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Trash Recycler

Archive: 15 posts


If any of you have played Trash Panic from the PSN, this is a beta version of the same concept for LBP2. At the moment it's very rough around the edges, but the basic engine is there and works rather well.

The concept of the level is to put as many objects into the trashcan before it overflows. Once an object falls off the side of the trashcan, the game is over. Objects will spawn randomly (at the moment there's 9 different objects), and each gives a different amount of points. To help on the way there can also spawn explosives that removes trash. At this early version there are only a few objects that are actually removed by explosives, but it's something I aim to fix by choosing custom made objects of a better material.

What I would most like feedback on is the overall feel for this kind of game, and how to improve the longevity of it. At the moment there's only explosives that remove objects, perhaps there can be a random item that will start a fire and burn items that are burnable. I would really appreciate any ideas to help make this a better level.

Big update:

"Weapons":
Match - lights flammable objects on fire and spreads between each other.
Dissolve Box - dissolves any object it touches that is dissolvable. Does not spread between objects like fire does.
Bomb - Explodes on impact (same as before).

Improved objects:
8 Objects that can be blasted, dissolved or burned. Some objects are immune to different abilities. For example, a sponge can be dissolved, burned or blasted, but an eraser can only be blasted or dissolved, not burned. And a teddy bear head can only be burned, not dissolved or blasted.

Scoring improvements:
Objects only give you score if they are put into the bin. Stacked objects over the edge does not count.

Strategy tips:
Stack objects of the same type (flammable, dissolvable) together to make it easier to remove them.

http://lbp.me/v/xbrr64
2011-02-03 15:47:00

Author:
Nordh
Posts: 25


Hey ya, played your level earlier

The good: I liked the variety of objects and the overall premise
The bad: Scenery was pretty standard, and it seemed a little buggy in that even after dropping the bomb into the trash can the game still failed me, because the destroyed objects bounced out of the zone!

Overall I think this has potential to be a fun challenge level but you need new logic as at the moment it's too buggy, and maybe make the scenery more interesting as well.

My level is in my sig
2011-02-03 23:10:00

Author:
agsrule
Posts: 89


Thanks for the feedback. It is indeed very plain at the moment, I wanted to test the engine and the overall feel for the game play and how it works in LBP before putting down a lot of time on the scenery, especially if changes had to be made to the game play that would effect the 'fluff'.

As with the original game, if you put something in that pushed something out, you still lost a life. The bomb is a tactical move of which you should know the risks. That being said, once objects are made to be destroyed, unlike most are now, the sensor will also have a higher chance of being removed before the object gets blown out of the bin.

One option, as I see it, could be to add a lid on the trash bin at the press of a button. The main problem with how to deal with that is how it would work once you're starting to stack objects over the edge.

Writing this I figured out I should add lives instead of game over once the first object went over the side. =)

I've queued your level, going to check it out once I've woken up properly ^^
2011-02-04 09:31:00

Author:
Nordh
Posts: 25


Hey there!
Played your level today.

You should work on the presentation! It's not nice to start on the level ground.
Create a really nice trash environment! It's really ugly right now.
The game is quite nice, though I didn't play the original game. But it was really annoying that you get the bomb that late. And when I dropped it, all the stuff on top flew everywhere. I don't know if that's the way it should be, but I found it frustrating. Also the emitted objects don't appear random. It's the same every time you play it.

I would work a lot on it to improve the presentation and try making the objects appear randomly.


Would be glad if you could check out my animation:

https://lbpcentral.lbp-hub.com/index.php?t=47086-Animation-When-Stars-Are-Dancing...&p=757658
2011-02-04 12:57:00

Author:
RedShadow_88
Posts: 100


That's really weird, it's been random every time I've played it, and it's using the Randomizer to choose objects. It's always different starting objects for me (unless it happens to randomize the same twice in a row). One time I had 5 out of 10 rubber balls in a quick succession in the start, another time 4 cows. I'm very certain that I would have noticed if that happened over and over.

Did you restart the level before it ended properly? Only thing I can think of is if the Randomize-logic chooses a pre-defined sequence on first load instead of being a "True Random"-logic or even time-code based random.

Design is, as I've said, something I'm not concerned with at this stage of the process. First I need to have the motor running, then I can make it look nice.

Any suggestions that would make explosives feel better? There is a strategic element to them, there should be a risk of them being harmful, but at the same time it shouldn't be so that every time you use one you lose the game. And if you do get one, you may not always want to explode it, at least not straight away.



I had actually already seen your animation, so I'll write a short sum up of it shortly =)
2011-02-04 14:07:00

Author:
Nordh
Posts: 25


I played it once and never noticed you could blow up trash with bombs. How would I go about blowing up a bomb?

Needs a backdrop of some sort. Objects randomly appearing on a table isn't very appealing looking, what if there was a shoot that objects fell out of. Of course the bouncy ball might have something to say to that idea Also the score appears in the top left for every object which obscured the view of how many points I was getting because my score box thing. It was a bit too easy too. The thing that struck me is it is called recycle, now I really don't know what would happen if you put a cow in your recycle bin!.. or bombs for that matter.(wasn't aware bombs had a purpose though) Separate it into a few bins? Could make it educational as to what goes in what bin, paper and plastic bin, food bin, land fill kinda thing. Deduct points for wrong bin. And make it a lot more fast paced. If players only had a minute on the clock, stuff pouring out of a rubbish shoot, they have to think fast, grab something and then throw it in the right bin. Just some suggestions.

One more idea could be to make it a VS level where you have to throw rubbish in your friends bins making them raise(when rubbish reaches top or a line near the top, player eliminated). Then players have to throw bombs in their own bins to lower them and it'd be a war to get the bombs. Some rubbish could be more taxing, only way I can think of that would be a big rubber wheel, stays the same. Big cow, gets eaten by flies/ decomposes and eats up half the space it did when it first got put in. The objects would morph as they fall in the bin or after certain time they collapse, making object choice critical. so a cow would be 2 pieces, decomposed innards, surrounded by shell of full cow which dissolves after x time. Makes me think you could mix a few bomb types, one that induces rapid decomposition, one that just plain blows a hole in your rubbish and so on.
2011-02-04 15:18:00

Author:
OneEyedBanshee
Posts: 1370


I think OneEyedBanshee's idea about making this a versus level is genius! If you can work on the basic gameplay mechanic and publish this as a versus I'd definitely check it out again 2011-02-04 16:12:00

Author:
agsrule
Posts: 89


hey, nice concept and a good foundation for a game, i third the motion for a versus mode! obviously some imrovement on the visuals is needed, but as you said its a test level so all good, nice work mate

thanks for checking out https://lbpcentral.lbp-hub.com/index.php?t=47633-Bluedot-City-%28unique-zombie-survival-game%29 bluedot city, glad you liked it

Cackfog
2011-02-04 16:56:00

Author:
cackfog
Posts: 59


OneEyedBanshee,
Thank you for the feedback. A chute of some kind would be really great, if I figure out a way to not make bouncy stuff bounce away, and bombs blow up when they drop.

There are 2 kinds of explosives in the level at the moment, the box and the normal mine. The mine explodes if you drop it from a certain height, the box explodes only if something else explodes nearby it. A timer after you let it go, or a switch to blow up all boxes in the trashcan would be rather easy to pull off. It's meant to be two different alternatives to how to use explosives.

I'm not sure what you mean by the score-thing. It's supposed to just add to your points whenever a new object spawns (I know, you shouldn't get points for the object that finally falls off, but can't think of a way to fix that).

As for being easy, the object of the game is to not get an overflooded trashbin, if you can survive for a long long looong time, then it's too easy, but at the moment there's a bit too few ways to get rid of trash, so it's a bit too quick. I think that in a more complete version I will add a timer so that if you can keep the trash to a low level, you still need to be fast to maximize points.

The next object I'm planning to add is a match that lights up once you let go that will set fire to objects that are flammable, and have them disappear.


An educational sorting game is a whole different concept, but not a bad idea for a versus level actually. Someone should do that!
The plan is to make several differently themed levels, start with small objects (pen, rubber, sponge), move on to medium objects (tables, chairs) and then large objects (buildings, boats, cars). Cows are probably not going to be a object that will make it to the final version . =)

A versus level would be awesome, each player has his own side, if you clear trash from your side some trash drops on your opponents bin.

I really like your idea about decomposition and having a decomposition bomb of sorts. It's definitely on my to-do list.
2011-02-04 17:28:00

Author:
Nordh
Posts: 25


I don't want to repeat a lot of what other people have said, so im going to keep this short.

I like the concept, and i am sure you are planning on putting in a lot more. However, it needs an environment and atmosphere around it!

There simply not enough going on, and the bin itself is far too simple, it would be nice if there was a bar to show how full up it is, and you not being able to see inside.

You could also add in a separate method for decomposition with the bombs, like making the player wait between bombs so they cant just fire off loads at once. Or you could actually have it so the bin gradually crushes the objects from the bottom, along with a timer.

I also think that it would be cool if you made it a versus game, so with a time limit and the person who manages to dump the most wins.

Thinking more complicated, you could even have a way they can take the trash out and dump it somehow each time they fill it up.

Anyhow, i look forward to seeing more from this!

If you have the time, please take a look at my mini-game, link in my sig.
2011-02-05 17:11:00

Author:
Steve
Posts: 134


Redshadow_88,
I understand the problem with the "not random" now. Randomizers are apparently not random. And seeing that whenever I played the level it was after I've changed some logic somewhere, so it would seed a different random sequence every time I played it making me believe it was working as it should. I've formed an idea in my head to solve this problem by choosing a new random number every 0.1 seconds, but it will only emit if the logic that exists now shows to be true for emitting. That way it will be based on the players own timing which is the new random number. Having the same game twice in a row would be next to impossible, unless you can time your trash-throwing within a 0.1 second margin for every shot


Steve,
Thanks for the feedback. Crushing from the bottom could be a special object of some sort, like on a timer that you can only use once every minute, and it will only crush the objects that actually touch the bottom.

I'm not a fan of not seeing inside though, the point of a long game is to be able to stack in a way to make the objects take as little room as possible. If you can't see inside, you lose the ability to play strategically and it becomes a random game of luck on how the objects happen to stack.

I've queued up your level, and will try it later this morning when my wife wakes up and the bedroom can be occupied by gaming
2011-02-06 05:20:00

Author:
Nordh
Posts: 25


Updated to v0.6Beta.

New features:
A better random engine: It is now time-based, so no two games should ever be the same. It chooses a new "random" object every 0.2 seconds, but will only spawn it if the other spawning requirements are met. Thus you'd have to play your games timed exactly the same to get the same objects.
A life meter: Now you can drop 3 objects out of the trashcan before the level is over, and it is visually indicated by a counter on the side of the trashcan. Design-wise it's still a temporary thing.

Next update will include more suitable objects, the objects will only give you score once they get to the trashcan (even if they fall off afterward) and possibly support for object-destruction such as fire.
2011-02-06 11:07:00

Author:
Nordh
Posts: 25


I played your level and didn't quit get it....

I draged all the strange stuff in the trash bin and nothing happend?





That's really weird, it's been random every time I've played it, and it's using the Randomizer to choose objects. It's always different starting objects for me (unless it happens to randomize the same twice in a row). One time I had 5 out of 10 rubber balls in a quick succession in the start, another time 4 cows. I'm very certain that I would have noticed if that happened over and over.

Did you restart the level before it ended properly? Only thing I can think of is if the Randomize-logic chooses a pre-defined sequence on first load instead of being a "True Random"-logic or even time-code based random.


The random logic thing is not completly random. I have used it on one of my levels too and i had the extact same experience
2011-02-06 16:46:00

Author:
Unknown User


heronemis,
if you checked the later replies, I've added both explanation and fixes to the problem with random already.

It's a survival challenge, there's nothing more to it than stacking stuff in the trash bin and keep on doing it for as long as possible before it fills up and floods over. The more objects you can stack, the more points you receive.
2011-02-06 17:03:00

Author:
Nordh
Posts: 25


Big update:

"Weapons":
Match - lights flammable objects on fire and spreads between each other.
Dissolve Box - dissolves any object it touches that is dissolvable. Does not spread between objects like fire does.
Bomb - Explodes on impact (same as before).

Improved objects:
8 Objects that can be blasted, dissolved or burned. Some objects are immune to different abilities. For example, a sponge can be dissolved, burned or blasted, but an eraser can only be blasted or dissolved, not burned. And a teddy bear head can only be burned, not dissolved or blasted.

Scoring improvements:
Objects only give you score if they are put into the bin. Stacked objects over the edge does not count.

Strategy tips:
Stack objects of the same type (flammable, dissolvable) together to make it easier to remove them.
2011-02-19 11:50:00

Author:
Nordh
Posts: 25


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