus on the game play and don't be so critical of your own work. Do your best and have fun. It's better to get something in place, you can always go back in a second, third, fourth, etc. pass and improve upon it. And don't despair if you think other people's stuff looks better than yours, there will always be creators whose work is so good it's rather depressing (Wex and Jump Button spring to mind).

Once you get the mechanics down you can also have people try out your level and make more focused suggestions. If you are having trouble making something specific people here will be able to offer suggestions. You can also try doing keyword searches for other levels...see what other people have done and adapt it to suit your own style/requirements. Also foggy spots are your friend, you can use clever lighting to compensate for many visual shortcomings.

true, but i'm a bit stingy with certain things. plus, i prefer to make in grid mode, so that does always start to mess things up. but, i have to say, talking to you helped me get things moving a bit. i changed things up, you start outside the castle, outside the small town by it
2010-01-19 21:20:00

Author:
Iaint21
Posts: 8


Gilgamesh made a really cool level based around manipulating time, maybe it's worth checking out his level for some inspiration or messaging him here.2010-01-20 15:30:00

Author:
Ayneh
Posts: 2454


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