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#1

Non-Linear Progression?

Archive: 13 posts


I haven't been involved in the beta at all, so I'm in the dark about a lot of things and hoping some people more educated on the subject might be able to confirm or deny if these ideas are possible or not. I understand that we can post sub levels and create one long progression of levels like a full game.

E.G.

Level 1 ----> Level 2 ----> Level 3...

But what I'm wondering is if there is if it's possible to have an explorable "central hub" level like Mario 64's castle, Banjo-Kazooie's Gruntilda's Lair etc. and hop in and out of the levels to make an entire game world?

E.G.

City Level <-----------------> Central Hub Level <-----------------> Forest Level
A
|
V
Cave Level

Theorhetically, this should be possible, right? I also have a a few questions regarding this system that I'm hoping some people at least have an idea about:

1. I've read around that it's possible to create an inventory, which alone is pretty impressive, but is it possible to bring that inventory through to other levels? For example, say the way into the "Forest Level" is locked but you can find the key in the "City Level" and bring it back to the Central Hub to open that level up.

2. With this system, what if you were to quit a level at any time? Assuming the inventory thing works, is it possible to save a player's inventory for when they come back or would they have to start the whole game again? I can't see any way of doing this but I hope I'm wrong.

I probably have a lot more questions regarding this too, but I'd like to know the limitations of this system first. Thanks in advance for any responses. ;P
2011-01-13 20:49:00

Author:
UmJammerSully
Posts: 1097


The central hub thing is entirely possible.
Inventories between levels can't be done yet, unless you do what some people did in lbp1 and use sticker switches to unlock new parts of levels.
And apparently scores are kept when linking to your own sub-level, I think rtm223 worked out a system to save some variables using that. It isn't quite an inventory though.
2011-01-13 20:56:00

Author:
Radishlord
Posts: 706


Yes, you can place different links to one level and brunch the story. But to quastion

1. rtm223 technique is to use score that transfer over as a data carries. But you can only carry 19-bit of data, one bit is like single toggle state that can be turned off and on, ofcorse you workaround it to switch unneeded on specific point of story bits and give them new function.

2.Nope, it's impossible currently
2011-01-13 21:30:00

Author:
Shadowriver
Posts: 3991


Thanks for the info, guys. Much appreciated.

I had an idea that would solve the inabilty to save progress issue somewhat and is definitely something I would be fine using. Is it possible to level-link particular levels and still have them locked and require a key like LBP1? For example...

Let's say all the levels in the Central Hub are locked except the "City Level", the player would have to travel to the city level and find the key for the "Forest Level", then they could travel back to the Central Hub and unlock it. Is that scenario possible?
2011-01-13 22:19:00

Author:
UmJammerSully
Posts: 1097


Yes, if your level is locked you can;'t able to use the link to that level without getting a key before. Ofcorse you don't need to use them for the story progession (or else you want user to access later areas), sub-levels are not visible for other players and can be accessed only by linking, also sub-levels links are only way to transfer score and use trans-level communication of data as result.2011-01-13 23:09:00

Author:
Shadowriver
Posts: 3991


Yes, if your level is locked you can;'t able to use the link to that level without getting a key before. Ofcorse you don't need to use them for the story progession (or else you want user to access later areas), sub-levels are not visible for other players and can be accessed only by linking, also sub-levels links are only way to transfer score and use trans-level communication of data as result.

Ah right, excellent! So I could have the central hub level (How many times have I used that term in this thread now? ) as the main level that people will select to access the game, then access all the individual levels from there. That's great!

However, now there's new obstacles I have thought of. A minor one and not exactly related, but say I wanted to have a cutscene at the beginning of a stage. Is there any way to have that cutscene automatically skipped if the player has already seen it? I'm doubtful this is possible without a "PRESS X TO SKIP CUTSCENE" sort of thing which is OK I 'spose but not ideal.

Also, is the maximum level limit still at 20 levels? That's not bad by any means but with this whole level-linking thing I know some people will want more. Also, are LBP1 levels included in that count? E.G. If I published 4 levels back in LBP1, I can only publish 16 levels in LBP2 unless I delete the ones I uploaded?

So many questions!
2011-01-13 23:36:00

Author:
UmJammerSully
Posts: 1097


If you use that score thing to inform that player already seen it then yes.2011-01-14 04:50:00

Author:
Shadowriver
Posts: 3991


With this system, what if you were to quit a level at any time? Assuming the inventory thing works, is it possible to save a player's inventory for when they come back or would they have to start the whole game again? I can't see any way of doing this but I hope I'm wrong.

You'd have to resort to a savecode system, for which I did a prototype in the beta. You can effectively encode arbitrary binary data into an alphanumeric code which the player would have to write down, and re-enter when starting the level again.

Not the most elegant of solutions, but it does work.
2011-01-14 09:49:00

Author:
Aya042
Posts: 2870


Ah, handy to know. Thanks. I'll try avoid using that though if I can as it doesn't sound very user-friendly.2011-01-14 10:00:00

Author:
UmJammerSully
Posts: 1097


Also, is the maximum level limit still at 20 levels? That's not bad by any means but with this whole level-linking thing I know some people will want more. Also, are LBP1 levels included in that count? E.G. If I published 4 levels back in LBP1, I can only publish 16 levels in LBP2 unless I delete the ones I uploaded?

You have 20 level slots in LBP1 and 20 slots in LBP2 adding up to a maximum of 40 levels published combined.
2011-01-14 10:20:00

Author:
Slaeden-Bob
Posts: 605


You have 20 level slots in LBP1 and 20 slots in LBP2 adding up to a maximum of 40 levels published combined.

You have a reliable source for the 40-level limit, or are you just speculating?
2011-01-14 10:55:00

Author:
Aya042
Posts: 2870


You have a reliable source for the 40-level limit, or are you just speculating?

This was confirmed ages ago, in a couple of interviews. CBA to find a source, but it's true what we were told... Feel free to search for yourself if you're in doubt. There was lots of discussion about "why can't we just have 40 LBP2 levels" etc. at the time.
2011-01-14 11:51:00

Author:
rtm223
Posts: 6497


Feel free to search for yourself if you're in doubt.

No need. Just asked someone who actually has the game - can't get more reliable than that.
2011-01-14 12:08:00

Author:
Aya042
Posts: 2870


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