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Gameplay Ideas

Archive: 11 posts


How do you guys come up with good gameplay for your levels?2010-01-20 01:58:00

Author:
FreeFlyzz
Posts: 265


For me I sorta close my eyes and think about what I find fun to do with my sackboy while playing.. Sometimes it isn't even so much thinking of jumping on something or grabbing as much as the path and movements I might like to make with the controller. Once I have sorted some of those out, I tend to then think about how those movements could be achieved. Once I have some ideas, then I try and think about how that might exist in the environment I am creating and mess around in a workshop on seeing what comes up.2010-01-20 02:09:00

Author:
jwwphotos
Posts: 11383


Wow! Thats a great technique JW! This may help many other creators! Keeps this thread alive!2010-01-20 02:12:00

Author:
grayspence
Posts: 1990


I usually put my objective first, then think of ways of getting to it. And make the most fun, but challenging thing that comes to my mind.2010-01-20 03:08:00

Author:
litled
Posts: 165


I'm not exactly sure to be honest. If I had a good formula for always coming up with good ideas, I'd put it into practice. Visuals are easy for me and I often end up designing entire environments without thinking of what's going to go into them gameplaywise to make them interesting. Sometimes I get inspirations for a small room area and I just design it then figure out how it fits into the level. Other times I'll tinker and create objects or obstacles in the theme of my level and find ways to implement them. A lot of it is trial and error for me.

Right now, I'm trying to break free of sporadic design and get some better planning under my belt which I think will improve the quality of my levels.
2010-01-20 04:27:00

Author:
Thegide
Posts: 1465


Sometimes I have some sort of setting or environment I want to emulate, and I try to think of things you could do in this place. Sometimes I see something that's not implemented well, and I get an idea of how to do it better. Sometimes I try to translate some gameplay mechanic from another game. So, I'm basically a copycat. 2010-01-20 09:35:00

Author:
Rogar
Posts: 2284


Sometimes I have some sort of setting or environment I want to emulate, and I try to think of things you could do in this place. Sometimes I see something that's not implemented well, and I get an idea of how to do it better. Sometimes I try to translate some gameplay mechanic from another game. So, I'm basically a copycat.

Well see, this is exactly what I find limiting when designing. Most real world environments aren't that interesting. For example, I'm designing a swamp level right now... but what's in a swamp? Dead trees, soggy mud, grass. Swamps are pretty flat places. I think you need to think outside the box when thinking about environments - try things that don't make sense. Take mrsupercomputer's Basilisk Bog for example. It's a swamp-like level but engineered more in the style of caves to give some vertical play to the world.

You can also use your level objects to make things interesting instead. Climbing trees, being launched up in the air by critters, etc. It doesn't necessarily have to be the environment that dictates your path.

You are very right about one thing. Virtually everything is copycatted from somewhere else. But that's not necessarily a bad thing. All game mechanics are some form of jumping or grabbing or shooting. It's how you can take inspiration and recreate it in your own way that leads to innovation.
2010-01-20 14:42:00

Author:
Thegide
Posts: 1465


I don't see it as limiting, it just hasn't got a 100% succes rate. If I were to try and emulate a swamp, I'd try out a mechanic to suck you down if you don't move fast enough. It could very well turn out a failure, but sometimes it gives you good ideas. Another example: when playing with water I tried to emulate a fish tank. I had a good look at a real one in our living room, and did some experiments to mimic fish movement. There's very little chance this experiment will ever make a level, but you don't know beforehand. 2010-01-20 15:34:00

Author:
Rogar
Posts: 2284


If you want to come up with gameplay ideas you will need...


One notebook
One pencil
One maths lesson
2010-01-20 18:33:00

Author:
olit123
Posts: 1341


NO!!! Not maths! I don't want my already Maths filled day to pollute my LBP time! D:

Anyway, back to the question. I just play other games or other people's levels for inspiration. Levels by people like jackofcourse are good, since they are very gameplay heavy
2010-01-20 21:26:00

Author:
Plasmavore
Posts: 1913


For me platforming never gets old, so I usually base my levels around that. My levels that don't revolve around platforming I just take an idea, and try to make it fun.2010-01-20 22:01:00

Author:
smasher
Posts: 641


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