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#1

Aaaaaaarrrrgghhhh!!!

Archive: 24 posts


Like most people, I want my levels to Get 5 stars and well known. My published levels are nothing to speak for. Just ones I made in A day or two. If you went to my moon, You'd see I have lots of Levels that could easily achieve 5 stars, but I never get round to finishing Them! I start it, With great detail and logic, then.. just dont feel the mood. I wanna make another level. And the same happens with that one. I dont know why. I am working now on a forest, cave style level which I haven't named yet. o far its amazing. With a waterfall, Tricky puzzles... e.t.c

Does anyone else get this? Its the same when I write novels or make movies. I just... stop..


Discus
2010-11-24 20:59:00

Author:
Alternative_sack
Posts: 409


this is exactly how i always do my level. this is da reason y i dont make rly long levels. i just dont have the patience to make one!! i just like playing the levels. hope u make ur levels soon! it sounds awesome!!2010-11-25 20:27:00

Author:
FEAR
Posts: 337


Finally, someone who feels the same way!
I always get this feeling. I think of an awesome level idea, build about 1/3 of it, but then think of another idea, and ditch the 1st. It's the only reason why i'm not fond of making levels, because odds are, i'll get a better idea, and forget the 1st. Hmm.... Excess level ideas........
2010-11-25 20:34:00

Author:
Dialgax07
Posts: 94


i have a rly short attention span. i get inspired by WAY TOO MANY IDEAS.2010-11-25 20:39:00

Author:
FEAR
Posts: 337


Hey guy's, I don't create on ps3, just psp, but I get creator block all the time.

So, at any given time, I can have three or four levels I am working on. When I get stuck, I move on to the next. I always manage to go back to the others and finish them though.

Creative block is a frustrating thing.
2010-11-25 20:55:00

Author:
VelcroJonze
Posts: 1305


Sorry, I was drawn here by VJ's post. Like VJ said work on multiple things.2010-11-25 21:03:00

Author:
Fastbro
Posts: 1277


Having worked on maybe... 30 levels. 8 of which are published, I think I've now started noticing which levels I will and won't finish.
Generally, I'll start with an interesting idea of sorts, but only the ideas that really make me drop whatever else I'm doing or playing are the ones I'll put the time and effort into finishing.

I think my issue really just comes down to motivation - I'll feel an idea isn't worth 2 or 3 weeks of work if the idea isn't particularly interesting.

I also find music helps. I'll tend to listen to other game themes, relevant to what I'm doing, (So, if it's an industrial level, out comes the Sonic 2 Metropolis level theme and whatnot. My fave.) and if I find myself bobbing along, I'll work quicker, and feel more... Accomplished, seeing what was made in only a few hours, which in turn inspires me to keep going.
If I run out of interesting music... I get bored and then I find myself moving onto other things.

Didn't really notice until the past few weeks, just how much my music choice effects my progress.
2010-11-26 22:02:00

Author:
Ostler5000
Posts: 1017


I'm the same way.I have awesome ideas AND I GET SO BORED WITH THEM.2010-11-26 22:12:00

Author:
Astronaut
Posts: 162


Like VJ said work on multiple things.

That's kind of a blanket statement, don't you think? What works for one person may not work for others. Some people find that they actually get more distracted when they keep multiple projects going and it further diminishes their gumption to finish any particular one.


Didn't really notice until the past few weeks, just how much my music choice effects my progress.

That's kind of interesting. I'm always trying to shut out outside stuff when I play video games and I've followed that pattern with lbp create but I wonder if adding in some music might help me be more creative. I always used to listen to music when I would draw and it seemed to go well, but lately I never listen to music outside of my car. Guess I'll have to try that.

For the tc, I guess you have to ask yourself how badly you want a finished level. If, for whatever reason, you consider it important to have a finished level(s) published, then you just need to knuckle down and stick with it even when your enthusiasm starts to wane: I would say that most professionally creative types have to do this fairly often in their work. You can try keeping multiple projects running, listening to music (related to the theme or not), watching movies, reading books/comics related to the theme, playing other people's levels, and the list goes on and on. I find that I'm often inspired to get back to work on one of my projects after playing another person's level, especially if there are any similarities, and if I watch a movie with similar subject matter, it always helps me get the gumption back. It's really an individual thing, though, so what works for me may not do anything for you--just try to find what works for you.

Or, if it's more important to you to have fun creating than it is to have finished levels, then don't worry about it and just have fun. Personally, I'm always experimenting with all kinds or stuff and very little of it has ever made it into a level. I've got some Transformers stuff that I'm planning on developing into a level or even a series in lbp2, but who knows if I actually will, and I've got some pretty cool spaceships that may or may not get levelized, a helicopter that I think is pretty darn cool that probably won't ever get a level, several costumes for sackbots that probably won't ever be used, a concept for a sackbot that can absorb properties from lethal objects (he catches fire and can shoot fire if he touches something on fire, etc), and so on. Most of it probably won't make it to a full level, but sometimes creativity for creativity's sake is all that I need to have a good little big time.
2010-11-27 01:16:00

Author:
Sehven
Posts: 2188


I feel exactly the same way! Actually, if I combined all of my levels, it would make a pretty good one! Maybe next time I want to make a new level, I'll make it in patch of an existing level, and then link them!2010-11-27 01:37:00

Author:
iBubek
Posts: 682


Have any of you ever been tested for A.D.D? If you have this disorder it can be treated easily through medication and you may find yourself in a creative but focused frenzy.2010-11-27 02:40:00

Author:
KILLA_TODDZILLA
Posts: 653


Have any of you ever been tested for A.D.D? If you have this disorder it can be treated easily through medication and you may find yourself in a creative but focused frenzy.

Lucki;y, I don't HAZ it, I'm actually working on a long level for once! The thermo is almost full, even if it took me more than a month!
2010-11-27 03:10:00

Author:
iBubek
Posts: 682


I was watching a video of MM showing LBP2. They said the LBP2 level "Lift Off" was made out of many different motifs. A motif is jus a little section that was built. Maybe you should try this. I have the same problem. Jus build one obstacle, puzzle, cutscene, or whatever. when you have a bunch change the materials to match each other and try throwing them together and making a theme out of it. It might work.2010-11-27 03:15:00

Author:
Kitkasumass
Posts: 494


I used to think people who did this were weird, but I've been doing it more and more recently. Basically if I run out of ideas, the motivation goes down and I never really touch it again. Or if something breaks and I don't really want to fish it. Which is a shame, as I had a pretty good level going, the finl boss broke and I've never touched it since. Oh well.2010-11-27 08:42:00

Author:
kirbyman62
Posts: 1893


I have experienced the same, and I've finally got a solution to this one. The reason you start making a level, and stop it, and start another one, is one of these:

1. You simply have too many ideas. If you have too many _theme_ ideas, just pick the best one. It may not be easy, but you have to do it in order to ever finish one level. But if you have many gameplay ideas, try using the gameplay ideas in one level.

2. Too high self-criticism. I have that, too. So, in layman's terms, your creations are crappy. I managed to create cool things by copying the best creators first, and when you have one level done, you have enough skill to make your own level without copying others. That's what I did, at least.

So, pick a cool theme from a really good creator, and make a level around that theme. Then you have some idea what is possible and what is not.

(The text above may not apply to everyone. )

Edit: Just a little tip, build themes around gameplay, not vice versa.
2010-11-29 22:12:00

Author:
Saku401
Posts: 83


Like most people, I want my levels to Get 5 stars and well known.

One tip. If you want to be well known and have 5 star levels, you're gonna have to make sure that everything you make is dumbed down to a level that the mind of an average 12 year old can understand.
2010-11-30 19:17:00

Author:
Ungreth
Posts: 2130


One tip. If you want to be well known and have 5 star levels, you're gonna have to make sure that everything you make is dumbed down to a level that the mind of an average 12 year old can understand.

Scary, but he speaks the truth. Usually any level that is tricky, difficult, or requires some thinking to figure out is instantly downgraded by quite a bit of the LBP population.
2010-11-30 19:37:00

Author:
jwwphotos
Posts: 11383


Sounds like you get bored quickly. Try making survival challenges (unique ones that stay away from timed explosives or fanged fish). They're quick to make and don't require endless hours of decoration to make them look great.2010-11-30 20:00:00

Author:
Holguin86
Posts: 875


I guess I never read the OP, but I agree with Holguin. Make smaller stuff or survival challenges and mini games.

Or..
Make it modular. Integrate the modules. Quit trying to work on the whole level at once. Too much to think about at times if you are trying to always look at the whole thing. I mean you have to think of it all here and there to wander through it in your mind to think of coherence, but when building, just do small parts and link them up. Sometimes you come up with cooler stuff if you are faced with a small little area rather than looking at half a level before the scoreboard.

..oh and have fun. Most important.
2010-11-30 20:37:00

Author:
jwwphotos
Posts: 11383


It's been said, but I find it helpful to merge levels into one.2010-11-30 22:27:00

Author:
ThisDudeRufus
Posts: 170


Scary, but he speaks the truth. Usually any level that is tricky, difficult, or requires some thinking to figure out is instantly downgraded by quite a bit of the LBP population.

True. I'm currently kinda sorta making a level called Cave'd. Its a platformer. I found with it, not so much any more, that if I drew the different sections on some paper when the idea hit me, it'd be as easy as just copying out. It worked, but now I've lost the papers in my mess of a house :/
I left it for a few months, and recently added a new section. Its really easy and smooth running, apart from one tricky bit...
2010-12-01 17:16:00

Author:
Alternative_sack
Posts: 409


I have the same problem as you! I can't even finish a single level. Mabye I upset a witch and she's put a curse on me, I don't know.

I'm trying to finish at least one level before LBP2 (I'm creating a bouncing cyberworld like level inspired by Tron and Rez), but I've done things in a weird order and created the boss first. I'll have to create the level leading up to him If I don't want him going to waste...

That's it! If your level is going to feature a boss, try building him/her/whatever first. It should help you encourage you to finish the rest of the level...
2010-12-01 17:51:00

Author:
Beed28
Posts: 200


Write down all of your ideas. Let them sit there for a while. Look at them again. Write some more. See which would work really nicely together in a level. Combine. Then start scratching ideas off that list or transform them into better ideas. Meanwhile, PS3 is off.

Now, you have some nice ideas for a level. Start drawing that level on paper. In rudimentary form, nothing detailed. Let it rest. Sketch some more. Make notes. Cut stuff away. Do research: how does this or that really works? And how can I simplify it?

Now you should have a good idea of what you can make. Now, think of how much time that will cost you and whether you are willing to invest that time. If not, how much is your maximum amount? Cut parts from your sketch until it is realistically possible for you to finish it.

Then make it.

Meanwhile, if you have an idea and you wanna try it out, go ahead and make it in LBP. Just don't go wild; it is just an experiment. Once you know for sure you are going to use it in a level, then expand it.

The point is, there is so much more you can do on paper, without the restrictions of the game, with inspiration from all around you instead of your eyes focused on a TV screen. It will also save you tons of time and you will build a nice repository of ideas and inspiration for future stuff.

Writing down ideas and sitting on them for a while is a very nice test to find out how you feel about an idea; if after a while you are still stoked about it, then you will probably not lose interest while realizing that idea into a full level.
2010-12-01 18:12:00

Author:
Antikris
Posts: 1340


I have to say, I really don't like writing stuff down. Anything I've ever written down has never been made. I have the ideas into my head, add them to the level in about 10 mins, then make the rest up as I go along, and I think it works quite well.

Plus my friend has to write everything down, which annoys me so much because we can never create when I see him.

Also, my bomb level and the level I mentioned eairlier were both just experiments. I just messed around with materials, next thing I know a fully working level is there (or almost there, in the case of the almost finished but never will be finished one).
2010-12-01 22:10:00

Author:
kirbyman62
Posts: 1893


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