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Idea: Level that Changes from Cute to Creepy

Archive: 4 posts


So I remember playing a game awhile back, a cute (but not) little platformer called Eversion, where as you progressed the game degraded slowly from cute and cuddly to creepy and unpleasent. However it did so with an interesting method, at certain key points you could "evert" and the entire level itself changed. The main layout itself stayed static, but all the individual objects within, enemies, etc degraded with each shift, going from almost harmless little goo balls with cute eyes to terrible black and red death machine with razor sharp fangs.

I adore this idea and would love to adapt it Little Big Planet style. However I'm not sure what would be the most thermo efficient method to create a tiered system (I'm thinking 6-7 tiers of deprecation) that changes everytime the player grabs a special spot. As per Evert, I'll probably denote a spot where you can shift via a slight change in the background of the level, aka gogo enviornment tool!

Basically here's what I'm thinking, 6-7 varying songs (probably shifting from Ok Go to lowering tones of The Gardens them, then shifting down into Wedding theme halfway) and finishing off with absolutely no sound at all.

However this requires a pretty notable logic system. First off at each shifting point I'll need to tone down/up the background a bit, so their will need to be triggered enviornment tools at those points and points on either side that set it back to normal.

However if you are at Tier 6 and are standing on, say, the T3 spot, nothing is supposed to happen unless you are at the tiers you'd shift with it D:

So already the logic is complex, then add in changing music based on what tier you are at and the fact the entire map's worth of objects change based on your tier, yes, quite a tricky logic system indeed. Normally I'm pretty solid on logic but this one is huge so I came here to see if any fellow logicers have any tricks they know of to ease this.

I'm also still working on the theme, I'm probably going to go with a gardens theme that slowly falls apart, dying flowers, dead tree, etc. But I'm terrible with detailing so if anyone has any good ideas for this level, I'd love to hear it

Thank you for any input!

-lionhart180
2011-01-06 06:06:00

Author:
lionhart180
Posts: 200


Kind of like Silent Hill? lol
If you don't know, Silent Hill is a game where the town would transition from regular to creepy, with monsters and bloodied walls accompanying it.

Maybe you should save this for LBP2? I'll be glad to help. =]
2011-01-06 07:33:00

Author:
Ricano
Posts: 434


I think i've seen a video of that game, a level of it could be great if done well2011-01-06 19:38:00

Author:
Radishlord
Posts: 706


Well Ive built a decently working logic system for the tiers, now I just need to develop individual logic boxes to control the various creatures. Also I want to set it up so that when you destroy a creature and then shift to a new tier, the new tier's version of the monster doesn't spawn. Instead if you kill the creature on any tier it stays dead, so I either need to make the creatures actually physically change themselves, or figure out a way to destroy said creature and reimet its new version close to the same spot where it was.

Ow... my head...

Seems building creatures capable of changing themselves via internal mechanisms is my best bet, this is going to be a headache...
2011-01-06 19:53:00

Author:
lionhart180
Posts: 200


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