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#1

Challenge Concepts

Archive: 2 posts


Hey, throwing up some ideas for the future. I am in Australia so gotta wait even longer for the game . My idea was to make up little mini-challenges for others to look at, try out, and then incorporate them into thier own levels.

I figured this is a good quick way to throw ideas out there can be used by others in hopefully creative ways. My first question is would you (the general LBP populus) be interested in these or do people want only want to see the final product of larger levels? Also if these ideas have been done already please let me know.

Idea #1:

You start at the bottom of a big pit. Huge blocks start raining down on top of you and you have to dodge the falling blocks, and climb them at the same time. This will lead to the pit filling up and as you reach a certain height you can jump out and continue on. I think its a great idea of using the blocks which firstly are there to crush you to climb out and save yourself.

Idea #2:

There is a cannon at the start shooting out an object (key). You have a platform which you have to push which bounces the object up into the air again. You continue bouncing the object until you are able to shoot it into a basket or something which unlocks whatever.

The challenge could be making jumps and obstacles which require swapping to a new bouncing platform to keep this going for ages. Also you could have multiple cannons shooting multiple objects so the player has to come back a few times and do it with the object key being launched at different angles each time.

Idea #3: Blow up a tower which you have to race up, as it falls down. This is similar to the normal climbing map but the tower is dynamic and constantly moving. The difficulty of this would be blowing up a tower in a controlled way but I think once it was done it would be a completely new type of level.

Idea #4: Remake the old scorched earth. If you dont know it, its two (or more) people in tanks. You change the power, the angle of the shot and try to axe each other over uneven terrain.

Idea #5: 1 on 1 fighting. Two people start on a platform (as simple or complex as you want). They have to knock each other off. When one is knocked off the platform below is a switch. It drops a bubble on another platform.

So when he is knocked off the platform both have to race up a small obstacle course (jump challenge) and be the first to grab the bubble. Whoever was knocked off has the disadvantage of having to catch up to the other guy, etc. Then it continues again, fight on the second platform, one is knocked off and the race goes to the next bubble.

Idea #6: Here is my last idea I will put up here. This is a full level idea and would be rather large and complex.

Its a race up two towers, each identical. On the way there are a number of switches to hit which in some way effect the others tower such as starting traps, blowing up explosives, letting loose challenges, etc. The hard part is giving each side traps which are hard but dont knock people out of the race. On the other side of things people could choose a more difficult path up the tower which would give them a boost towards the top, or give a larger trap to set for the other player.


Firstly I hope I have explained them well. Secondly I would love to hear what people thinks firstly about the idea of creating challenges for people to do and then incorporate them into thier own levels. And secondly about each idea itself.

Cheers
2008-10-29 06:00:00

Author:
Unknown User


You've got some cool ideas here. I really like the pit one. I might try my hand at getting that to work later tonight before doing more work on LittleBigMetroid

Im adding to the challenge concept pool with #7

Idea #7: A puzzle I've been scheming up is one based on the game Lights Out. The premise is that whenever you click/jump/switch on a spot it switches state but changes all spots around it to the opposite state. Might be useful to make hard to reach prizes or areas that require a little thinking. Using switches or sensor/emitters would be the best way I believe.

Using switches the player would flip switches instead of actively jumping. This method allows for the path to be persistent and the player can leave it the way they want.

Using emitters/sensors the platforms would appear and disappear as the player moves about. This sounds better suited to a smaller grid such as 3 x 3
2008-10-29 16:06:00

Author:
LordDax
Posts: 79


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