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H.A.T.E. (Human Aptitude Testing Experiment)

Archive: 20 posts


I am already feeling good about this project. I finished the first room and it is already looking sweet, particularly because it will be inspired by Portal which features clean, straight lines. That makes the job much easier on me and it still looks professional.

It will feature:

- Clever puzzles to get to the next room.
- Rooms get progressively harder.
- Clean white and red setting.
- Robotic guide that will probably not be evil, but is ultimately cold and emotionless obviously.
- I will try to add dark humor.

Sound like Portal enough? Yeah, it may be a shameless rip-off, but I think it would work really well in LBP. Hopefully, I can add enough where it still feels original.
2008-11-15 08:59:00

Author:
Voltiare
Posts: 646


Dunno if you considered it, but on moving to new rooms, you could make a sort of "Portal" effect. Make a hole in the wall, have blue glass (like a tube if possible) running into the next room, and put the orange gradient effect sticker on the end nearer the 'destination point'.

I dunno. I just woke up so it sounds like a good idea at this moment.
2008-11-15 09:06:00

Author:
Unknown User


Dunno if you considered it, but on moving to new rooms, you could make a sort of "Portal" effect. Make a hole in the wall, have blue glass (like a tube if possible) running into the next room, and put the orange gradient effect sticker on the end nearer the 'destination point'.

I dunno. I just woke up so it sounds like a good idea at this moment.lol Nice.

Well, keep in mind that it isn't Portal, but a rip-off of it. It follows the formula that Portal had with puzzle solving to get to the next room, but there will be no portal gun and therefore no portals. I wouldn't even know how to make a portal gun if I tried.
2008-11-15 09:11:00

Author:
Voltiare
Posts: 646


if you want to make portal, you should do it properly.

TO make a portal gun: Attach the checkpoint to a mechanical arm which is controlled by the player. The player would need to "aim" by moving the arm via switches and then killing their sackboy.

When you enter a room you activate a checkpoint, then you move it around the level, and then you die and are re-spawned at the checkpoint in its new location.
2008-11-15 23:51:00

Author:
accordion
Posts: 76


How strange, I've been thinking about this all day but I came to the conclusion that it was impossible to make a portal gun that would be playable. Still, I'll definetly check out your level when it's done and hopefully you'll prove me wrong.2008-11-16 01:13:00

Author:
UmJammerSully
Posts: 1097


I changed the title of the level to clear any confusion. This is not Portal. It will not have a portal gun.

I merely called it a Portal rip-off because it is a puzzle level where each room is a puzzle challenge. You solve the puzzle, you go to the next one. There will be a robotic guide and a clean, laboratory-like environment. These attributes are what I am stealing from Portal, not the portal gun.
2008-11-16 01:34:00

Author:
Voltiare
Posts: 646


Hey, photos! I didn't want to take too many as I don't want to ruin any test chamber that I will make. So here's a couple.

http://img.photobucket.com/albums/v352/CrimsonGeist/100_5786.jpg

http://img.photobucket.com/albums/v352/CrimsonGeist/100_5785.jpg

http://img.photobucket.com/albums/v352/CrimsonGeist/100_5784.jpg

UPDATE:

- Finished Room #5.
-The music is now sooo much better IMO.
2008-11-19 04:18:00

Author:
Voltiare
Posts: 646


Looks like it's coming along pretty nicely. I was doubtful about the red and white color scheme, as I've seen it so much and it reminds me of the Mirror's Edge level, but it works very well in your level I think. Plus Portal is awesome, so this level shows great promise. How many rooms are you aiming for?2008-11-20 00:23:00

Author:
Cloud
Posts: 74


I would like to aim for 10 since that is a nice, satisfying number and I definitely think it's possible. I am not even half way with my thermometer and I'm already on Room #6.

BTW, it's published in demo version if you want to see the real deal. I suppose you should leave feedback on my Level Showcase thread here: https://lbpcentral.lbp-hub.com/index.php?t=t=4887 . I'd appreciate hearing any feedback you can give me.

UPDATE

- Finished Room #6.
- Uploaded a video on youtube.

Uk0PkCRV7NU
2008-11-22 05:09:00

Author:
Voltiare
Posts: 646


I played it, and, it was great.
Can't wait until it is finished.
2008-11-22 18:56:00

Author:
whatisnarwhal
Posts: 164


UPDATE

- Finished Room #8.
- Added fancy locks to the doors just for looks.
- Added security cameras.
- Added tubey things for the cubes.

Thanks to the people who have played and critiqued. I have to say it is getting harder and harder to outdo myself every level and I still have 2 more to go lol.
2008-11-30 00:26:00

Author:
Voltiare
Posts: 646


I'm going to wait until it's properly finished before I play it but it's looking pretty sweet. You could argue that it looks a lot like Mirror's Edge, but who cares really? 2008-11-30 03:07:00

Author:
UmJammerSully
Posts: 1097


I'm going to wait until it's properly finished before I play it but it's looking pretty sweet. You could argue that it looks a lot like Mirror's Edge, but who cares really? I agree. I just like that clean/contrast style and it works with the level.

Although, in the later stages, more colors come into play.

EDIT: Wow, quickest Room ever.

UPDATE

- Finished Room #9. Only one more to go!
- Added sound effects to the tubey things.
2008-11-30 03:21:00

Author:
Voltiare
Posts: 646


BTw.. can I just say that I hate room 6 (i think that's the one?), Volt...

It's the part where you have to drag the single block back across the sliding/moving red platforms. I got all the way to the end a few times, dragging the block back, and block just slid across the last platform, sending the block down into the electricity and me down after it... BZZZT!

(PS:: I do love the moving security camera touches though).
2008-12-01 19:37:00

Author:
DaSaintFan
Posts: 136


BTw.. can I just say that I hate room 6 (i think that's the one?), Volt...

It's the part where you have to drag the single block back across the sliding/moving red platforms. I got all the way to the end a few times, dragging the block back, and block just slid across the last platform, sending the block down into the electricity and me down after it... BZZZT!

(PS:: I do love the moving security camera touches though).Actually, I think that is Room #4. And you don't have to rush so much. Wait until it stops moving and move forward. I mean, it has like a 2-3 sec wait time before it starts moving again. *Shrugs* Wait until you get further as the fun is only beginning...
2008-12-01 19:49:00

Author:
Voltiare
Posts: 646


...Wow. That is VERY slick. Incredibly clean appearance, tight platforming... And that's just the video! I will most definitely look into going through that level when I can.

One suggestion, however: Possibly work on a mechanic that resets the section in case you die? For example, if you fell off a platform into electricity, leaving a box still on it, it would disappear and you'd have to go through it again, over simply picking up where you left off. I'd think it'd force some more precision into it, especially if you do complicated levels, rather than being able to simply complete one task, and sacrifice a life to jump to the start and do things again.

Computer might do with a bit more defining personality, as well.
2008-12-01 20:25:00

Author:
Mark D. Stroyer
Posts: 632


...Wow. That is VERY slick. Incredibly clean appearance, tight platforming... And that's just the video! I will most definitely look into going through that level when I can.

One suggestion, however: Possibly work on a mechanic that resets the section in case you die? For example, if you fell off a platform into electricity, leaving a box still on it, it would disappear and you'd have to go through it again, over simply picking up where you left off. I'd think it'd force some more precision into it, especially if you do complicated levels, rather than being able to simply complete one task, and sacrifice a life to jump to the start and do things again.

Computer might do with a bit more defining personality, as well.First off, thanks for the kind words.

Secondly, the platform where you get the cube has a proximity switch set to one-shot the emitter. The cube should not go away until you touch the proximity switch again unless it gets crushed by a piston. So if you leave the cube on the platform, it should still be there. I think that making the player go all the way back even if the cube is safe might be more annoying than fun.

UPDATE

- Finished Room #10 and the rest of the level.
- Re scripted some of the dialog.
- Added a start and finish line.
- Room #10 is the prize for acing the level. But good luck trying to do that lol.

I timed myself going through the level and it takes around 17 minutes to finish. Holy CRAP.

Anyway, GO PLAY IT. IT IS SUPER SPECIAL AWESOME. And since the level is finished, leave all comments here: https://lbpcentral.lbp-hub.com/index.php?t=t=4887
2008-12-03 18:47:00

Author:
Voltiare
Posts: 646


Would you like to have this thread locked?2008-12-03 19:18:00

Author:
aer0blue
Posts: 1603


definately a good, well made level. Too hard for me though, the second time I fell under the raised platforms in stage 5 I turned it off before I fashioned a ladel out of knives and continued to scoop out my soul.

But I hearted the level, it's one of the best out there, just needs a break of a few weeks to cool down between completion attempts!
2008-12-03 19:22:00

Author:
Dave-la-kingenbo
Posts: 43


Would you like to have this thread locked?Sure, I suppose. No use in two threads about the same thing. Lock away, my friend.

I'll miss it though. T_T
2008-12-03 19:31:00

Author:
Voltiare
Posts: 646


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