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#1

How do you create?

Archive: 23 posts


Ive noticed that every time I try to create part of a level neatly and precise the first time I seem to get nowhere .

Everything I creat has already been made previously in a rough concept form. Without using grid, keeping everying aligned etc I find I can get my ideas out quickly and cut things, reposition, tweak etc repeatedly until its looks how I intended and works coreectly. Ill save this version and rebuild in the same level, using the rough version as a reference:blush:.

I was curious about what techniques you use in creating a level.
2010-04-17 15:12:00

Author:
SteveBigGuns
Posts: 423


When not building in the grid:
I get a rough idea of what I want to build and map it out with big chunks of dark matter. Once I get a feel or the scale and the layer work, I change the material to what I am actually using and corner edit to make it look right.

When building in the grid:
I map out the overall size of the room by making a border, usually leaving one side open. I then begin to fill the room with whatever I'm using. (Note: If there is no ceiling and it is open-air, I still map out "rooms") As I start to fill the room with whatever I'm building, I extend the open end to accommodate. This probably isn't the best way to go about creating, but it's what I do...

2010-04-17 15:33:00

Author:
comphermc
Posts: 5338


If it is platforming and no moving parts - I normally make the basic outline of the level with cardboard. I make the different layers and stuff, mainly improvising and without a plan, and add the scenery, details and materials later, when I am happy with the outline of the level.

If it has moving and complex gameplay - I normally plan out the gameplay before, and create the level around the gameplay.

In grid mode (like my only published level) - I make it up and create as I go because there is no need to add details and scenery.
2010-04-17 17:51:00

Author:
Fallonjam
Posts: 29


What ive been doing lately is making a level with no theme, all gameplay. This enables me to think outside the box on gameplay without worrying about if it will fit in with a theme or not, which hinders my progress dramatically. Then when i fill up about half the thermo i have a ton of unique gameplay to pull from and cut out individual sections and copy and paste them into a new level with a theme.2010-04-17 23:40:00

Author:
Jrange378
Posts: 573


i usually take a section and make it away from everything, with cardboard and simple sponge and then copy/paste and change material after its done, then add stickers and sound and stuff like that2010-04-18 00:05:00

Author:
Shhabbazz
Posts: 746


100% of the things I make start with the small grid. Then I just go from there and use the corner editor.2010-04-18 02:53:00

Author:
TheFirstAvenger
Posts: 787


I go with improvisation. I make a platforming piece, and then Iask myself: "What would be cool to do if i was a player?" And I continue, not the best way but its mine, I might change it too 2010-04-18 03:02:00

Author:
Chump
Posts: 1712


I figure out what theme I want to make, (for example I am making a borderlands theme) and I start to make it look very atmospheric as I build everything out, instead of going back once I'm done. I usually make a lot of the stickers and vehicles and enemies myself, which takes like hours.... Unless I need something that I don't think I can make that well (like the Borderlands Logo) and then I look up similar themes, cheat and use it. is that bad?2010-04-18 05:43:00

Author:
TheBlackKnight22
Posts: 695


Well... as soon as I get an interesting idea, I rush to an empty level and start creating. I usually start with either moving the entrance or deleting it all together. Then, I start theming around the main area, so I can get a generalized idea of what I'm actually doing. I fully-theme and de-bug everything in one section before I go to the next (usually I test the mechanics several times before I'm satisfied). I'm abit of a perfectionist when it comes to creating a section of the level.

With grid: I use the grid for making basic outlines and simple shapes. Most of my level designs are linear and flat, so I use the grid when I'm starting a new section or when I want to flatten things out.

Without grid: This is when I get really creative. I use it for making invisible barriers, more precise cuts/shapes, etc. I spend most of my time adding little details and making cuts with various shapes to get that right angle/curve. Everything else... I use the corner-editor.

It's a shame I never finish anything, though...
2010-04-18 05:52:00

Author:
Outlaw-Jack
Posts: 5757


I start by chosing a theme. Then I draw concepts and gameplay elements I would like to see in the level. Then on paper, I draw the general layout and incorporate the gameplay as I see fit. When I am done with the plan, I start building according to it, tweaking stuff if need be. When I've done the layout and stuff in the level, I start the "decoration/polishing" phase.2010-04-18 06:49:00

Author:
RangerZero
Posts: 3901


I have a R & D level where I make rough ideas of thing to see if somthing will work. but most of it I make it up as I go on, first thing i do in a level is get the lighting right

http://img689.imageshack.us/img689/4504/aphoto8f.jpg

http://img177.imageshack.us/img177/6103/aphoto2.jpg

I draw out some ideas first but never the full level
2010-04-18 08:27:00

Author:
jump_button
Posts: 1014


In the case of a grid level (such as the level I am working on right now) I use a few basic materials (rubber, cardboard), then sticker them. I use old glass stickered red in the level a lot, and I just expand outward using the square or octagonal shape. If it doesn't look right, I cut out some sections and corner edit on grid. Some of the materials are metals - just me wanting to find out what it would look like. Pretty much everything is cardboard though. Logic is done right after scenery and the shell of the room is done.
I ALWAYS create in pause. I sometimes test weight by using my sackboy, and since you need two players, testing to see if two sackpeople will work.

... I've said too much.
2010-04-20 15:11:00

Author:
Richasackboy
Posts: 619


When building in the grid:
I map out the overall size of the room by making a border, usually leaving one side open. I then begin to fill the room with whatever I'm using. (Note: If there is no ceiling and it is open-air, I still map out "rooms") As I start to fill the room with whatever I'm building, I extend the open end to accommodate. This probably isn't the best way to go about creating, but it's what I do...


I do it much the same way Comph With the backtracking and path criss crossing i use a lot, I need to know what paths will run where and how big they will be, so when I'm just starting a level, or so far through it, its filled with DM pathways and huge empty rooms
2010-04-21 08:17:00

Author:
GruntosUK
Posts: 1754


Once I have a theme, I sketch out gameplay elements/chars/etc on paper (always in a notebook with blue biro).
Then I go into create, and build it to see if it works.
I also browse my poppit materials/stickers/objects (that fit the theme) and build visuals with and around them.
2010-04-21 12:35:00

Author:
midnight_heist
Posts: 2513


You all make it seem so complicated. I just build whatever I feel like and it somehow turns out great. (Most of the time.)
2010-04-21 21:34:00

Author:
warlord_evil
Posts: 4193


Sometimes I plan a path or landscape completely from Dark-Matter. This way I can cut/move anything without fear of collapse. Sometimes I don't - depends on level or mood.2010-04-24 13:12:00

Author:
Nakatsu Hime
Posts: 59


I make up a twist/shock; then build the level around it, then get bored and build some other stuff too.2010-04-24 13:18:00

Author:
flamingemu
Posts: 1872


Alright I'll head to create mode, mess around with the corner editor (without grid mode), and get some basic platforming done. Then I change the materials, delete parts, everntually quit, and it just goes downhill from there...2010-04-24 14:51:00

Author:
piggabling
Posts: 2979


Machineary/Buildings levels-I use grid for everything, and just use diffrent shapes to make things precise, and don't usaly use stickers.

Landscape and Machineary/Buildings-I use the same idea as the Machineary/Buildings levels, exept when it comes to landscape I use no grid, and always smooth it out with Grid whaen it needs to be perfect or right before a building.

Landscape and/or Medieval houses-I use No grid, trying to make it look completely natrul or handmade it its a Medieval house.
2010-04-25 23:03:00

Author:
Schwem00
Posts: 255


Hmm... I always start with making a brilliant icon and putting down the first title that comes to my head. I spend way to much time writing a description. Sometimes I create with the grid off, sometimes I turn it on and use more corner editing. It really just depends on the level. I start off with a theme and try to stick with it as I build some gameplay. My levels usually have stories, so I try to set them up with magic mouths in the begining.

After about 5-10 hours of creating, I'll finally realize that:
1) My level is boring. There is very little gameplay at all.
2) My level uses unoriginal gameplay that is copied from someone else, only worse.
3) I'm out of ideas/ tired.

Then I ditch the level and let it collect dust on my moon! I've now realized that I'm a talented-enough creator, but I'm just no good at making levels by myself. I can make great characters, icons, stories, occasional minigames, etc. I can also do a good job HELPING someone build a level, or having a group help me. But full, exciting levels? Not for me.
2010-04-25 23:21:00

Author:
Heckboy88
Posts: 179


Non-planned levels like Ankor Sack/Roller Manufacturer often start with a basic Idea.
"Temple level!" or "Lets use rollers!!!!"

And I will create 3 to 4 different versions of the theme, but if I am really content with the first design sometimes I wont even create a 2nd version.
In the Ankor Sack level all was spontaniously created, only the keys/door had a prev. version that I significantly improved.
The Roller level had 4 different versions before I was satisfied with the theme/visuals.

I did pre-create most of the rollers as I wanted to see what I could do to make the basic roller a little bit more interesting, captured them so I could re-use them as often as I wanted.

I did have a few hours in which I flew around the level brainlessly and tired not knowing what to build,
at that time its better if I take a break from editing or take a good long sleeptime nap.
(Mckamey knows how to keep me awake till 6 am...)

I often have one or two LBP musics playing in the editor while editing to get in the mood,
The cave was totally inspired by the calm soothing potc song, while the roller level was inspired by the song you hear when entering the level.


Its totally different with my series levels though,
I need to implement the story I have written, and try to add the unique stuff ive thought of.
So first I will often try to get the mood right, use some global lightings, lights, materials etc and see if the mood fits this part of the level.

After that I often create the hardest parts first, i.e. The boss, the Rocker Caterpillar, Being captured by Sackatulla or Blarghh grabbing and breaking the bridge as they often take up most of the thermo.

Then its going to an empty level, put down the timed-Speech-Logic I created specially for these series and add vertical objects underneath it.
one for each char that is speaking.
Each horizontal line down from top is another mouth.
After that I put in all the text and stopwatch several people that are reading the lines out loud to get an average reading time.
After that its manually time each mouth so it comes over naturally.

After this the most important parts of my level are made, but it still needs gameplay.
Ill look at the story, characters that will appear and the scenery the level will take place in and try to work gameplay elements around it.
(level 5-1 and 5-2 being good examples)

After that I probably need about a week to finish the level.
Ive been editing half my life, so brainlessly building enviroments is what I can do best,
so I almost never have to worry if stuff looks good/how to fill a room.
But if I do get stuck, Ill either go to bed, hang out with friends or play some other games.
2010-04-26 16:16:00

Author:
Luos_83
Posts: 2136


First of all, I start out with an idea, and there are lots to choose from, I can never really keep track of them all. I get creating, but after a while I begin to realize that the level would have been so much cooler like that or that, etc. That's main reason why I really don't have any levels out there, except for some that was designed for various contests. I most of the time am more or less not singing unless I am in the shower... Weird explanation... I will try again... If I was a dog, I will not hand-shake with you, unless you give me a cookie. No dog biscuits.
Anyway...
When I get into creating, I will probably try to just create something at first. Then, I will discard what I have created and begin again, I NEVER ever get content with something I make the first time. I will try to recreate what I created before, but I will go around what I did not like and I will hopefully end up content with what I have created. Sometimes I go back to what I had created before, but I just change a few details.

After creating with various creators, before reading Morgana25's interview, that just added more on what was already there, I realized what you could do with stickers, and I have begun shading objects with the gradient stickers. When stickering a person or a scene, you get a lot more in depth when using those wonderful stickers. verything looks a lot better right now.

I often use the corner editor, it is my friend, especially in grid mode. I always try to keep objects perfect in the grid, as when I am making details, everything often gets unbalanced with the grid, so I have to reposition most of it.
I think the corner editor is what I use the most when creating, nothing is more useful that that lovely tool from heavens.

Though, what I think is needed the most when creating is the will to create. No one can create something without a will, just as you can't do much with an empty stomach.
2010-04-26 17:11:00

Author:
moonwire
Posts: 1627


I start by sitting around for a week or a month until a good idea hits me 2010-04-27 13:46:00

Author:
Unknown User


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