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One Day in Eureka

Archive: 7 posts


One Day in EurekaLordCustard
A little tale about a naughty scientists son who just can't stop playing with daddies inventions and ends up getting on the wrong side of a long dead pirate!
Pip pip chaps and chapesses!

this is my first "proper" attempt at a level and I'd like F4F (5 max).
it's also my first published use of logic (a couple of multiple AND switches) specifically I'm looking for pointers on atmosphere and obviously any bugs.

hope you like it!
2010-06-28 17:49:00

Author:
Unknown User


Hey there. I gave your level a try and certainly there is a lot of things I feel could be improved.

To the left in the entrance it looks a bit rough. It just abruptly ends and you can see the edges of material etc, I suggest cleaning it up and making it look as if the level goes beyond that point slightly so it blends better.

The music is visible at the start and it's placement is off centre and looks unintentional, perhaps just hiding it would be best. It doesn't compliment anything.

If you go all the way to the right before teleporting, the wall appears to be 3 layers thick, ground is 2. Make it more uniform.

I'd also suggest avoiding MM trees, that one is so overused it is more an eye sore at this stage.

The teleporter itself I thought could be made look more functional. Perhaps a delay before death instead of instantaneous. Lights could slowly come on, a noise and then pop. Right now it's functional, but it doesn't look great. You don't feel like your moving to another place much, big lights, flashing etc, make it feel more like your ripping through space and time.

Music in 2nd area doesn't start instantly, you have to move right first, I'd suggest changing to instant this sort of ties in with the not feeling like you've moved to another place.

I'd advise a sound when the rock bouncer goes off.

After the bouncer there is swingy things that fall down? I though that could be more obvious, in fact the level could do with a bit more direction I think.

There's a big crate that blocks the way, after you get behind it you can run behind the stage, just once your where the piano is keep running left and you'll see, block it off.

The piano keys themselves are they triggered by sensor switches? It's seems a bit messy when they are going off and your not even on them. Use mag keys and switches so it only plays when you've stepped on them. Also there is no indication that jumping on them is doing anything. If the screen shook the more you pressed then it would be more obvious. The way is to put a cam on a piston and hook a speed mag key up to it, about .2/3 secs, and set logic up so each press controls the direction of a mag key but only temporarily, the longer you have keys in range the event is triggered. May be a tad too advanced for you if this is your first level but it's possible. Keep experimenting.

The part where the skull appears is plain confusing to me. I didn't see the checkpoint up to the right first time so I drowned and then respawned back at the start of that area. This made for some odd water level dips and rises. Basically I'm sure it wasn't meant to happen so pop a checkpoint right before the skull to stop that happening. Another place direction would be handy.

The end seemed a bit random to me, the colours etc I didn't get. Where did the player teleport to? It seemed abrupt and yeah, I'd suggest a little bit of a conclusion or something.

Nice try for a first level but it could use some work.
2010-06-28 20:21:00

Author:
OneEyedBanshee
Posts: 1370


Thanks, that's all really handy stuff!

RE: the piano, it's working off mag switches, the sensor noises are to tell you which keys to press to open the door, I'll make it more obvious.

with the swingy things, did you hear the explosion? that was to indicate something had changed, I grew up with games where you searched for things rather than being told what to do, and I thought the "rock stairs" made it obvious that you had to go back up.

the ending was probably down to poor lighting, you actually teleport to an exact copy of the start (with a non-functional teleporter) to simulate returning home at night.

would you like me to play a level as per the F4F? (not that you need my feedback, I've seen your work and it's awesome)
2010-06-28 22:29:00

Author:
Unknown User


Oh so that's why the keys played as I was jumping around. Didn't get the clue whatsoever, I just trampled the keys for a bit lol. It's grand, I don't really have anything I need feedback on at the moment. Hopefully some new stuffs soon though

Just keep at it and you should be able to whiz through these things, really handy once you get to grips with the logic.

I did hear the explosion, by the way that keeps getting triggered so attach it to a one shot mag that dissolves or something. Also I don't think that particular explosion gives off a new path opened vibe, more cannon ball fired type. I'd go for a wood break sound or something. Yes the steps did give a clue but at first I was playing in an insanely bright room and couldn't see them that well because the area is quite dark. So glare and yah, but anyhow.

Lol at the end, I didn't see that whatsoever, looked like some funky xray effect to me or something
2010-06-28 22:40:00

Author:
OneEyedBanshee
Posts: 1370


LC-

It was my pleasure to play One Day in Eureka, is that Eureka California perhaps? The level is very good, I enjoyed it, and finished it. I'm not really sure what was going on with the story but apparently I am not allowed to go out or have any fun now!

Some Likes:


The Piano Switch was impressive, only thing i would add is something more obvious to indicate that the door has opened.
The boat was really cool, would zoom the camera out a little so that the spinning propeller is showing.
Fade-In effect for the lights on the platforms early in the level was brilliant, would you mind telling me how to do that?


Suggestions:


The story was confusing, but very funny none the less. A little brush up on the plot would help.
That first launch platform near the begining where the red arrow is. It works and the sound is awesome but I just kept hitting the platforms and bouncing back down. I would move those out of the way or change their depth.
During the code sequence it was hard to keep the triangle in the right space, i would tighten up those bolts a bit.
During the swim there are a couple real ugly spots in your materials, these could be easily hidden or smoothed out.

:star::star::star:<3
2010-06-29 04:47:00

Author:
dTOtheTEE
Posts: 183


LC-

It was my pleasure to play One Day in Eureka, is that Eureka California perhaps?
dunno about california, it was based on the Eureka TV show.



Fade-In effect for the lights on the platforms early in the level was brilliant, would you mind telling me how to do that?


If I recall, it's a proximity switch set to "speed"



Suggestions:

[LIST]

That first launch platform near the begining where the red arrow is. It works and the sound is awesome but I just kept hitting the platforms and bouncing back down. I would move those out of the way or change their depth.


I was thinking that myself, but I don't think I can change the depth, maybe repositioning but I did like the flow of the jumping as they are




During the code sequence it was hard to keep the triangle in the right space, i would tighten up those bolts a bit.



will do



During the swim there are a couple real ugly spots in your materials, these could be easily hidden or smoothed out.

any chance you could be a little more specific about where? I know there is a part in the bottom right, where a tentacle is supposed to come out that looks generally pants so I need to fix that.


Thanks for the very helpful feedback!
2010-06-29 18:02:00

Author:
Unknown User


i have fixed many of the things mentioned. more feedback is welcome2010-06-30 12:36:00

Author:
Unknown User


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