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Saving stats in an rpg

Archive: 15 posts


In Lbp2 people will make rpgs, but can you save a players data without cluttering their community stickers.How would you save of players progress,level,skills,how could you make the stats carry over to the next level? These questions have me baffled.
Discuss. Please post
2010-12-01 23:54:00

Author:
supremeoverlord1
Posts: 117


Quite honestly there is no way aside from stickers. Points used to carry over through level links, but they don't anymore.

I'm not sure if anyone will be able to find a clever solution, so until someone does, I'm personally just avoiding stats.
2010-12-02 01:18:00

Author:
AeroForce22
Posts: 392


You could probably create a code in order to load stats and skills somewhat like the passwords in MegaMan: http://www.freewebs.com/megamancodes/MegaMan%205%20Master%20Password.gif. setting up AND gates to unlock skills and levels based upon a specific input code might be complicated, but it is probably doable.2010-12-02 02:15:00

Author:
Burnvictim42
Posts: 3322


Honestly I find the solution of using a sticker, code etc unnecessary. I would just use the actual levels as the save points.

Take for example,

Experience
I would just build the RPG in such a way that the player will always have the same number of experience points at the end of the first level. There's numerous ways this could be achieved through clever design.

1. Progressing to the next level could require a certain number of experience points (let's say 100) so when the player starts in level 2 just create the level so that the player starts with 100exp points straight away.
2. You could trick the player. You could build the level in such a way that no matter which path the player takes to progress through the level they will always end up with a certain number of exp points. You could make the number something like 534 to try and hide the fact that it is a predetermined number from the player. Using a nice round number like 500 could make the player suspicious.

Player Chosen Stats
Many RPG's allow the player to assign points to certain attributes or abilities (e.g. Strength, Dexterity, Endurance, etc). A feature like this gives the player more control and more varied gameplay. Again there are numerous ways to carry this from level to level without a save function.

1. Using a similar system to example 2. for Experience the player will, after completing level 1, have collected a predetermined number of points that they will have assigned to certain attributes. Again it would be a good idea to use an odd number (Let's say 17). At the start of level 2 the game gives the player the ability to re-assign those 17 collected points in a new order. Not only does this negate the need for a save function but also lets players fix mistakes they may have done in the previous level or try out a new system.
2. The game could override the player's previous choices. Obviously simply resetting the player's stats to something else would just annoy them but if you were to create a, convincing, story as to why the player's stats were changed then you could very well make your RPG much more interesting.

These methods could be adapted to any part of the RPG though, including; collected items, spells, classes, etc.

I just think that having a save function in LBP(2) is cumbersome and unnecessary since, through some creativity and clever design, you can give the player the illusion that their game is being saved. Sure the second time they play through the game they may pick up on the tricks used but you will have given them a great first experience.

And if you don't want to use these methods you can always use a sticker or code style save system as suggested.
2010-12-02 04:48:00

Author:
SR20DETDOG
Posts: 2431


Maybe you can work around it, but a save function is definitely not unnecessary. Part of the attraction of RPG's, and arguably the genre-defining part, is that you can develop your character in the direction you prefer. Taking this away from the player at the end of the level will just irritate him, no matter how good you dress it up. Another aspect of RPG's is that they take a long time to complete, so players will want to split the experience into multiple play sessions. Both these aspects require some form of storage, and RPG's will remain quite limited without them.2010-12-02 11:24:00

Author:
Rogar
Posts: 2284


Maybe you can work around it, but a save function is definitely not unnecessary.
You're right it not unnecessary, that was poor word choice on my part.


Part of the attraction of RPG's, and arguably the genre-defining part, is that you can develop your character in the direction you prefer. Taking this away from the player at the end of the level will just irritate him, no matter how good you dress it up.
I'm taking this away entirely, the player can still develop the character how they want. It is a good point though.


Another aspect of RPG's is that they take a long time to complete, so players will want to split the experience into multiple play sessions. Both these aspects require some form of storage, and RPG's will remain quite limited without them.
Even with a saving system though, it would still be quite limited wouldn't it.

I mean there's no way to actually carry over information from one level to another.
If you could keep the whole RPG within one level it still wouldn't help much if players wanted to finish it in multiple play sessions. A code style save system can only take the player to predefined points in the game anyway.

Without a proper tool I can't see how a proper save save system can actually be made.
Maybe I'm just missing something.
2010-12-02 11:49:00

Author:
SR20DETDOG
Posts: 2431


Yeah, a specialized tool from Mm would be best. Stickers or codes do help somewhat, though. A long enough code can store any information you want, but is not very user-friendly. With stickers you can't actually carry over experience points, but you can have one for each ability you gain, so you only lose unspent experience.2010-12-02 12:21:00

Author:
Rogar
Posts: 2284


Points used to carry over through level links, but they don't anymore.

Points still carry, but something about it seems to have changed in such a way as to break the existing implementations (rtm223's and upsilandre's at least) of using that to transfer data.
2010-12-02 12:24:00

Author:
Aya042
Posts: 2870


Quite honestly there is no way aside from stickers. Points used to carry over through level links, but they don't anymore.

I'm not sure if anyone will be able to find a clever solution, so until someone does, I'm personally just avoiding stats.what?! why would they take that away? that would be soooooo useful!
2010-12-02 13:42:00

Author:
Bernkastel
Posts: 127


I think that you would need to simplify the system if you wanted the same effect as a real RPG -- the more complex, the less that the suspension of disbelief is held. I think you would need to eliminate attributes and experience entirely and leave only sticker-activated moves.

If Media Molecule ever makes any more Creator Packs, RPG tools should be included. More than just this, though; there should be creator-customizable "menus" for the level and something better than stickers to give sacks moves. Heck, we need a full RPG pack.
2010-12-03 02:35:00

Author:
Number7Million
Posts: 248


You can make any menu you want from the current logic. For instance, a simple row of options can be controlled by connecting the output of the analog stick's up-down to the cycle input of a selector. I just want to store game data. 2010-12-03 22:26:00

Author:
Rogar
Posts: 2284


If you made an rpg where you distribute points to skills when you level up,is there a way to save this through multiple playthroughs of the same level and bring the points to a sequel level,this is one example i was thinking of.Also what if your stats went up every time you level up,how could a player keep their level on subsequent playthroughs and in a sequel.Are both of these possible.Please continue to discuss.2010-12-03 23:11:00

Author:
supremeoverlord1
Posts: 117


Ok, so this may not work as I don't know all the doo-hickeys of the Beta but assuming that score still does carry over, couldn't you just use a mix of score and stickers? Points are your XP so to speak and Stickers are for when you actually reach the level? This seems like an easy enough method and I can't (not saying there aren't) spot any potential flaws.?2010-12-04 19:44:00

Author:
I_PUNT_KNOMES
Posts: 42


Sorry i forgot to say without stickers2010-12-04 22:38:00

Author:
supremeoverlord1
Posts: 117


I believe in power of codes 2010-12-05 03:00:00

Author:
Shadowriver
Posts: 3991


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