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The "FLAT" Project

Archive: 8 posts


Well I was working on a water temple puzzle project which was going nowhere pretty fast when I decided to play some Xbox Arcade games for some inspiration (ok mostly for fun but it was inspirational fun) and I just happened to be playing the "Prince of Persia Classic" game that I downloaded months ago when inspiration did indeed hit me, so I thought I would share my idea to gauge your reactions.

The premise in its most simplest form is that you must guide your little Sackperson through a flat 2-dimensional world (by which I mean the entire game will only have 1 layer) during which time you will have to swing across chasms (or rooftops), avoid traps, kill enemies and solve puzzles (which will be as hard as I can make them) .

The plan is to make a series of games that involve different themes such as free running through a city, to swinging and climbing through a jungle, to exploring lost ancient tombs all of which I will try to connect with some kind of story but don't hold me to that part because if the story gets in the way of gameplay I will drop it and concentrate on the part that (I hope) is the fun part, the actual gameplay.

I shall update this thread with screenshots from my project when I have things to share (well I can't post them until then...right? )
2010-01-27 13:39:00

Author:
cthulhu82
Posts: 211


This sounds like a great idea. Sorta like that level that was made a while ago, cant remeber what it was called. That was very original but didnt stay on the cool pages for long. Hopefully this does well. Im looking forward to see it progress.
GOOD LUCK
2010-01-27 13:47:00

Author:
litled
Posts: 165


well there is one called "Flat World" which has your sackperson actually behind the level and what you see (control with your hidden sackperson) is a cardboard cut out of a sackboy. Is that the one you are thinking of?

My level will have your sackperson in front of the camera doing all the work instead of hidden behind the scenes (as it were).

Oh and actually my initial idea when playing POP-Classic was to remake it in LBP (at least 1 or 2 levels) but I quickly decided that there are too many game recreation levels out there (just look at all the Sonic and Mario levels there is) and instead decided to do an original game based on the idea of limiting to one layer just as POP is.

Well time to get creating, I think I shall set my first "Flat" in a city landscape because I have this strange desire to do a scene where you must jump across several rooftops before grabbing hold of a wrecking ball on a crane and swinging into an office block (complete with shattering glass to make your entrance even cooler) before running across the room and jumping through yet another window to the building across the street.
2010-01-27 14:07:00

Author:
cthulhu82
Posts: 211


recorded with my digital camera (so sorry for the poor quality) here is a very rough WIP of "FLAT"


http://www.youtube.com/watch?v=JpAlZafmcJg

Strange how this level is evolving. Originally I envisioned a set path through a city, with perhaps a few hidden areas for prizes and stuff. But now that I am actually creating it it has evolved into a more open pathed urban exploration level (tho still with the 1 layer limit)
2010-01-28 21:31:00

Author:
cthulhu82
Posts: 211


Some WIP screenshots

Materials / Textures used will not be the finished ones they are just placeholders.

http://i20.photobucket.com/albums/b209/darkwriter/flat01.jpg

http://i20.photobucket.com/albums/b209/darkwriter/flat05.jpg

http://i20.photobucket.com/albums/b209/darkwriter/flat04.jpg

http://i20.photobucket.com/albums/b209/darkwriter/flat02.jpg
2010-02-01 17:41:00

Author:
cthulhu82
Posts: 211


Interesting concept Cthulhu. The big challenge here for you I think is how to sell a 1-layer level as a good thing. A lot of people will not "get" your intention and might dismiss it as a level where it's creator simply wasn't very imaginative. The trick here is in the visual presentation.

That 2D level you described earlier gets the point across... sackboy isn't a 3D character... he's a 2D character bound to a 2D world. Like paper mario maybe...

Brainstorming here, but maybe you could make all of your level in a single-thin layer in the foreground just in front of sackboy? Then, for your thick layer, make everything invisible... including walking surfaces and grabbable objects. Then it would look like sackboy is running on a thin layer level. Might be a bit of work getting your entire level running on invisible material, but it's doable.
2010-02-01 17:53:00

Author:
Thegide
Posts: 1465


intersting idea i shall give it a go.

tho to be honest I was going more for a 3D sackboy in a 2D world, because I actually disliked the one I mentioned in my second post
2010-02-01 17:57:00

Author:
cthulhu82
Posts: 211


Right, and I think the idea I discussed at the end of my above post might help you achieve that. Or it might look tacky, I'm not sure, but it's worth a try.2010-02-01 19:00:00

Author:
Thegide
Posts: 1465


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