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Chazo'Sulls' Alchemy Series.

Archive: 34 posts


This is the first time I've discussed any of my ideas for when the game comes out, so I hope you enjoy.

The Alchemy Series is going to be a collection of 13 levels. Each level hopefully spanning about 10 minutes long. The series will be split up into four elements: Fire, Water, Earth and Air with also one final level known as "Void". So there will be three levels for each element. As you'd expect, each elemental level will have it's own attributes so you'll be seeing a lot of fire hazards in Fire and you'll be flying all over the place in Air etc.

I want to try and implement some sort of system that restricts the player from playing the final Void level until they've finished all of the four elements (In whichever order they choose) but I don't think that's possible so I may just have to have a linear path for the series.

I'm really going to work hard on these levels so you'll hopefully get to see some decent presentation and variety with each elemental zone playing quite differently from eachother. There won't be much plot per se but there will definetly be different characters to interact with. To top it off, the final stage of each element will feature a related boss to defeat and of course a final boss to end the series.

Anyway, can't really go into much further detail 'cause I need to experiment a lot first when the game comes out. If you have any feedback/suggestions I'll be more than happy to hear them.
2008-10-07 23:49:00

Author:
UmJammerSully
Posts: 1097


The element levels then a final, darkness level sounds suspiciously like myLittleBigPlanetTreasurehunt...

Anyway, nice ideas, HOWEVER, this should probably go in Your LittlebigPlanet Ideas section, so... i'd expect a mod to switch it there in a few, k?

In any case, yeah, sounds fun, although I personally think that all the levels of a particular element should just be one level (especially with the upload limit :0) so... yeah.
2008-10-07 23:53:00

Author:
RockSauron
Posts: 10882


Anyway, nice ideas, HOWEVER, this should probably go in Your LittlebigPlanet Ideas section, so... i'd expect a mod to switch it there in a few, k?


Moved as requested.
2008-10-07 23:55:00

Author:
Unknown User


That's true, you might have to release each element series until you feel it is time to release the next one because of the limit. I guess that kinda takes care of your chronology problems eh?



I will most likely be posting some ideas here when they come to me as inspiration for you.
2008-10-07 23:58:00

Author:
Unknown User


Anyway, nice ideas, HOWEVER, this should probably go in Your LittlebigPlanet Ideas section, so... i'd expect a mod to switch it there in a few, k?


Oops, I thought it was there. My bad.


The element levels then a final, darkness level sounds suspiciously like myLittleBigPlanetTreasurehunt...


Honestly never heard of it. Are there any videos?


That's true, you might have to release each element series until you feel it is time to release the next one because of the limit. I guess that kinda takes care of your chronology problems eh?


Yeah, that'd be kind of a pain. I would just make it one level or one level each element but I want it to be a big thing. At least 2 hours to finish the whole thing anyway.




I will most likely be posting some ideas here when they come to me as inspiration for you.

Cool, I look forward to reading them.
2008-10-08 00:08:00

Author:
UmJammerSully
Posts: 1097


Well, no videos cause I never made it, but here's my thread...

https://lbpcentral.lbp-hub.com/index.php?t=t=1041

Yep. Vaugely reminds me of it, though.
2008-10-08 00:16:00

Author:
RockSauron
Posts: 10882


Well, no videos cause I never made it, but here's my thread...

https://lbpcentral.lbp-hub.com/index.php?t=t=1041

Yep. Vaugely reminds me of it, though.

Oh, it's your idea. I thought you meant you'd seen someone elses level that was similar. Honestly, I hadn't seen your thread until now and what I've mentioned here has been on my mind for ages. Great minds think alike, no? ^_^

Anyway, you've fleshed out some cool ideas with yours. I like it. I'll try to make mine different from yours. ;P
2008-10-08 00:20:00

Author:
UmJammerSully
Posts: 1097


It's possible to stop you going to "Void" Until you've gotten them all.
Just make 9 CUSTOM Stickers(one for each level) and use sticker switches to let you pass when you put all nine on the object.
2008-10-08 00:26:00

Author:
Ihatecompvir
Posts: 6


It's possible to stop you going to "Void" Until you've gotten them all.
Just make 9 CUSTOM Stickers(one for each level) and use sticker switches to let you pass when you put all nine on the object.

Hey... that's a REALLY good idea... In fact, it's... I don't know, I just like it .
2008-10-08 00:27:00

Author:
RockSauron
Posts: 10882


It's possible to stop you going to "Void" Until you've gotten them all.
Just make 9 CUSTOM Stickers(one for each level) and use sticker switches to let you pass when you put all nine on the object.

Ahh, cool. So once someone has picked up a trigger sticker will they have that sticker forever to use in any level? Or do you have to select whether a level you make will feature certain trigger stickers?
2008-10-08 00:28:00

Author:
UmJammerSully
Posts: 1097


Ahh, cool. So once someone has picked up a trigger sticker will they have that sticker forever to use in any level? Or do you have to select whether a level you make will feature certain trigger stickers?

Once you collect a sticker from a prize bubble, it goes onto the community page of the sticker part of the pop it menu. It can be deleted by peopl though...

But when they have it, it will be their's forever (until they delete it). So it could be used in any level- you just need to make sure it's connected to a switch in the void level.

Would need to warn people to keep the stickers for further levels, though.
2008-10-08 00:31:00

Author:
RockSauron
Posts: 10882


Yeah like right after you pick each up, say "NOTE: KEEP THIS STICKER, IT IS USED TO ENTER THE VOID" or something.

I think LBP Allows loading of pictures for Stickers off the HD(FULL GAME) or something, so just make each have the element icon and say the number of the Level IE
Water
2

Infact I could make the Stickers if you wanted.
One level(forget which) involves going into a drain and getting a TIDE Bleach sticker(custom) and slapping it on the "Clog" and it dissapears, I thought that was insanely awesome and I laughed for a bit.
2008-10-08 00:34:00

Author:
Ihatecompvir
Posts: 6


Yeah like right after you pick each up, say "NOTE: KEEP THIS STICKER, IT IS USED TO ENTER THE VOID" or something.

I think LBP Allows loading of pictures for Stickers off the HD(FULL GAME) or something, so just make each have the element icon and say the number of the Level IE
Water
2

Infact I could make the Stickers if you wanted.

Awesome, I think I'll do just that. Thank you.

Edit: Oops, I was hasty there. I kind of want to give my own personal touch to the stickers, but thank you for the offer.
2008-10-08 00:35:00

Author:
UmJammerSully
Posts: 1097


Funny you mention that, i managed to get a key by describing a level just like that 4 elements but without a final darkness level...i was originaly going to make it into one massive level with a taunting boss along the way. but ive come to the realisation that all my ideas wont fit into one level...there is going to be alot of element themed levels...!!!2008-10-09 09:47:00

Author:
XV_Obliviate
Posts: 15


Funny you mention that, i managed to get a key by describing a level just like that 4 elements but without a final darkness level...i was originaly going to make it into one massive level with a taunting boss along the way. but ive come to the realisation that all my ideas wont fit into one level...there is going to be alot of element themed levels...!!!

No no no, not darkness. Void. As in, nothingness. ^_^

That may sound lame, but trust me it's not just going to be a blank level. It's going to be really trippy with plenty of WTF moments. I'll leave it at that.
2008-10-21 00:06:00

Author:
UmJammerSully
Posts: 1097


Hey I think i have a solution to your problem. Just have players collect a sticker from each level, and once they have all 12? or 13? anyway they have to put each sticker on a wall, and once they have done that, the wall will lift, and they can play your last level.2008-10-24 06:32:00

Author:
Unknown User


haha someone beat me to it. anyway thats what im gonna do for some of my levels.2008-10-24 06:33:00

Author:
Unknown User


Couldn't you lock each level except the first. During the first element level they pick up a key to the next level. When in the next level they pickup the next key and so on. I believe I've read a few interviews that mentioned that as a possibility. I have yet to try it though.2008-10-24 06:44:00

Author:
docpac
Posts: 601


I was actually thinking of doing something similar. I'd like to make a series of levels that unlock a final stage, but rather than using stickers, have a kind of riddle or puzzle that would require players to finish the other levels first to know the answer. I was thinking more a visual puzzle than a direct password, but there are a lot of ways it could be done.

Your idea sounds like great fun though. I'm looking forward to trying it out.
2008-10-25 13:22:00

Author:
Yumpy
Posts: 53


Thanks for the feedback guys. I'll probably do a somewhat less linear route. For exmaple, to start with only Fire level 1 is open. After finishing fire level 1 you are awarded the "Ember" sticker which will burn down trees blocking the way in Air level 1 and Fire level 2. So you can either continue with the fire arc or move onto the air element. This would continue throughout the levels and eventually after having access to the final level of each element you'll have all the stickers required to access the Void level.

The "powers" you gain through the stickers would be related to the element so the "ember" power could be used to melt ice, or burn trees blocking the path. The "gust" power could propel a balloon upwards or blow away an annoying enemy.
2008-10-26 00:42:00

Author:
UmJammerSully
Posts: 1097


Dunno if it has been mentioned. But you can make collectible items at the end of each of the element levels. And when it comes to the Void stage, you could make those four objects/stickers/whatever necessary to proceed. Kinda like a magnetic switch, if that's possible of course

EDIT: I'm pretty sure it has been mentioned >_> *reads previous post*

2008-10-26 01:00:00

Author:
Stix489
Posts: 2080


Dunno if it has been mentioned. But you can make collectible items at the end of each of the element levels. And when it comes to the Void stage, you could make those four objects/stickers/whatever necessary to proceed. Kinda like a magnetic switch, if that's possible of course

EDIT: I'm pretty sure it has been mentioned >_> *reads previous post*



Kekekeke, thanks for your input anyway. ^_^
2008-10-26 01:10:00

Author:
UmJammerSully
Posts: 1097


i would put 4 custom stickers at the end of each string of elements (make them relate to the elements though) then create 4 alters and have each one glow the color of the element (fire?red, wind?white, earth?green, water?blue) and put cardboard cutout of that sticker right on top and then cradle the cardboard cutout in a cool way that yet again relates to the element, and so then you have a cool room to place the stickers and each sticker switch is connected to a small dissolve block, as each one dissolves the closer a key and key switch get to each other until thy are touching, once they are they open a door to the level,

a far easier way of doing this is to use level keys and go in order, fire1 ?> fire2 ?> fire 3 ?> water1 ?> water2 ?> water3 and so on until ?> void so you can do every level in order and each level unlocks the next one in that element or the next element if you just played the last stage of a particular element.

so there you have it, 2 ways to make this work, one a little cooler but the other more simple and way easier to do
2008-10-26 01:28:00

Author:
RAINFIRE
Posts: 1101


Dunno if it has been mentioned. But you can make collectible items at the end of each of the element levels. And when it comes to the Void stage, you could make those four objects/stickers/whatever necessary to proceed. Kinda like a magnetic switch, if that's possible of course

EDIT: I'm pretty sure it has been mentioned >_> *reads previous post*



Only twice has this been mentioned by 2 different people in this thread before you, in a thread of only a few posts.
So it's fine, it was an easy mistake to make
Ddduuuurrrrrr
2008-10-26 01:28:00

Author:
dorien
Posts: 2767


Thanks for the feedback guys. I'll probably do a somewhat less linear route. For exmaple, to start with only Fire level 1 is open. After finishing fire level 1 you are awarded the "Ember" sticker which will burn down trees blocking the way in Air level 1 and Fire level 2. So you can either continue with the fire arc or move onto the air element. This would continue throughout the levels and eventually after having access to the final level of each element you'll have all the stickers required to access the Void level.

The "powers" you gain through the stickers would be related to the element so the "ember" power could be used to melt ice, or burn trees blocking the path. The "gust" power could propel a balloon upwards or blow away an annoying enemy.

wow, thats a really good idea right there. Id love to work on that with you!
2008-10-26 06:50:00

Author:
Unknown User


Thanks for the feedback guys. I'll probably do a somewhat less linear route. For exmaple, to start with only Fire level 1 is open. After finishing fire level 1 you are awarded the "Ember" sticker which will burn down trees blocking the way in Air level 1 and Fire level 2. So you can either continue with the fire arc or move onto the air element. This would continue throughout the levels and eventually after having access to the final level of each element you'll have all the stickers required to access the Void level.

The "powers" you gain through the stickers would be related to the element so the "ember" power could be used to melt ice, or burn trees blocking the path. The "gust" power could propel a balloon upwards or blow away an annoying enemy.

What if you made the first 4 areas quite large, but with multiple branching paths. You could have several hidden stickers in each level that reflect various elemental abilities, but with different levels of power.

For example, maybe the first fire sticker you get represents a small flame, which could use to say, light a candle to open a new area, or light the fuse on a cannon to clear something blocking the way, or roast marshmallows. Later you might get a bigger flame you could use to burn down trees, or melt snow drifts and ice sculptures. Then even later you get a huge firestorm type sticker that you could use to ignite a volcano, and purge zombie infested villages(can't have zombies mucking about). You could have similar things for the other elements too.

You could make all these different elemental stickers, then scatter them throughout the levels so you have to go back and forth through each of them multiple times to get everything, unlocking new paths each time you return. It'd be kind of like megaman, if you know what I mean. I always found it novel when you could return to a previous level and discover new things using the extra abilities that you'd found since the last time you'd been through.

Then for the final level, you could throw in a whole bunch off challenges that make it a requirement to use all your hard earned powers to survive. Throw in some epic bosses to fight, like a T-rex, zombie Hitler, and Bette Midler and you're golden.
2008-10-26 18:47:00

Author:
Yumpy
Posts: 53


human kind can not gain anything without offering something of equal value in return.2008-10-28 05:15:00

Author:
Unknown User


Only twice has this been mentioned by 2 different people in this thread before you, in a thread of only a few posts.
So it's fine, it was an easy mistake to make
Ddduuuurrrrrr

Hey, shaddup ;_;

Stop abusing me D:
2008-10-28 07:45:00

Author:
Stix489
Posts: 2080


Why don't you lock the last 4 levels when you make them, and put a key in each level that unlocks the next?

(IE the key in level 1 unlocks level 2 and so on)

You can do that right?
2008-10-28 13:37:00

Author:
Dabog
Posts: 74


This project sounds like a lot of fun. I cant wait to play it and start building an inventory of elemental powers!2008-10-28 18:38:00

Author:
LordDax
Posts: 79


What if you made the first 4 areas quite large, but with multiple branching paths. You could have several hidden stickers in each level that reflect various elemental abilities, but with different levels of power.

For example, maybe the first fire sticker you get represents a small flame, which could use to say, light a candle to open a new area, or light the fuse on a cannon to clear something blocking the way, or roast marshmallows. Later you might get a bigger flame you could use to burn down trees, or melt snow drifts and ice sculptures. Then even later you get a huge firestorm type sticker that you could use to ignite a volcano, and purge zombie infested villages(can't have zombies mucking about). You could have similar things for the other elements too.

You could make all these different elemental stickers, then scatter them throughout the levels so you have to go back and forth through each of them multiple times to get everything, unlocking new paths each time you return. It'd be kind of like megaman, if you know what I mean. I always found it novel when you could return to a previous level and discover new things using the extra abilities that you'd found since the last time you'd been through.

Then for the final level, you could throw in a whole bunch off challenges that make it a requirement to use all your hard earned powers to survive. Throw in some epic bosses to fight, like a T-rex, zombie Hitler, and Bette Midler and you're golden.

Epic win. I especially like the idea of progressively more powerful stickers. That would be sweet.


wow, thats a really good idea right there. Id love to work on that with you!

I don't mind people working with me. In fact, I'd appreciate it. If you were to stick to the plan I give that is. ^_^


human kind can not gain anything without offering something of equal value in return.

To obtain, something of equal value must be lost. That is alchemy's first law of equivalent exchange. Back in those days, we believed that to be the world's one and only truth.
2008-10-30 05:46:00

Author:
UmJammerSully
Posts: 1097


If you have a development level stashed somewhere I'd love to check it out I'd be willing to give you a hand when I try to avoid burnout from only doing LittleBigMetroid2008-10-30 15:36:00

Author:
LordDax
Posts: 79


Just a quick thought. There has been a lot of good ideas thrown up so I'm not sure what you are thinking of using. Here goes mine.

Each element has 3 levels as you said. The first two levels are open-free to play. Each of these gives a sticker/key to unlock that elemental boss level. So you need 2 fire stickers to get to the fire boss, 2 air to get to the air boss.(ie 8 open levels, 4 boss levels).

Then defeating each boss some spectacular presentation of that elemental key which goes into the Void (its a bit of a pain pasting 12 stickers to start a level and this way its only 4 which could be made into a puzzle of some sort).

Now one extra thought - throw in a secret area into each element. Use this secret area to reward the player with an extra key (make it quite hard to find of course) and use these extra secret keys to alter the void level as you go along. For example it could unlock checkpoints along the way or allow an alternate route along a very challenging part, or unlock a path which is even tougher but gives you a higher score.

I think the idea of your void level is quite interesting and allows for a very flexible level.

I have been thinking of doing a massive ghost level which may be similar. Basically I want to make it so the whole level can change with the flick of a switch, doing that swirly animation to give it an eery ghost quality. It would be a small level in terms of space but I would like it to 'shift' in and out if possible so players would have no clue what to expect.
2008-10-31 04:10:00

Author:
Unknown User


If you have a development level stashed somewhere I'd love to check it out I'd be willing to give you a hand when I try to avoid burnout from only doing LittleBigMetroid

Unfortunatly, we're not all graced enough like you further west to have the game released right now. Only 5 or so more days though.

I probably won't start this project for about a week. Need to get used to the game first and I just want to play around on other people's levels initially.


Just a quick thought. There has been a lot of good ideas thrown up so I'm not sure what you are thinking of using. Here goes mine.

Each element has 3 levels as you said. The first two levels are open-free to play. Each of these gives a sticker/key to unlock that elemental boss level. So you need 2 fire stickers to get to the fire boss, 2 air to get to the air boss.(ie 8 open levels, 4 boss levels).

Then defeating each boss some spectacular presentation of that elemental key which goes into the Void (its a bit of a pain pasting 12 stickers to start a level and this way its only 4 which could be made into a puzzle of some sort).

Now one extra thought - throw in a secret area into each element. Use this secret area to reward the player with an extra key (make it quite hard to find of course) and use these extra secret keys to alter the void level as you go along. For example it could unlock checkpoints along the way or allow an alternate route along a very challenging part, or unlock a path which is even tougher but gives you a higher score.

I think the idea of your void level is quite interesting and allows for a very flexible level.

I have been thinking of doing a massive ghost level which may be similar. Basically I want to make it so the whole level can change with the flick of a switch, doing that swirly animation to give it an eery ghost quality. It would be a small level in terms of space but I would like it to 'shift' in and out if possible so players would have no clue what to expect.

Very nice. I'm liking it. I'll probably do a similar layout only the "boss level" isn't just a boss. It'll be a stage followed by a boss or perhaps a sort of ongoing boss throughout the stage.

This way is a lot less complex than the idea mentioned previously so I'll probably go with this so it doesn't get too difficult to navigate through levels.
2008-10-31 05:16:00

Author:
UmJammerSully
Posts: 1097


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