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How could you make a Karma tracking device?

Archive: 9 posts


Ok I want to add a karma tracking device into my RPG level which will make it seem more realistic. This karma will be either good, neutral or bad when you get to the end. I need a system/logic tool that will tell the player if he is neutral, good or bad at the end of the level based on actions. Killing, stealing, etc. It has been done before quite well by mr_mach. Can someone please comment and help? 2010-08-06 00:12:00

Author:
Barnsy_AKA_ash
Posts: 293


well you can tie any good/bad karma actions to a 1 shot emitter emitting blocks with infinate lifetime and a mag key on them into one of 2 channels with mag switches of the same colour up the side. Each mag switch is connected to a light next to the scoreboard at the end of the level Green = Good, Red = Bad.

The more karmic things you do the more lights you have.


Good/Bad
* ++ *
| |= . | |=
| |= . | |=
| |= . | |=
|[]|= | |=
|[]|= |[]|=
2010-08-06 01:27:00

Author:
Strangepom
Posts: 445


Working on the idea of strangepoms if there are set pieces then have a notice or a magic mouth pop up and tell you your karma rank after doing the set piece2010-08-06 02:00:00

Author:
AssassinatorRFC
Posts: 715


AAIGHT i got something for you add me psn : nowblink i think my system rlly works well.2010-08-06 05:48:00

Author:
nowblink
Posts: 105


How complex does it need to be?

One thing that comes to mind is some kind of incremental bolt counting system. Each stacked wheel could have a different amount of adding/subtracting, like "+1", "+10", "-10", etc. The absolute maximum to this kind of system is "360", but it'd be easiest to maintain under about "100". If an incremental bolt counter fits your needs, I could publish a copyable level for you with an example.
2010-08-06 06:12:00

Author:
Incinerator22
Posts: 3251


Incinerator you have heaps of good logic, I was suggesting the most simple thing I could think of.

If I were to incrementtal bolt logic I think I would want to use your motor bolt that changes direction as well. so one half of your bolt is good the other half is evil and thet way you could have 1 scale for good/bad.

Only issue is making sure you dont go past the maximum ... how many increments can you fit on a single bolt?

Or were you suggesting that the incremental bolt could be used to gauge a variable amount of released karma? In which case the bolt would need to be resetable.
2010-08-06 07:48:00

Author:
Strangepom
Posts: 445


If you both want to add my addition account, Press_The_Button then you van show me. 2010-08-06 09:32:00

Author:
Barnsy_AKA_ash
Posts: 293


a made this a while ago, so i forget how it exatly works. but maybe this might help a little

http://www.youtube.com/watch?v=LIg5TFnyeL8
my basic concept was with each action, a ball is released, either a good or bad. (karma)
these good or bad 'points' change the meter, which has 3 outputs, so just like you said: good, neutral, bad.

its not perfect but was a prototype, it does take up lots pf thermo but im sure it could be reduced.

edit - after watching this again, it does seem its not the most practical way XD but perhaps the general ideas might help
2010-08-06 10:10:00

Author:
samalot
Posts: 591


I've got a pretty good karma system from nowblink. I've now made it also make u go to jail if your near a guard of your on bad karma. 2010-08-06 10:22:00

Author:
Barnsy_AKA_ash
Posts: 293


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