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Bubbles adding extra lives to checkpoints? Also more uses for bubbles!

Archive: 17 posts


Another in a series of stealing ideas from Mario. What would you think if bubbles collected in a level slowly added to an extra life bar around checkpoints?

So currently there's no real way to add lives to checkpoints. The checkpoints just have a white ring around them with their remaining lives.

What this idea does is add another smaller bar around the edge of checkpoints that is filled by collecting bubbles. When the bar is filled, you get an extra life usable at any checkpoint when it has run out of lives.

This bar's color would be the player color of whoever picked up the bubble, and in co-op everyone fills up the same bar. In competitive modes each player could fill up their own bar.

Of course, this could be disabled or enabled on a checkpoint to checkpoint basis, or level-wide by creators. But would add some interesting mechanics available to both co-op and competitive levels that creators could use.

It would help give an extra reason for collecting bubbles, giving a more tangible reward for grabbing them beyond just points and stopping time during races.
2010-07-01 02:55:00

Author:
Vertrucio
Posts: 119


How about some kind of special new bubble that adds a life? It'd certainly allow for some interesting situations, such as putting it in a precarious place, so the player might have to risk their last life in order to get it.2010-07-01 03:06:00

Author:
Tyler
Posts: 663


Or better yet, a new type of checkpoint that gains more bars from collecting score bubbles or, slightly springboarding off Tyler's idea, a new type of bubble.2010-07-01 03:10:00

Author:
Chdonga
Posts: 388


I like this idea a lot. It could be an extra 4-segmented bar round the outside of every checkpoint. The more bubbles you collect, the more bar you get. Each player could have their own segment. If you lose your last life before your bubble bar is full, you lose the whole bubble bar!

Of course, this could be troublesome for the backwards compatability...
2010-07-01 07:16:00

Author:
Unknown User


Okay, I think we need to figure out what exactly backwards compatibility means for LBP2.

We know that LBP2 will play LBP1 levels, but have they really said anything about LBP1 playing LBP2 levels? I suspect any talk of backwards compatibility just meant that LBP2 plays LBP1 levels, and not the other way around.
2010-07-01 07:47:00

Author:
Vertrucio
Posts: 119


I'd like the idea of special bubbles filling a life bar, but also a version that instantly fills the bar.
But 4 players having their own bars? The Checkpoint gave the whole lot of them the bunch of lives and told them to live with it (I'm sure its on the other side on the door engraved in a small font ), so having the four life bars not for the Common Good when the other lives are seems a bit weird. So most of the time I'm with one bar for all.

But maybe there could be a CP that has 2 lives for each of them and the Bubble Bars. And the Bubble Bars are carried on to the next CP. If one of the players is perma-dead, they could get back in and their Bubble Bar empty. And Infinite-Life CPs would just preserve the bars, but if you fill your bar, it empties but you don't gain anything.

Oh yeah, and the ability to tweak lives' amount in CPs. And the tweak if every bubble fills the bar or just the special 'uns.
Would be a great competitor to using the Infinite-Life CP.
2010-07-01 08:00:00

Author:
Unknown User


@Vertrucio: Dw, I know what Mm means by backwards compatability in LBP2. What I was referring to was the fact that maybe changing all the checkpoints in LBP2 may affect the checkpoints in the LBP1 levels and cause problems with the gameplay, though I'm sure Mm would ensure that any changes to any or all of the checkpoints in LBP2 would affect LBP2 levels only or be completely compatible with the LBP1 levels.

@coasterfreak1235: Yeah, I can see where you're coming from on that. I think that having insta-life bubbles would be way too easy, though - getting that extra life should be a challenge, something that you have to work for through your skill in collecting score bubbles and such in levels. I can just imagine insta-life bubbles being spammed everywhere, that's the problem.

Perhaps each checkpoint in the game (bar the Infinite-life checkpoint) would have an extra additional bar round the outside. On singleplayer, you fill it up yourself, and it's coloured like all the other bars. In multiplayer, each player fills up the bar together and it's the same colour as all the other bars. But on pvp, where (from what I can tell from one of the pvp LBP2 levels I've seen) each player can be assigned their own checkpoint, the extra bar would be filled up by each player in their corresponding checkpoint and would match their colour, making it easier to see how much each player had filled theirs up. When full, the bar would light up completely. If a player loses their last life on singleplayer or pvp, and they haven't filled up their bar completely, they lose the entire life. On multiplayer, if the last player in your group dies and you haven't filled up the whole bar, everyone loses it. If you fill it up before you lose your last life, it can be used to give you a single, final life.
2010-07-02 08:02:00

Author:
Unknown User


A lot of good suggestions and variants on the base idea. Thanks guys.

Either way, it'd be a good thing to make bubbles more useful for straight platforming play. Points just aren't enough sometimes, and a lot of people aren't too concerned with leaderboard standings, especially with so many other players filling up the leaderboard. (Which by the way, the leaderboard really should default to friends list scores, not global).

If we wanted to go more advanced, MM could implement some kind of bubble collector gadget/trigger that you can place in a level that when turned on (either by incoming trigger, or at level start), it starts counting how many bubbles are collected and fills up a meter, when the meter is full it turns on and sends a signal out to whatever it's connected to. Using the new particle effect, this new gadget, when made visible, you'll see it suck up the mist that comes out of bubbles when you pop them.

This could be useful for things like, say, hooking up a bubble collector to trigger an ammo reload for the paintenator or creatinator. Or you can give extra prizes at the end of the level for collecting a certain amount of bubbles.
2010-07-02 09:13:00

Author:
Vertrucio
Posts: 119


I like the idea of a bubble collector filling up your Paintinator/Creatinator ammo, that's great.2010-07-02 09:23:00

Author:
Unknown User


But on pvp, where (from what I can tell from one of the pvp LBP2 levels I've seen) each player can be assigned their own checkpoint, the extra bar would be filled up by each player in their corresponding checkpoint and would match their colour, making it easier to see how much each player had filled theirs up.

Just wanna stop you there

In that video you saw (if that's where you got this idea), the players were actually being spawned from random checkpoints, rather than have their own specific checkpoints. Maybe you will be able to assign players their own checkpoints - but I just wanted to mention that to avoid disappointment.

2010-07-02 10:44:00

Author:
standby250
Posts: 1113


Thanks standby. Sorry, I wasn't watching carefully enough. It would be a nice feature though.2010-07-02 10:48:00

Author:
Unknown User


Still, just the feature to spawn from a random spawn point means that there is at least some level of control for spawning in LBP2 in competitive levels.

Speaking of which, about that rocket arena style level they showed off at E3 with the random spawn points, a great way to utilize a bubble collector (I'll call it the bubblenator) gadget in that competitive mode is to have random bubbles spawn at random intervals on the map. Collect enough bubbles, and the Bubblenator triggers something that gives you a temporary shield, or maybe some other powerup.

Or, on the top down go kart level they also showed off in the trailer. Every bubble you collect along the track instantly triggers the bubblenator to trigger logic on a microchip to add a small amount to a boost meter that you can use for making your kart go faster. Alternatively, you can set the bubblenator to have a value of 15-20 bubbles that need to be collected before it switches on the ability to use a big nitro ability.

The bubblenator could probably work as as something that could also be placed on a circuit board, automatically collecting bubbles and adding to its count. I don't know if allowing the bubblenator to distinguish between bubble types, or content, would be useful.

Now, one thing is, I think other creators have found ways to make collecting a bubble trigger something, but I'm not sure how. I saw this on the Miracle of Life level by Poms I think.
2010-07-02 11:35:00

Author:
Vertrucio
Posts: 119


Well, I suppose you could have a Proximity Switch attached to every bubble connected to a logic set which would activate a prize or something after you'd collected a certain amount of bubbles. The thermo would be a bit immense, though. There's probably a far easier and less thermo-consuming way to do it.

I think the bubblenator is a great idea myself. There are tons of possibilities for using it in the game and it would be a great gameplay mechanic.
2010-07-02 12:06:00

Author:
Unknown User


I believe a Score Detector is being introduced, so failing adding lives, you could always make a new Checkpoint be emitted when a certain Score is reached.

That would certainly add a more arcade-ish element to survival based levels. For example: Another regular life checkpoint at 25,000 and then another at 50,000 and then a double at 100,000, and the like.
2010-07-02 12:22:00

Author:
Valgee
Posts: 105


Sounds promising.
I would do something similar to Crash 2.
100 bubbles = 1 life
1up item = extra life
There would be a global life counter with checkpoints (which saves progress, not lives) throughout the level. Just like in Crash.
I think it could work well.

Point bubbles definitely need something more to them I feel.
2010-07-02 12:39:00

Author:
midnight_heist
Posts: 2513


Okay, I think we need to figure out what exactly backwards compatibility means for LBP2.

We know that LBP2 will play LBP1 levels, but have they really said anything about LBP1 playing LBP2 levels? I suspect any talk of backwards compatibility just meant that LBP2 plays LBP1 levels, and not the other way around.

That would be forwards compatibility, which is very rare.

Anyways, I like the idea of a seperate '1UP' bubble, though I can see it being weird with multiple players, unless it just adds an extra spawn for anyone to use from that checkpoint...
2010-07-02 17:03:00

Author:
Matimoo
Posts: 1027


All we'd need is a single-life checkpoint and we could make this with our tools, no problem A magnetic key/key switch, bubbles, an emitter, and checkpoints! Tada! Haha!

Come to think of it, I'd like single-life checkpoints. Or maybe variable-life checkpoints? The creator could choose the lives between, say, 1 and 10 lives. It'd be neat!
2010-07-02 17:05:00

Author:
piggabling
Posts: 2979


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