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New Level Boss Battle

Archive: 12 posts


Check this stuff out...and wow the fire looks great

LittleBigPlanet Video Game, E3 2008: Cam Developer Walkthrough HD | Game Trailers & Videos | GameTrailers.com
2008-07-16 17:31:00

Author:
OverWork
Posts: 873


I thought the first thing they showed was interesting. Kind of like an endurance level, where the level gets progressively harder and faster until you lose, and the goal is to last as long as you can. Just goes to show the various different kinds of gameplay you can create.

The platforming level was very neat, and we got a look at both enemies and a boss battle. I think enemies are gonna be great. Anything you create can be used as an enemy, you just have to design it in the same way that apart of a level would hurt the sackboy.

For instance, maybe you can cover something you make in fire or electricity. Or, like in the level, put spikes on things. It's a very interesting and organic way to create obstacles.

I also liked that you may not get all the unlockable items in a level on the first try. You may have to go back and find some secret areas. While some people wont like the backtracking, I love the replayablility factor

Can't wait to see more!
2008-07-16 19:49:00

Author:
Harrisment
Posts: 136


I can not stop watching LBP videos. I actually have about a good 30 of them saved on my laptop, and I just watch them when I get bored.2008-07-16 20:24:00

Author:
bbroman
Posts: 1374


Do we have a thread setup where people can post links to all the new stuff thats going to be coming out in the next few days? I dont want to miss a single second of LBP stuff!2008-07-16 20:30:00

Author:
Harrisment
Posts: 136


Harrisment ur right i kinda forgot that the first level was there becuase i was like WOW at the boss. The first one looks lots of fun and like the guy said, it will be crazy when u have more people in there smacking eachother around trying to get all the things. I hope they put out more videos for us to see!!!2008-07-16 21:35:00

Author:
OverWork
Posts: 873


Okay, now it's exceeding all my expectations... amazing.2008-07-16 23:18:00

Author:
Maltay
Posts: 2073


Likewise. I need to go back to the drawing board and start developing enemies and bosses for two of my level designs, Treetop Escape (http://linque.pp.fi/LBP/lbp-treetop2.jpg) and Cruel Contraptions (http://linque.pp.fi/LBP/contraptions.jpg)2008-07-17 10:02:00

Author:
Linque
Posts: 607


Likewise. I need to go back to the drawing board and start developing enemies and bosses for two of my level designs, Treetop Escape (http://linque.pp.fi/LBP/lbp-treetop2.jpg) and Cruel Contraptions (http://linque.pp.fi/LBP/contraptions.jpg)

Wow, thats some preparation! I can tell that you are excited for the game. Stop me if I'm wrong, but you look like a guy who will be spending most of his time making levels and climbing the popularity rank rather then playing them or messing about. The sort of person who needs to be doing something constructive? Thats great!

I really like both of your levels, theres some very nice idea's in them.

Example: Treetop escape has a nice theme.. tarzan-esque.. and it's cool that you start caged. I'm sure that when you create your enemies for that level it will tell its own story!

I also really like the vertically moving platform just after the middle of the level, that has so much potential, the moving ropes, the fact that there's 2 routes that gives players a choice and rewards skill...

Cruel level seems great too. The fact that the two teams HAVE to go separate routes greatly encourages teamwork. Your levels are very creative and immersive, and I'm sure when the game comes out and we actually start to understand everything thats possible that your creation skills will just grow.

Can't wait to play your levels..

p.s. Welcome back to the forum
2008-07-17 10:44:00

Author:
Maltay
Posts: 2073


Thanks for the welcome and the feedback.

Well, you're half right about me being the kind of a person making levels more than playing them. I do enjoy creating my own stuff very much. Hell, I'm creating a analysis tool (http://linque.pp.fi/ssifter_figmap.jpg) from scratch this summer. But I also enjoy playing levels a lot. I'm a pretty experienced gamer, and pretty good in platformers. So I really enjoy a good challenge, which is something the user-made LPB games will definitely provide. So I won't only be making the levels, you'll see me reviewing them as well. But I do have created a few levels before, mainly heroes of might & magic 4, Mega Man Powered Up and Quake 3.

Anyways, I created those two level designs in march and april, so that was before I knew about enemies and bosses, scripting possibilities (including switches, doors etc) and all the different hazardous materials. So it's obvious that those concepts will not represent the final version of those levels. I probably should go back and try to make new versions of the concepts, applying the new features that have been unveiled recently. Drawing your whole map before starting to work with it speeds up the creation process considerably, so if any future level designers read this, I would suggest you sketch out a few plans of the maps you think about creating. When actually drawing the plans, you might get new great ideas that wouldn't come to you if you just keep it all in your head!

Needless to say, Treetop is going to have quite a few traps / enemies, mostly having to do with fire and spiky things. Cruel Contraptions on the other hand is going to have a lot of doors and elevators you need a switch to operate, electricity and mechanical hazards like turrets and sharp moving objects.

It'll probably take a month or more to actually create the maps though. If I'd have to guess. I'd say we probably won't see any user made gems before December the earliest.

Also, depending on how difficult it is to create really cool bosses and enemies, I might join or form a level designing team if doing it all alone is too much work. I do however want to create at least one level all by myself.
2008-07-17 13:15:00

Author:
Linque
Posts: 607


Thanks for the welcome and the feedback.

Well, you're half right about me being the kind of a person making levels more than playing them... ...but I also enjoy playing levels a lot...

Drawing your whole map before starting to work with it speeds up the creation process considerably, so if any future level designers read this, I would suggest you sketch out a few plans of the maps you think about creating. When actually drawing the plans, you might get new great ideas that wouldn't come to you if you just keep it all in your head!

It'll probably take a month or more to actually create the maps though. If I'd have to guess. I'd say we probably won't see any user made gems before December the earliest.

...I might join or form a level designing team...

Your very welcome

Ofcourse you love to play! LBP isa game, after all... I merely thought you were more.. create/share oriented. (which is great)

Nice advice on the drawing levels, having a plan does speed up creation! And we're all future level designers here I personally am going to wait for the game to be released and have a good few hours just playing with all the tools until I realize what's possible before I do any creation.

About the time.. I really do doubt it would take that long. And I would put ALOT of money on us seeing gems within 2 weeks of release. The tools look really efficient and quick, there was a video mentioning some of the levels beta testers have created are brutal (Difficult, and said in pride so presumably well-designed) I think that unlike some other creation tools you don't have to get everything perfect.. or perfect isn't one figure now, its a range due to the flexibility of the sackboy. If you know what I mean?

Level designing teams sound fun, but hard to manage... a good team who work well together would be really good for you, but as would a guinea pig who is only allowed to test what you create while you are creating it. And I know where to find you one...

*Cough* Gia *Cough*

See Ya!
2008-07-17 16:56:00

Author:
Maltay
Posts: 2073


Yeah, we're going to see pretty good levels within a few weeks, but the real classics will probably take more than that to make, even if you fire away 8 hours a day. I mean levels which are created by users not by mixing up all sorts of contraptions you can win in game, but something really original and really unique.

The best chance of a good level early on is probably something small with a really unique idea, like the quirky level shown in the beginning of the boss video.
2008-07-17 19:40:00

Author:
Linque
Posts: 607


Yeah, we're going to see pretty good levels within a few weeks, but the real classics will probably take more than that to make, even if you fire away 8 hours a day. I mean levels which are created by users not by mixing up all sorts of contraptions you can win in game, but something really original and really unique.

The best chance of a good level early on is probably something small with a really unique idea, like the quirky level shown in the beginning of the boss video.

I know what you meant, I just firmly believe that we will see some of these pretty soon =) Call me crazy!
2008-07-18 09:11:00

Author:
Maltay
Posts: 2073


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