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#1
Improved Multiplayer Capabilities
Archive: 18 posts
Before you immediately presume I'm going to say "10 playerz lololol!" I'm not. My idea for an improved multiplayer aspect to the game is building on the concept of the seperate camera views concept. It's been said many a time before by numerous people how they wish for multiplayer it was more like the co-op creation camera in which it follows the one person's character. I think this would be superb for online use in levels. But not only this, it can be adjusted in that manner that as soon as the players draw close to one another, the shot will adjust to the view it currently uses for multiplayer. So if player {>1<}.........................{>2<} are at that distance and draw closer the brackets representing the camera angle will zoom in to standard gameplay like so {>1<..>2<} The same thing will happen if player three comes into the view. Now, this may have been stressed before, but this concept can be built upon for greater level features. Player specific spawn points could be created, so that player 1 is spawned inside a cage for example, while player 2 is spawned outside a base, player 2 must sneak in, free number 1 and they both fight their way out, far more chance for interesting level design. Now, alongside this aswell I toyed with the idea of the offline multiplayer working like this with splitscreen, the screen splits like in any muliplayer, but as the players draw close, their camera angles zoom out slightly more to show other players who are close. When all players are there, the splitscreens join together to show them all in standard view that we're used to now, but if somebody runs off the view splits back into the player specific segments again. I thought this sort of mechanic, although tricky to create, could be implemented with very little damage to any currently existing levels or to the game mechanics. It could work extremely well towards creativity and plain old fun and functionality. What do you all think? I'm considering sending a more indepth description with designs to mediamolecule via email to seriously ask them to implement it, I've been doing a fair bit of research on the matter because I'd love it to happen. | 2010-02-20 21:58:00 Author: Dunadrian Posts: 57 |
On another note, using this splitscreen method I think it might actually be possible to get up to 8 players going, but of course the chance of FPS having a small epileptic fit is very high. | 2010-02-20 21:59:00 Author: Dunadrian Posts: 57 |
Huh. That could work... But I'd want to be able to turn it off. I mean, I don't want Player 1 activating something that effects the area Player 2 is in. | 2010-02-23 03:29:00 Author: Testudini Posts: 3262 |
I like the different spawns for the players idea, that could open up possibilities for puzzles. | 2010-02-23 18:19:00 Author: Jrange378 Posts: 573 |
On another note, using this splitscreen method I think it might actually be possible to get up to 8 players going, but of course the chance of FPS having a small epileptic fit is very high. I very much doubt it. Network traffic would be the limiting factor and that would still be the same. FPS should be fine in any case. Offline splitscreen could be a serious issue though. Player specific spawn points would be fantastic and as you said, goes hand in hand with the splitscreen concept. Neither of these are particularly new ideas and I doubt MM haven't thought of them. Possibly the issues creators would naturally face testing levels would make it hard to use, but other than that.... I do agree with UltimateClay though, it needs to be creator-controlled. Limiting number of players that can enter a level (max and min) is also a very useful feature I'd like to see. However | 2010-02-23 18:49:00 Author: rtm223 Posts: 6497 |
I agree that it should be controlled by the creator. Global camera object anyone? I like making PvP levels, but the camera kills the fun quite often. You can't really compensate all that much. I am currently working on a PvP level, and do to LBP's way of dealing with the camera, I am gonna be going nuts on improvised camera tactics. But versus playing is not just a problem with the camera, but also Mic support. Could you imagine trying to do team versus? That will not happen easily. Everyone can here everyone else in your level. Honestly, I don't MM saw versus levels in the whole picture in LBP's conception. Sharing checkpoints, sharing a camera, and the fact that has stood for so long seems to suggest MM was thinking more of co-op than versus. We need better versus. | 2010-02-26 21:30:00 Author: TheLawnStink Posts: 98 |
I do like the idea of seperate checkpoints, and split screen could be a fun addition offline even in create mode since that is always an issue when me and my roommate create together. | 2010-02-26 21:56:00 Author: shebhnt Posts: 414 |
I would like split screen and it should be optional. like the guy above said if you can turn off and on split screen. so if you make a racing game that be great for split screen. that way it wont effect levels who rely on the current camera. global camera yeah that could work. just put it at the start of the level and it will make it split screen | 2010-02-27 22:42:00 Author: Delirium Posts: 349 |
Thats a great idea though, but i dont know, split screen can in some ways ruin the view of some players especially if your the Leader in a party. | 2010-02-28 01:08:00 Author: Bloo_boy Posts: 1019 |
Not a bad idea, i really like the checkpoint idea | 2010-08-25 20:36:00 Author: Unknown User |
when does people start to learn that bumping is not allowed... | 2010-08-25 20:42:00 Author: Jonaolst Posts: 935 |
You should really think about contacting Media Molecule about! Gettin cut off screen has always been bit of a nuisance to me and im sure many other!! | 2010-09-04 17:41:00 Author: Unknown User |
In LBP2, didn't they say that there will be a separate way for others to go on with having to drag that character so they dont die? or am I on drugs? | 2010-09-04 19:43:00 Author: Unknown User |
This whole concept sounds similar to the second Lego Indiana Jones game, it's screen would split if the players were far enough apart, and then rejoin seamlessly when the players got close enough together. http://www.youtube.com/watch?v=QLZ26yfQokA Watch from around the 30 second marker for a quicker look. edit: Just realized Lego Indy wasn't the only Lego game to use this camera system. | 2010-09-05 01:29:00 Author: Rottinghouse Posts: 143 |
Many multilayer games as possible. The biggest ones I know of (see for example THIS) consist of 27 titles. Other lists (e.g., THIS) are even shorter. There aren?t many titles discussed in the dedicated Touch Arcade threads either; nevertheless, these are still worth checking out. (More online multiplayer games this year! ? pretty good list; Best Online Multilayer Game? | 2010-09-29 06:10:00 Author: Gavin121 Posts: 4 |
im also, pretty sure LBP2 has this feature? | 2010-09-29 09:51:00 Author: YEAH_NAH Posts: 775 |
I would die if LBP had splitscreen It would ruin the whole concept of the game i think... | 2010-09-29 16:27:00 Author: onaga666 Posts: 293 |
im also, pretty sure LBP2 has this feature? To you AND anyone else who's gonna say that. Check the date! If you'll notice this was posted in February, waaaaaaaaaaaaay before pretty much anything LBP2 related was announced, so how did you expect him to know about that if LBP2 had pretty much just been discovered by then? :/ | 2010-09-29 17:08:00 Author: Silverleon Posts: 6707 |
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