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#1

Completely stumped

Archive: 10 posts


Hey, I used to post here a while back, but only had a few posts, plus I couldn't remember my username, so decided to register again.



I've only ever published one level. Quite a simple puzzle/platform game using the MGS VR Mission materials and a dark background. Too basic...


Now, everytime I try to create a new level, I think that my level looks great, then when the thermometer is about halfway full, after spending a few hours on it, I start to think... Wait a minute, this sucks now.


It seems I'm turning LBP on for the sake of it, sitting in Create mode for a few hours, then turning off, accomplishing nothing.


The only idea's I have are just things similar to Pom's "The Bunker" level, just escaping from somewhere, etc. But I don't want people thinking I'm copying.


The level I've been working on for the past few days started great, now as I say, thermometer is halfway full, and now I don't like my level. Well, I do upto a certain part, then everything looks stupid...


Such as too big a change in the materials for walls, so it feels like it's a totally different level from when it starts.


Arghhh, it drives me mad. I just want to create a fantastic level for people to like, is that soo hard? Lol.


So, do you think I should keep wasting my time messing about until I find something I like, or just stay off the game til I get a good idea? (Which I probably won't)


Thanks for reading! It probably doesn't make any sense!
2010-05-17 21:20:00

Author:
Southpaw020
Posts: 50


So basically, you're suffering from constant creator's block? I get this too. I can't make in actual level but I pour my heart and soul into vehicles, logic, and general contraptions.

If you want to publish something but can't do it on your own, online create can help. If you want to donate a few ideas, or help create but not fully commit to the project, you can try making levels with other people.

If you don't finish your levels or objects, you can try relieving some stress by publishing them then and there with a description that it's unfinished. Lots of creators do that every once in a while.

You can try looking to other sources, like books, TV, or even, to some extent, MM and community levels. BTW: From what you gave me on your level idea, an escape from a facility, that's the plot of the level. It's a common, but exciting level plot type that wouldn't be copying off poms at all.
2010-05-17 21:37:00

Author:
Incinerator22
Posts: 3251


I often have creator's block too.. granted my levels aren't so great either. My main problem is I want my level to look and be fantastic, but I'm not willing to put in the time to make it so.

What do I do when I have creator's block? Go play community levels or even story mode levels to get some ideas. I keep my theme the same, but often if I play a level or two I can find a new puzzle idea either directly from the level or just an idea of my own just from seeing others' levels.
2010-05-17 22:44:00

Author:
KBling
Posts: 35


I have creators block as well.... that's why I haven't ever made a REAL level. 2010-05-18 01:42:00

Author:
GreatWhite000
Posts: 673


Thanks for the replies guys!

I've decided to stick with my level, as I think the beginning is pretty good. So I've deleted all the hours of work upto the point where I didn't like it. So I will stick to similar materials that I've already used, to keep the same atmosphere. It's just thinking of decent little puzzles to progress through the level now.
2010-05-18 15:20:00

Author:
Southpaw020
Posts: 50


Although my LBP experience is rather limited (1 published level), I do have experience with other fields of creative endeavor (writing, music, hobby-projects, etc.), and I think that many of the same principles from those areas can also be applied to level creation in LBP. Of those, the most important principle, I think, is to have a plan: an outline, a guiding idea (or set of ideas), and a thought-out path that you want to try in implementing those ideas within your level creation. This outline should include the following:

(1) Setting / Atmosphere / Theme

Decide upon an overall theme, and select a *few* appropriate building materials to implement that theme. Limit yourself to those few materials throughout putting together the basic construct of the level, and *only* change your basic material set when the level calls for a major change in theme -- which should happen no more than three times in the level ("rule of three"). Decide upon appropriate background, lighting, and music to support this theme early on, and do a good bit of your building and testing within it. Experiment until you find just the right "atmosphere" to support and add to your overall theme.

(2) Story

Most good levels follow some form of "story structure," which is planned out well in advance of the first swinging sponge-ball or flipping platform being put into place. Take a look at this website describing the basic Three Act Structure (http://www.musik-therapie.at/PederHill/Structure&Plot.htm) in storytelling --> this same thing can be applied to building levels in LBP. If you think about the levels that you enjoyed the most, many (if not most) of them will have followed this type of structure. The gradual build-up of tension to a final climax and resolution is a very natural cycle, and one that artists in many areas use as their vehicle, from writing, to music, to motion pictures, even to static art pieces hanging in a gallery -- the smart artist or gallery director will build this natural cycle into the public's walk-through.

I'm not saying that every level should be a "story" level, or even have much of a story to tell. I *am* saying that the game-play should (usually) follow this type of structure, sometimes as part of a "story" and sometimes not. I would also recommend choosing something *other* than a final-boss-fight-with-paintinator as your climax (BTDT, a gazillion times over, right?), unless your level's story requires it.

(3) Blueprint

Break your story up into small, manageable pieces and lay out, in advance, how many pieces and in what order you want the player to travel through them. Before tackling any individual piece, draw it out on paper first, or have in your mind a very clear picture of what it will look like. Plan realistically, with Thermometer management *strongly* in mind --> there is nothing more frustrating in LBP level creation than to get *almost* to the end of level creation....only to not have enough Thermo left for your grand-finale, your uber-level-climax. Lay out on paper how you want the player's path through the level to go (this is especially true if "branching" and multiple paths are involved / possible -- have it mapped out well in advance), from section to section (small piece to small piece), *before* entering Create Mode. Have an idea as to how you are going to utilize the Create Mode space, and try to maintain plenty of space (in all directions) around your level's layout, so that you can move, change, or hide things with ease.

(4) Unique Concept Development

Work out your level's "engineering" problems and unique concepts in advance, in a "workshop" slot on your Moon -- NOT in the level itself. Figure out that challenging contraption / creature ahead of time, especially major undertakings like a final boss, or complex mechanical construct. "Bread-board" your logic networks and see if they work the way you envisioned. Build prototypes of your platforming concepts and work out the kinks. Develop any new skills that you will need -- 3D Layer Glitch work, logic mastery, sticker and color art, lighting tricks, special effects, and so forth -- *in the workshop* first, before putting them into practice in the actual level. By the time such things go into the actual level, you'll be pleased with how smoothly and professionally the process will go.

Taking the above four steps will help greatly in (a) preventing you from staring at a piece of blank level and wondering what to do next, (b) keeping your level on-track, focused around a particular theme and story, and (c) keeping your level within the Thermometer limits and yet still completable.

Best of luck to you,

-- Nanluin
2010-05-18 18:21:00

Author:
Nanluin
Posts: 98


what you should do if you cant get a idea play other levels for inspiration maybe not always the greatest of levels, but levels at your standard. play multiple of levels and take ideas but not copy.

take brakes spend half an hour an hour building and then play more levels or simply get some food watch some telly, because the more stressed you get you will start building bad and ideas will go. take your time and don't rush

.BOUNTY.
2010-05-19 14:49:00

Author:
howMUCHforBOUNTY
Posts: 623


Hmmm i normally check on youtube for level ideas...2010-05-19 14:52:00

Author:
Sunshinehippy
Posts: 9


Thanks for the advice guys. I've been working on it some more. If I don't like something now, I'm quick to delete it, instead of adding onto it, only to delete it hours later, as I have been doing. But I can't think of any good puzzles to advance through the level.

@Nanluin, very informative, thanks!
2010-05-19 20:33:00

Author:
Southpaw020
Posts: 50


I had creator's block for many weeks after finishing Tenement, so I took a break to play Heavy Rain, Borderlands and Just Cause 2. When I finally returned to LBP I was hit by a sudden inspiration involving apples, and that was when my creative flow came flooding back to me.

My advice? Don't force it...just let it come to you when it's ready.
2010-05-19 20:47:00

Author:
Ungreth
Posts: 2130


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