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New: The Locker Switch Idea

Archive: 5 posts


Hey all, been awhile since i came to these forums, but its easily the best LBP fan site around, bar none...
And i would like to fill you in on a little project i've been working on...The Locker switch.

Which is exactly what it sounds like...a switch that fully activate when you put the correct numbers in, in the correct pattern...on a turn dial.

While this sounds easy in theory...its actually extremely complicated if you want it to work exactly like a locker in RL...

Making it so the player has to turn the dial Right to number A, Left past A then to number B, then right to Number C...and then the need to find a way to reset the puzzle if it is done wrong, the dial is turned to far ect, ect.

I have a very rough prototype running atm and am quite tempted to publish it if anyone is interested to see how it works.

*note as of this moment it only works with a sequence of 2 numbers *right then left* but i have already started work on its successor after a brainstorm session with me, myself and a whole lotta logic switch tutorials.

If i cangander enough interest ill publish the prototype, because it can still work rather well as a puzzle mechanic.

Enjoy
2010-03-28 20:52:00

Author:
Unknown User


I'm sure that at least a few people are interested in how you might do it. If I'm not mistaken, the idea (and the theory behind it) has been discussed before, but I'm not sure anyone has actually taken the time to make one. In fact, using rtm's Ordered input device, it seems totally feasible. You just have to consider all intermediary "positions" in between the correct entries, and include them in the series. For example, if your dial requires to code 2, 3, 2 on a 4-numbered dial (and we assume that you start by turning counterclockwise from 1), then the code would look like this:

1, 2, 1, 4, 3, 4, 1, 2

This is because you need to pass over the "in-between" locations to get to your desired code. The device does reset, but it can be fiddly if you somehow overshoot a number. I think someone else came up with idea of "reading" the entry only if you "let go" of whatever you are grabbing on to.
2010-03-28 21:12:00

Author:
comphermc
Posts: 5338


What you described is almost exactly how i have been working it...

The prototype dial ( which is just there to substitute for the full dial while i experiment with the current builds) is numbered 0-7 and the required Code is only two numbers for this version...with the stylus directly above the dial (Aka where you position the code numbers to activate the key) its Counter-clockwise to 5 (Dial turning left) then Clockwise(right) one full rotation past 5 then too 3 *i am aware this is backwards heh*

So the code pattern atm is....

0, 7, 6, ---5---, 6, 7, 0, 1, 2, 3, 4, 5, 6, 7, 0, 1, 2, ---3---= Activated

If the player were to say, accidently pass Code A(5) then they would hear a sound that pretty much tells them they failed, which also spawns a new set piece that forces the player to reset the dial to 0 and start the puzzle over again...in addition to that it also respawns the dissolve blocks that were dissolved when a code number was activated (part of the logic switch that is not visible to the player)...

Blah blah blah...would take awhile to explain it in detail here, but...i think you get the gist of it heh
2010-03-28 21:47:00

Author:
Unknown User


I also have a second prototype that does not require the player to pass 5 again in order to activate 3...makes it a shorter process for he player2010-03-28 21:49:00

Author:
Unknown User


I THINK (and i might be wrong since its been a while) that Powershifter created a lock similar to this in his "Celestia" level. This is where it was discussed previously IIRC.2010-03-29 06:11:00

Author:
Burnvictim42
Posts: 3322


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