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History of Mm Parts 4 & 5

Archive: 7 posts


Seeing as it’s the second anniversary of LittleBigPlanet’s release this week, we thought we’d finally get around to publishing the final two chapters written for the <a href="http://www.mediamolecule.com/about/history/" title="">History of Mm section of this very website</a>.

These final chapters are more about the development of LittleBigPlanet than they are about the company forming, as we hear from Alex Evans about how the game started to take shape and become the game we all know and love today.

<blockquote>“<em>Before we put layer restrictions in we had some awesome levels, but the camera was massively zoomed out, with wild camera zones. It was 3D, and deep, but it felt slow, and you never connected with sackboy because he was only four pixels high. “<em>

“<em>So superficially, even though when you watch the old videos it feels much bigger and more epic, to play it was far less fun. There was no character customisation, and the levels were realllly hard.</em>”

“<em>Making and designing them was absolutely <em>jedi mind trick</em>, because it was so unconstrained. You spent hours with Auto Z” [the thing that makes sackboy automatically change layers when you jump.]

“<em>People complain now… You think it's a bit tricksy now, but in that version you could just jump and Sackboy would go wooooosh and fly 100 meters back to the nearest block. So building levels was really hard.</em>”</blockquote>

Read <a href="http://www.mediamolecule.com/about/history/pt4/" title="">Part 4: Taking Shape</a>, and <a href="http://www.mediamolecule.com/about/history/pt5/" title="">Part 5: Ship it!</a> Over in the History section, or if you missed them, you might want to check out <a href="http://www.mediamolecule.com/about/history/" title="">the first three parts</a> first!


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2010-11-02 19:00:00

Author:
Spaff_Molecule
Posts: 421


finally! this will be intresting to read 2010-11-02 19:14:00

Author:
>er.
Posts: 785


The ribbon sounded like a cool feature. I can understand why it was cut, though.2010-11-02 19:36:00

Author:
FlipMeister
Posts: 631


Yes! Finally!

Been waiting a long time for these

*Disappears into metaphorical book*


“The ‘50 layers glitch’ is the closest you can get to that old mode, and exists because, well, it used to work like that, it’s just constrained now. The backgrounds are all just built with Popit, but with the ability to rotate on different axis to get different shapes.”

Unfortunately you probably won't read this, but there's a little typo here

“Finally they said ‘Alex we’ve got to get rid of the ribbon’, and I spent a day removing it, and then the code was suddenly so much cleaner, a bunch of bugs went away, the game got faster, the camera a was better.“

Unless of course you're canadian!
2010-11-02 20:06:00

Author:
Weretigr
Posts: 2105


I didn't hear about these the first time! Kind of glad I can read the whole set (I waited for all the Harry potters too!)

Found this interesting:
?Mark?s Girlfriend of the time found us a brilliant book keeper - Mags, and also found our offices, which we got on a short term lease because they were planning to knock the building down, which they never have, but which was really handy because we didn?t know if we were going to be around in six months, let alone three years which is the normal kind of lease. ?
Mags = Mags the mechanic?

Anyway, this sort of thing really interests me. I really hope Mm do something similar for LBP2!
2010-11-02 23:15:00

Author:
Jedi_1993
Posts: 1518


that's possibly the ''another story!'' they talked about :]2010-11-02 23:43:00

Author:
>er.
Posts: 785


Who else thought of how to do ice in LBP2? 2010-11-09 11:43:00

Author:
Rogar
Posts: 2284


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