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#1

The Lost

Archive: 62 posts


http://i601.photobucket.com/albums/tt100/standby250/lost3copy.jpg

Some of you may recognise this from the beta - and may be interested to hear that the full version will be released sometime after the LBP2 release date. A demo should be avaliable fairly soon after LBP2 launches here in the UK...
The Story's been pretty much mapped out etc. but not much else will be revealed... for now....
2011-01-11 01:07:00

Author:
standby250
Posts: 1113


Can't wait to see it, standby! If you can capture every bit of the eerie feeling and interesting gameplay aspects in the beta levels and bring them into LBP2, there's no way it won't be enjoyed.

But please assure me, will you be bringing out more story twists and new gameplay ideas?

2011-01-11 21:11:00

Author:
piggabling
Posts: 2979


looking forward to this didnt have beta but really wanted to play this when i watched the videos of it.2011-01-11 21:38:00

Author:
artise
Posts: 353


Cheers for the replies!
Don't worry - I smell many twists on the way! Obviously it's inspired by hevay rain, and I loved the fact that when I played Heavy rain, I was constantly changing my mind about who I thought the killer was. That's something I want to do here - challenge the player and make them use thier brains!

I do, however, also want to put a cerain amount of knowledge into the whole thing, and teach people things - perhaps even skills, and change thier opinions about beliefs they may have (although not touching on controversial issues). I've always been fascinated by psychology - and so that's what I'm attempting here, a kind of psychological thriller. Something that may even touch on trying to destroy certain stereotypes about people, cultures, conditions and so forth.

The story's pretty much written - and it's taken a lot of research into different things to make it work welll - such as reading up on policies and procedures on police investigations, as well as different illness and conditions, and how things work (biologically speaking), to make this series as scientifically and factually accurate as possible, but without making it boring or dull.

Prepare to use your brain that little bit extra in these levels...



P.S. The beta was just a demo. This is way better... trust me
2011-01-11 22:10:00

Author:
standby250
Posts: 1113


you said this level is going downhill...and you haven't even given it a week? lol

anyways would help to see more screens and a video if you had any of those before the servers closed
2011-01-11 22:42:00

Author:
Shadowcrazy
Posts: 3365


I know a Mr. Moss!

He's a Physics teacher.


...cool.
2011-01-11 22:44:00

Author:
tomodon246
Posts: 624


Cheers for the replies!
Don't worry - I smell many twists on the way! Obviously it's inspired by hevay rain, and I loved the fact that when I played Heavy rain, I was constantly changing my mind about who I thought the killer was. That's something I want to do here - challenge the player and make them use thier brains!

I do, however, also want to put a cerain amount of knowledge into the whole thing, and teach people things - perhaps even skills, and change thier opinions about beliefs they may have (although not touching on controversial issues). I've always been fascinated by psychology - and so that's what I'm attempting here, a kind of psychological thriller. Something that may even touch on trying to destroy certain stereotypes about people, cultures, conditions and so forth.

The story's pretty much written - and it's taken a lot of research into different things to make it work welll - such as reading up on policies and procedures on police investigations, as well as different illness and conditions, and how things work (biologically speaking), to make this series as scientifically and factually accurate as possible, but without making it boring or dull.

Prepare to use your brain that little bit extra in these levels...



P.S. The beta was just a demo. This is way better... trust me


Are you trying to make me wet myself out of excitement?
2011-01-12 02:51:00

Author:
piggabling
Posts: 2979


what program did you use to create this?2011-01-12 03:49:00

Author:
wait wtf
Posts: 853


what program did you use to create this?

uhhh...LBP2???

lol jk I know you meant the poster (you had to) in which case I'd assume it's either Photoshop or Gimp used
2011-01-12 04:46:00

Author:
Shadowcrazy
Posts: 3365


well if i didnt knew about lbp2 i wouldnt be here in the first place2011-01-12 04:58:00

Author:
wait wtf
Posts: 853


This is a fantastic level. I really, really love this because I wanted to see this in LBP2. With Sackbots now it's easier to do and way more lively. The era of "LBP quest games" is happening (hopefully).

Will be this be multiple levels? I suppose each should eventually have their thread or something. Anyhow, can't wait to play this thing in the retail game
2011-01-12 05:43:00

Author:
RangerZero
Posts: 3901


Piggabling - ermm.... yes?!

Lol. I used photoshop for the picture. The game will be done in LBP2, and all the seperate levels will only be accessible from the main menu (you may remember that from the beta). Essentially, they'll all be level linked together. That way people can only play from where they've unlocked, so there's no risk of people running ahead accidently, and then being confused as this level will be very storyline orientated!

I loved using the new tools to make this in the beta - and I can't comprehend what will be possible seeing as we only had a small sample of the toolset avaliable in the beta.

I reckon a demo will be released first while I work on making about half of the game. Then that'll be published under a main menu, with the chapters as sublevels. Then, after a while the 2nd part will be released - probably on a different PSN to preserve my level spaces.

Thanks for the posts everyone!

@Shadowcrazy: I can still put up pics - but if I do, they'll be limited. Things have changed since the beta! Looks alot better now - I mean, the construction of the scenery etc is already underway in LBP1 - so that way, I can just import the levels to LBP2 and add logic etc.

I'm actually excited too!
2011-01-12 17:33:00

Author:
standby250
Posts: 1113


UPDATE: Sorry for double post. These are the main characters who you'll play as in this game - and I swear, the use of heavy rain clothes is just coincidental! (They're pretty much the only "normal" clothes avaliable!)

Whatcha guys think?

http://i601.photobucket.com/albums/tt100/standby250/Trudycopy.jpg

She'll be responsible for the majority of the lab work done in the level - and you'll have the opportunity to play as her when examining evidence.

http://i601.photobucket.com/albums/tt100/standby250/Mosscopy.jpg

This guy's a civilian - I'm not going to reveal much more at the moment, but he gets do some investigating of his own.

http://i601.photobucket.com/albums/tt100/standby250/Hudsoncopy.jpg

The Captain - he will be a playable police officer throughout the game, often assisting and directing Detective Barrows.

http://i601.photobucket.com/albums/tt100/standby250/Barrowscopy.jpg

This guy is a great detective - you'll play as him to unravel clues, investigate evidence and, well, he's the main character. Get on with him - you'll be spending a lot of time with him in the future!
2011-01-13 21:06:00

Author:
standby250
Posts: 1113


I like the character profiles, they look very cool...also feel free to not bother apologizing for double posting if you post news like this to UPDATE your thread with...if you double post but you do it to update the thread with useful info like you just did then there's no issues

but yeah love the profiles and can't wait to see more
2011-01-13 21:44:00

Author:
Shadowcrazy
Posts: 3365


I hope this dosnt come across as rude because its not meant like that and you did ask what we thought so im going to be picky

Trudy looks quite simple I would give her some freckles make her gloves and coat white and add some buttons to her coat maybe even a nametag and a pocket (using stickers of course).

Daniel IMO looks to much like Ethan Mars and I know as you said its coincidental but this game is similar to Heavy Rain so they need to be set apart. I would suggest changing the hair and jacket but apart from that the rest is fine.

The Captain this one is probably my favourite but the only thing I would change is his skin.... keep it brown of course but im not a fan of the stitched skin.

Detective Barrow is perfectly fine how he is.

Just my opinion
2011-01-14 19:35:00

Author:
Unknown User


I hope this dosnt come across as rude because its not meant like that and you did ask what we thought so im going to be picky

Trudy looks quite simple I would give her some freckles make her gloves and coat white and add some buttons to her coat maybe even a nametag and a pocket (using stickers of course).

Daniel IMO looks to much like Ethan Mars and I know as you said its coincidental but this game is similar to Heavy Rain so they need to be set apart. I would suggest changing the hair and jacket but apart from that the rest is fine.

The Captain this one is probably my favourite but the only thing I would change is his skin.... keep it brown of course but im not a fan of the stitched skin.

Detective Barrow is perfectly fine how he is.

Just my opinion


Cheers! Nope - don't worry about being picky - I asked what you guys thought for a reason!



I'll go about adapting some changes - and post back here later! Thanks very much - this is exactly the kind of help that's helpful!

Thanks very much! Very much appreciated!
2011-01-14 21:34:00

Author:
standby250
Posts: 1113


The Lost from the BETA is simply awesome, i look forward for this game.

Congratulations for the beautiful work.
2011-01-14 21:55:00

Author:
Cauan-XV
Posts: 491


One (very) small suggestion to the characters... For males, use the 'Cartoon Eyes' - it just helps match the female, and really just look more realistic(dispite name)

...As for the character looking too much like Ethan - you could just change the outer colour of his jacket to get a difference?
http://i53.tinypic.com/28m1eop.jpg

(Although in that I've changed the skin too)
2011-01-15 16:17:00

Author:
Nurolight
Posts: 918


I played the lost demo on the beta, and i do have one peice of advice.

Its a piece of advice that i used in my game's demo!

don't use codes for loading perposes!!!

instead, use keys and locked levels. since the levels will initially be locked they can not be gone into via level link! So right before the level is done, give the player the key to the next level so that they can play it yet also load it from the load menu. This way its easy to go from chapter to chapter, while not having to memorize codes, and not have people play ahead!!!

2011-01-16 06:52:00

Author:
a_mailbox
Posts: 416


I think it'd be cool if you used level links and keys...AND after every level before heading to the next level link...the protagonist can go "let me get my car key" and then he collects the level key and gets in his car that drives off into a level link that you activate WHILE IN CAR and then you transport to the next level 2011-01-16 08:09:00

Author:
Shadowcrazy
Posts: 3365


instead, use keys and locked levels. since the levels will initially be locked they can not be gone into via level link! So right before the level is done, give the player the key to the next level so that they can play it yet also load it from the load menu.

I'd suggest code, but not complex... Just a simple word - like 'DECEPTION' or 'INVESTIGATE' (We all know someone will (re)create the Keyboard in LBP2)
2011-01-16 16:00:00

Author:
Nurolight
Posts: 918


Hey all!
Cheers for all the suggestions. I reckon I may need to mess around with the "ethan" type character a little more - but for some reason, I'm slightly against the cartoon eyes. They always seemed kind of stare-y to me, and they give me the impression of someone who's catatonic.

As for the locked levels - I have one problem with that. The problem, for me, is that the "key glitch" may still be present for some people. This means that some people may not be able to access the next level, which I find slightly unfair for others. I'd kind of like everyone to be in the same boat. Although, the idea of simple words for codes is actually an idea which I quite like the sound of! Obviously there'll have to be a character limit - for example, it can only be a 7 letter word or less. I guess by making each letter of the alphabet avaliable, as well as "spaces", that could work pretty well. I really like that idea!

Although saying that, I understand what people are saying! Thanks everyone for the suggestions and comments - very much appreciated! And, thanks for the kind words!

Tommy - you making a similar kind of level - in terms of "heavy rain" style?

2011-01-16 17:31:00

Author:
standby250
Posts: 1113


Tommy - you making a similar kind of level - in terms of "heavy rain" style?


Is that Q due to the scenery? No That's just a little house interior I made... just for a setting
2011-01-16 17:42:00

Author:
Nurolight
Posts: 918


Lol don't worry - was just curious, that's all!
You mind if I use the whole word code thing? Obviously can't use those words you said, but yeah...

2011-01-16 18:59:00

Author:
standby250
Posts: 1113


Hey all!
Cheers for all the suggestions. I reckon I may need to mess around with the "ethan" type character a little more - but for some reason, I'm slightly against the cartoon eyes. They always seemed kind of stare-y to me, and they give me the impression of someone who's catatonic.

As for the locked levels - I have one problem with that. The problem, for me, is that the "key glitch" may still be present for some people. This means that some people may not be able to access the next level, which I find slightly unfair for others. I'd kind of like everyone to be in the same boat. Although, the idea of simple words for codes is actually an idea which I quite like the sound of! Obviously there'll have to be a character limit - for example, it can only be a 7 letter word or less. I guess by making each letter of the alphabet avaliable, as well as "spaces", that could work pretty well. I really like that idea!

Although saying that, I understand what people are saying! Thanks everyone for the suggestions and comments - very much appreciated! And, thanks for the kind words!

Tommy - you making a similar kind of level - in terms of "heavy rain" style?



ok fine. but if people start to complain, its not my fault. Trust me w/ all the levels and games out there in lbp/2, people will hate having codes struck in their face that they have to remember. just sayin...
2011-01-16 19:39:00

Author:
a_mailbox
Posts: 416


Sorry if you feel offended or anything by my decision to stick with codes. I didn't intend to cause any offence or anything, I just prefer this method, as I see it as slightly more reliable. This is because I will have the ability to make changes when I want to, as well as limit the amount of potential problems going wrong out of my control - so, for example, with the "key glitch". The method of continuation needs to be figured out for me in the beginning. Because, if I later find there's something wrong with the key method, then I will then need to introduce codes - which will no doubt annoy a lot of people who it DID work for, because they'll have to start again.

Solutions for the whole code thing include the fact that you can write them down - and I am considering creating a kind of "code sheet" which will be avaliable to upload from this website, with spaces for you to write the codes in yourself. As well as this, you will only have to remember one code at a time for this level, as after you have entered the latest code and entered, you will be taken to a "chapter menu", where you can access all of the levels up to the point you have gotten to.

I mean, if I showed all the chapter selections, then it gets more confusing. How do you know which chapter you are on, and which one applies to you? For instance, sometimes, depending on a desicion that you've made, in game, you will be taken to an alternative level. So, for example, you press choose option A, and you go to level A. Choose option B, and you go to Level B.

If all the chapters are listed, it may become confusing for the person to remember what chapter thier on, as well as remembering which option they chose. I'd prefer to only let people see the levels they've unlocked, and this is what I plan to do. Like I said, only one code will need to be remembered (which would be the latest code given to you, in order to grant you access to ALL the levels up to that point that you've "unlocked"). Using Tommy's idea about having a memorable word instead of a combination of numbers etc, makes this even simpler to remember.

You recommended not having level links, but more to choose from "my earth" section, correct? This causes problems in terms of the whole moon being swallowed by loads of levels - and you'll have to find the one which applies to you. Won't look very nice, but there's more technical problems behind that too.
The main menu, as well as looking nice and building atmosphere, also means that only one player can be present to play the level through logic etc. This is because more than one person would mean the level wouldn't work and would be very glitchy. Also, sometimes two chapters will share a level space. Points given would determine which chapter you go to - and only sub levels allow points transfer, as well as sub levels having the pro of being invisible. Makes it seem more like one game, rather than loads of levels.

Make sense?

2011-01-16 20:50:00

Author:
standby250
Posts: 1113


Sorry if you feel offended or anything by my decision to stick with codes. I didn't intend to cause any offence or anything, I just prefer this method, as I see it as slightly more reliable. This is because I will have the ability to make changes when I want to, as well as limit the amount of potential problems going wrong out of my control - so, for example, with the "key glitch". The method of continuation needs to be figured out for me in the beginning. Because, if I later find there's something wrong with the key method, then I will then need to introduce codes - which will no doubt annoy a lot of people who it DID work for, because they'll have to start again.

Solutions for the whole code thing include the fact that you can write them down - and I am considering creating a kind of "code sheet" which will be avaliable to upload from this website, with spaces for you to write the codes in yourself. As well as this, you will only have to remember one code at a time for this level, as after you have entered the latest code and entered, you will be taken to a "chapter menu", where you can access all of the levels up to the point you have gotten to.

I mean, if I showed all the chapter selections, then it gets more confusing. How do you know which chapter you are on, and which one applies to you? For instance, sometimes, depending on a desicion that you've made, in game, you will be taken to an alternative level. So, for example, you press choose option A, and you go to level A. Choose option B, and you go to Level B.

If all the chapters are listed, it may become confusing for the person to remember what chapter thier on, as well as remembering which option they chose. I'd prefer to only let people see the levels they've unlocked, and this is what I plan to do. Like I said, only one code will need to be remembered (which would be the latest code given to you, in order to grant you access to ALL the levels up to that point that you've "unlocked"). Using Tommy's idea about having a memorable word instead of a combination of numbers etc, makes this even simpler to remember.

You recommended not having level links, but more to choose from "my earth" section, correct? This causes problems in terms of the whole moon being swallowed by loads of levels - and you'll have to find the one which applies to you. Won't look very nice, but there's more technical problems behind that too.
The main menu, as well as looking nice and building atmosphere, also means that only one player can be present to play the level through logic etc. This is because more than one person would mean the level wouldn't work and would be very glitchy. Also, sometimes two chapters will share a level space. Points given would determine which chapter you go to - and only sub levels allow points transfer, as well as sub levels having the pro of being invisible. Makes it seem more like one game, rather than loads of levels.

Make sense?



Oh, No. i'm not offened at all, trust me.

I understand you position but the way i've tryed didn't have any problems w/ me...

IDK. Also i ment every level is subleveled. not clustered on the earth.

I ment that there would be a loading screen, and the locked and unlocked levels would be distinguised w/ the lock in front of the Level link!

IDK. Too bad you can't see my beta level's load screen for reference as to what i'm saying.

It'll be ok. i'm still going to play it. its just that i don't like code (which is quite ironic due to the fact that i may need them for obtaining collected items in my game
2011-01-16 21:10:00

Author:
a_mailbox
Posts: 416


Awesome! Good to hear!

2011-01-16 22:05:00

Author:
standby250
Posts: 1113


If all the chapters are listed, it may become confusing for the person to remember what chapter thier on, as well as remembering which option they chose. I'd prefer to only let people see the levels they've unlocked, and this is what I plan to do. Like I said, only one code will need to be remembered (which would be the latest code given to you, in order to grant you access to ALL the levels up to that point that you've "unlocked"). Using Tommy's idea about having a memorable word instead of a combination of numbers etc, makes this even simpler to remember.

Another advantage is location. Even if you aren't at Your PS3, you could still continue from your chapter
2011-01-16 22:07:00

Author:
Nurolight
Posts: 918


Yup! Although not one I'd thought of - it could be useful for people who's playstations break - but they want to continue! (Or if you're at a mates house etc)

I'm trying to weigh up the pros and cons of text codes VS random codes (e.g. Symbols). I'll probably end up using text codes because they're easier to remember.
Just am worried about how easy my main menu will be to navigate. Hopefully shouldn't be too hard... I've just spent so much time working with it, I don't notice what's good and bad anymore...

Ah well. I can always change it - so long as the codes don't change that is. Actually that's kind another advantage to the whole level codes thing. I'd be able to change the menu whenever - be it visually etc, but levels are still easily accessible...

2011-01-16 22:17:00

Author:
standby250
Posts: 1113


Just am worried about how easy my main menu will be to navigate. Hopefully shouldn't be too hard... I've just spent so much time working with it, I don't notice what's good and bad anymore...

Perhaps if you provide a concept image, we could tell you our opinions on that?

EDIT: Well, this is what I have in my head.
http://i937.photobucket.com/albums/ad217/Tommy012345/MainMenu.png

The character is spawned from one of 4 emitters - all on a randomiser (So each time you play the level, you could get any one of the 4 characters - each having their own actions)
2011-01-16 22:23:00

Author:
Nurolight
Posts: 918


Wow! Cheers!

I did consider putting in a character, but the camera settings are totally flat, and I'm not entirely sure where I could put the characters on the menu I have.
It's hard to explain my menu at the moment - It's got more options than that, but on different sections.

Tell you what - the menus and stuff are all made in LBP1, as is the first level. Just gotta add logic in LBP2, as well as advanced cameras, change some materials and sackbots etc. If you join me sometime when I'm on LBP1 in the next few days, I'll show you -

I'm guessing by your time zone your UK, so timewise will be easier, as will the fact that you'll probably get LBP2 the same time I do.
2011-01-17 00:39:00

Author:
standby250
Posts: 1113


Man, this project seems sweet. I see you put a lot of thought into this.

One problem, how frequently will you update the lost? I remember playing the beta version and then returning to play the lost again to be delighted to see you added more into the level, but to be honest, without me returning to play the level again, I wouldn't of known you added more. If you want people returning to continue with the story once you've completed and implemented the new content in, getting them to know when new content is added is a priority. Have you found a solution for that?
2011-01-17 09:03:00

Author:
PPp_Killer
Posts: 449


Hey Rauland!

The answer - yes, and no. I figure that one thing I could do, and make clear to everyone, is that it will be updated every month or every two weeks or something. That way, because there's a set time period, I will have enough time to develop the extra levels, and even if they're ready before then, they won't be released until the day that has been mentioned before. A thread here on LBPC will be useful too - but of course, not everyone who plays LBP is a member here. I think having a set timeline would be the best plan - that way people can check back every time the time period states, (e.g. every two weeks), and can expect either an update of levels, or a message stating when the next level will be avaliable. The description in the level could play a small part in this - but let's face it, how many of us actually check that part regularly?

Whatcha think about that? Or anyone got any alternative ideas that could also work?

2011-01-17 18:12:00

Author:
standby250
Posts: 1113


I figure that one thing I could do, and make clear to everyone, is that it will be updated every month or every two weeks or something.
To make things simpler, you could update whenever there is a new chapter available? (And, of course, when an update is majorly required to fix a bug?)
2011-01-17 21:18:00

Author:
Nurolight
Posts: 918


why not just wait until the entire project is done and publish that?

have many beta testings to find bugs and issues and when its 90% fixed then release the thing as a WHOLE game
2011-01-17 21:28:00

Author:
Shadowcrazy
Posts: 3365


Shadow: Yep, that is an idea. But - I kind of want to release it slowly. Updating it whenever I want won't work - because people might not want to check back every so often, because they haven't been given guidelines for when to. So, as far as they know, it's just random. The reasons behind not releasing it all at once is because that will take a very long time. It sounds horrible and manipulative - but I kind of want to release at least a little as soon as possible - because who knows, if it's released later on, it might be swallowed more easily, and harder to find for non LBPC players. I don't want to see everything go to waste really.

For me, the only solution is to set a timeline - just like they do with TV programmes - "check back here next week for more". Kind of thing. Because, say if you were watching a tv programme, and you watched 2 episodes and then the programme seemingly disappeared then continued randomly, it would be kinda frustrating.

Or, it could be released in 4 parts. E.g. - Part 1 = Prologue, chapters 1, 2, 3 and 4. Part 2 = Chapters 5, 6 , 7, 8 etc.

Anyone understand my reasoning behind all this?
I mean anyway, I've only mapped out a few chapters so far. I still need to work on the rest. And don't you think it's slightly more exciting to play, then wait a little, then pick it up again? Rather than just play everything in one go?
2011-01-17 22:26:00

Author:
standby250
Posts: 1113


Anyone understand my reasoning behind all this?
I mean anyway, I've only mapped out a few chapters so far. I still need to work on the rest. And don't you think it's slightly more exciting to play, then wait a little, then pick it up again? Rather than just play everything in one go?

Eventually, alot will become Lost in LBP2's sea of games - so I understand where your coming from there
As for the waiting.. It sort of a hit and miss. Like TV shows, sometimes you just want to get through the story, and other you like alittle mystery. The best way to create this mystery... Cliffhangars. I suppose if you add a small cliffhangar to the end of each chapter (or section released) then people won't become overly upset at not having more. But having a gap to big may disappoint.

Perhaps if you arrange things to there being is a small gap between, rather than a whole creation gap? Eg: Release Level 1 at around the time your 3/4 of the way through Level 2. Then, finish that of, and publish it exactly 2 weeks after you published the original - whilst your at that point, you'll be 3/4 of the way through Level 3 (hopefully) and so on... (Although I suspect this is what you already had in mind )
2011-01-17 23:01:00

Author:
Nurolight
Posts: 918


Lol - yup, pretty much! Prologue = finished. Just gotta add logic. Chapter 1 = mainly finished - again, with the logic. Chapter 2 is in progress - but still needs tweaking etc. Chapter 3 - kinda. This one will be relatively short, so probably should be released in conjunction with episode.

I can get the prologue up soon - probably Saturday seeing as I'll get the game on Friday. What I'll then probably do at the end of the last level in that pbublishing edition, would be to say something like "What will happen to.....? Find out - when the lost returns with chapter 3 next sunday" Or something like that. That way people will know when to check back. If there's been a problem, I can easily explain it by leaving a note on the level. Hopefully will work out well.



Thanks for all the support by the way everyone. I kind of wish I could show this to some of you - but it would ruin surprises. I want this to be something EVERYONE can enjoy!

XD
2011-01-17 23:45:00

Author:
standby250
Posts: 1113


This sounds really interesting! This is just the type of projects I'm looking forward to on LBP2!!!2011-01-18 00:36:00

Author:
MarcusManley
Posts: 6


I really want to see whats been done so far!

I suspect the logic will be simpler to add then originally doing it, as now you know exactly what to do (Although that doesn't mean problems wont occour)
2011-01-18 20:39:00

Author:
Nurolight
Posts: 918


played the beta, another amazing level that i cannot wait to play.2011-01-18 21:17:00

Author:
Pattington_Bear
Posts: 777


The first twenty minutes of The Lost was great. It was intense, shocking and really pulled me in the movie. Meanwhile, we are introduced to Ray, a young man who is incredibly charming and terribly frightening at the same time. We see its charm in a flirtation with a girl you just met and their malice and wickedness when interacting with his alleged girlfriend Jen. This brutality is brought to another level when he committed the murder, clearly for no other reason than their own pleasure. All this takes place in the first twenty minutes of the film, which makes it difficult to escape. But after being around, they leave you wishing you had.


ummm....WHAT?
2011-01-19 09:54:00

Author:
Shadowcrazy
Posts: 3365


Sorry if I sound like a jerk or if someone else pointed this out but...
... The full version of LBP 2 doesn't save anything from the beta. I backed my profile, levels, and inventions up and nothing is able to be brought back. I had to say this now so you could have a chance to try recreating it or something.
2011-01-19 14:41:00

Author:
Figfewdisgewd
Posts: 73


About the code "issue" brought up earlier, couldn't you just use the controllinator to create a code through combination of button presses such as square, circle, triangle, circle, triangle, x, etc.? I've, personally, always hated using switches to scroll through letters (if that's how you're doing it). Also, I'd probably put in a link to the very first level in case some random player stumbles on a later chapter and can't play it. They could very well rate it with a frowny face and that just wouldn't do. Maybe have a diary he carries around that can be accessed?

This looks great and I can't wait to play!
2011-01-19 15:17:00

Author:
Fading-Dream
Posts: 164


Hey all!

Ummm... was that a film? I'm afraid the name here is simply a coincidence - and has absolutely nothing to do with this game. Even still - might be worth a play!
Oh - and about the beta stuff not transferring - way ahead of you on that. I knew this from day one, so as well as creating it in the beta, the scenery and all that I could was created in LBP1 - when this transfers, I'll just add LBP2 logic, change some material and fit in some of the new features that I've planned to fit in. All planned out - so don't worry about it! I've done what I can in LBP1 - but then again, in levels, it's the scenery which takes up most of my time usually!

The code issue, I'm afraid, will have to be done through scrolling through the different letters. I did use the method of triangle = triangle symbol, square = square symbol etc, but unfortunately that raises a problem. While it works - it's a little impractical. If you bear with me, I'll explain why:

There are 4 buttons - Triangle, Square, Circle and Cross. There are 7 input spaces - but this means that (4x7= 28) This means that there are 28 potential different combination of codes. If, for example, 15 of these lead to different chapters, that means there are 13 codes which do nothing. Unfortunately, statisically speaking here, the player has more chance of guessing a code compared to the probability of them guessing a code which does nothing. If the player is more likely to guess an correct code just out of making a mistake, or for just testing the system, they may end up accessing a chapter that they have not unlocked. Make sense?

By using words - this means that there are 7 input spaces, each with 27(27= a-z + space) different characters (7x27= (well, I'm not going to do it, but it's a much higher number)(Ok, I did it: 189 I think). Anyway, as you can see, the liklihood of somebody simply guessing a code is much less likely.

The only way to do this in an easy to understand way is to use buttons to chance the letters by moving the L stick up and down. Unfortunately, that's the way it'll have to work. I will, however, look into more solutions that are more confortable. It'll have to be like this for now I'm afraid though.

Unless anyone has any other ideas? Feel free to make suggestions!

Thanks to everyone who's posted so far! It's been very useful!
2011-01-19 18:57:00

Author:
standby250
Posts: 1113


Big fan on the Beta level. Was really great. Frustrating ending, though.. cliffhanger like that.
Can't wait to see what happens next, you know? I really liked it. Hope you succeed in doing what you set out to do, and finish the series. Will be awesome.
2011-01-19 21:29:00

Author:
firstar
Posts: 47


can't you just do a keyboard screen where you highlight a letter with the D-PAD and select with X

you can have a max of 7-10 letters entered so you can increase odds of people NOT GUESSING

and you can even make 4 letter words as well if you'd like while the other spaces could be left empty

all this should be possible if you speak with a logic man such as RTM, COMPH, AYA, ETC.
2011-01-20 03:39:00

Author:
Shadowcrazy
Posts: 3365


Hey standby the square, triangle, circle, cross can do way more than 28 combinations. just some quick examples of a way, where many more could be made. (Ill just use numbers)
1111111etc. 111112 etc 1111122etc 1111222etc 1112222etc 1111123etc 1111234etc (continue flipping them around and moving them a few spots over and you get many codes) i dont feel like typing more but it just rearranging the numbers or err... symbols would allow the codes to be expanded way further than just 28. Although I like the whole word idea, but just saying if symbols get intertwined like the numbers example you have a huge amount of different codes to use.
2011-01-20 03:56:00

Author:
bmoney2310
Posts: 187


oh and stanby you are aware there are MORE buttons other then

square
triangle
circle
X

like:

up
down
left
right
L1
L2
R1
R2

and those directional buttons are from the DPad

so yeah you have more combinations good sir
2011-01-20 04:00:00

Author:
Shadowcrazy
Posts: 3365


Cheers! Yup - am aware that there are more buttons then those 4, but those other buttons may be need to be used for other purposes.

It's a difficult situation to be in. The codes method has to be determined from the beginning - and I want to make things as simple as possible. The words have a definate advantage, but yeah, the symbols would make things easier. I just remember some people disliking having to remember complex codes, so the letter solution was developed.

I'll leave the desicion up to you guys. Letters/Words as the codes, or Symbols?
(A poll has been set up. Please see top of page to make your choice.)
2011-01-20 19:21:00

Author:
standby250
Posts: 1113


Cheers! Yup - am aware that there are more buttons then those 4, but those other buttons may be need to be used for other purposes.

which is why the FIRST DCS is for the codes menu and the other DCS is for other things
2011-01-20 19:46:00

Author:
Shadowcrazy
Posts: 3365


which is why the FIRST DCS is for the codes menu and the other DCS is for other things

But if you didn't notice, Its all done through one DCS? (Which, IMO, is better...)
2011-01-20 21:31:00

Author:
Nurolight
Posts: 918


But if you didn't notice, Its all done through one DCS? (Which, IMO, is better...)

hence why the post you just quoted was suggesting using a SECOND DCS...which wouldn't be hard and it doesn't really affect gameplay since all it'll be used for is the code input device
2011-01-20 21:43:00

Author:
Shadowcrazy
Posts: 3365


hence why the post you just quoted was suggesting using a SECOND DCS...which wouldn't be hard and it doesn't really affect gameplay since all it'll be used for is the code input device

Sorry, I thought you were implying there was already a 2nd DCS...

The biggest problem (although it probably seems a small one) is the eject and re-entering of a Sackboy, which has a really notable noise - Seeing as this is an emmersion game, it seem a little distracting, is all


Although, I suppose if you go straight to the level after entering the code, there won't be an issue?
2011-01-20 22:05:00

Author:
Nurolight
Posts: 918


Hey!
Don't worry - I know what I'm doing! It's not about the fact that it's not possible - it's entirely possible, I know exactly how to do it, and have done before.

What it is about, is making it easy to understand. I want it to be dead simple to manovure, and not just for me. Obviously it'll be easy for me to do, but I want others to be able to enter the codes easily. It's not that it can't be done - it can totally be done. I want the main menu to be simple to understand, and the main way to do this, is to use as few buttons as possible.

Make sense?



In terms of using codes made up of random symbols - again, not a problem to make happen. But people have made comments, which are totally reasonable comments to make, that it'll be likely that loads of levels will use combinations of symbols as codes. This may make these codes hard to remember, even if written down, and basically cause confusion. Which is why the words format was developed. Unfortunately, for now it'll probably have to be through going through different letters. Unfortunately, that's the way it may have to work for now. I could add other options, but they may clutter up the main menu screens which I want to avoid.

2011-01-20 22:11:00

Author:
standby250
Posts: 1113


I was a big fan of the tech demo in the Beta, and I can't wait to play the full level.2011-01-21 01:29:00

Author:
xero
Posts: 2419


Or, of course, you could just trust the player to play the storyline correctly and abolish the system altogether.
Honestly, if someone wants to ruin the storyline anyways, why would you think they would enjoy playing it correctly?
2011-01-21 01:53:00

Author:
firstar
Posts: 47


Or, of course, you could just trust the player to play the storyline correctly and abolish the system altogether.
Honestly, if someone wants to ruin the storyline anyways, why would you think they would enjoy playing it correctly?

Hey!

That's a really good point. I think I was slighlty more worried about people becoming confused about what chapter their on, or accidently going to a chapter they hadn't unlocked yet. As well as this, not all chapters will be the same for everyone who plays them. e.g. You have 2 options - A, and B. Choose A, and you go to chapter A. Choose B, and you go to chapter B. This means that when all the chapters are laid out in a menu, there may be more than 1 of the same chapter - if that makes sense...

2011-01-21 14:37:00

Author:
standby250
Posts: 1113


I agree with what you are saying about waiting a couple of weeks before publishing the next part because this is a mystery game and (I assume) you wont find out who the killer is until towards the end, so when a players waiting for you to publish the next part they have time to speculate, you could maybe even open another sub thread for when you release the first part where players can speculate. If its not too much trouble you could probably add a few easter eggs in and little clues (make them tricky of course) so the section will get more replay value....

Just another idea... cant wait to see the final though
2011-01-22 14:59:00

Author:
Unknown User


Actually, your logic on the buttons, even four of them, is wrong. It's not simple multiplication but a permutation. There are four buttons to choose from and there are seven needed for input which means the actual mathematical formula is 4P7. This means there are not 28 but 16,384 total combinations. While this is still less than letters (26P7 = 8031810176 if order of letters can be gibberish...) It's enough that people shouldn't be able to guess them.

Whatever you do decide to go with, I sincerely look forward to playing!
2011-01-22 15:38:00

Author:
Fading-Dream
Posts: 164


Hey all.

There's a demo out now if anybody's interested. Follow the link in my signature.

Enjoy

2011-01-23 18:27:00

Author:
standby250
Posts: 1113


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