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#1

Level Concept: Walk before you run

Archive: 17 posts


I don't think I'll end up getting the level done before the beta is over but it's built around a fairly simple concept. Sorry, no pictures. I'm a programmer not an artist.

As the player moves along they travel into the area of a sensor, that may or may not be visible, and activates a piston that quickly pushes a large object upwards just a short distance away from the player. The catch is that if the player is running, they will immediately hit the object and, if the puzzle intends, die. The entire level could be built around variations of this puzzle. For example, if one edges close enough to the raised object, they could get out of the the radius of the sensor and the object will drop, allowing the player to continue. Or perhaps there could be sections where the player must take a leap of faith and jump onto the object to continue.

My idea regarding the visibility of the sensor is to set the first ones to visible and a short distance before the sensor, set up an audio cue. Eventually I could set the sensors to invisible and hopefully the player will have learned to pay attention to the audio cues.
2008-10-11 02:35:00

Author:
dobilay
Posts: 60


Sounds good, go for it.2008-10-11 02:59:00

Author:
qrtda235566
Posts: 3664


sounds like a good idea2008-10-11 03:17:00

Author:
RAINFIRE
Posts: 1101


Any comments or suggestions for puzzles incorporating this idea or anything?2008-10-11 03:36:00

Author:
dobilay
Posts: 60


How about a part where you have to jump a jump which you obviously won't make, but when you jump a bridge or something to grab on to pops up when you're near it?2008-10-11 05:47:00

Author:
qrtda235566
Posts: 3664


I've got a simple level posted containing all of my original ideas regarding this concept. You can either search for "Walk Before You Run: Beta Version" or my PSN.2008-10-11 06:50:00

Author:
dobilay
Posts: 60


Some interesting concepts. I don't have any ideas at the minuite to add, (as in concepts, obviously the level needs to be longer and more decorated, but it's obvious it's a beta for the ideas) but I'll have a think.2008-10-11 09:17:00

Author:
flakmagnet
Posts: 1084


This is a nice idea, kind of like those stealth games like Tenchu (remember that!?) that require you to creep about rather than running and gunning.

I have a couple of ideas you could use; I haven't played your level as it is because I'm not in the beta, so I don't know if you've already incorporated them...

A sudden wall of spikes that retract after a few seconds... if you were running you'd smack right into them.

An area with a burning floor and ceiling (perhaps teasing the player with something to grab and swing on that won't get you far enough to make it across). After a short while however, the ceiling collapses, providing stepping-stones across the fire.
2008-10-11 10:12:00

Author:
FlowersInHisHair
Posts: 126


I did not know there were bullets until now. lol 2008-10-11 10:14:00

Author:
Unknown User


i have an idea for the sensor, it not much of a puzzle bit worth doing, what you should have is a room, and at the top the roof is fall of spikes, their a jet packs, the room is fall of sensors, visable, and the more you trigger the futher down the roof will fall, so you have to try not to trigger as much2008-10-11 18:44:00

Author:
panzer3000
Posts: 362


Cool ideas, but when you think about it, the solution to the entire level would be "Go slowly" and you'll just walk through the whole level, and that's not fun.2008-10-13 19:45:00

Author:
UmJammerSully
Posts: 1097


Well Chaz, you could have a series of traps, some which required running and some which required waiting. In combination, this would keep you guessing.2008-10-20 10:35:00

Author:
FlowersInHisHair
Posts: 126


An area with a burning floor and ceiling (perhaps teasing the player with something to grab and swing on that won't get you far enough to make it across). After a short while however, the ceiling collapses, providing stepping-stones across the fire.

I like that one. I agree with flowers, if you mix some slow with some fast, you won't know what to expect as far as how to tackle the next puzzle.
2008-10-20 11:02:00

Author:
flakmagnet
Posts: 1084


I'd like some very tricky hints as to when to run and when to walk. A slight audio cue or something. The observant know what to do, but the people not paying attention will die.2008-10-20 14:45:00

Author:
HobocidalManiac
Posts: 117


I'd like some very tricky hints as to when to run and when to walk. A slight audio cue or something. The observant know what to do, but the people not paying attention will die.

If you reread the original post that was exactly my idea, though I didn't end up find a decen sound effect.
2008-10-20 23:05:00

Author:
dobilay
Posts: 60


If you reread the original post that was exactly my idea, though I didn't end up find a decen sound effect.
Maybe different flowers? Use one flower to show when to run and one flower to show when to walk.
2008-10-20 23:50:00

Author:
qrtda235566
Posts: 3664


Sounds, Great2008-10-26 23:20:00

Author:
Bob Tampinha
Posts: 82


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