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Path Tool and Pathfinder

Archive: 6 posts


The tools in LBP2 are amazing, but there's still a problem with making objects follow set Paths, as that currently involves a bunch of tags, tag sensors, rotators, timers, movers, and more depending on how advanced you want your logic to be. Why not just simplify it into a new, powerful tool?

I suggest: the Path Tool.

The Path Tool allows you to create "Paths," lines that you can draw in Create mode that have no physical properties. When you draw a Path, holding down X and moving the left analog stick draws the Path and creates a "node" at the beginning of the line. Releasing X ends the line and creates another node at the end. Drawing a new Path at a node of an existing Path will "continue" the line, but keep the node (this will be explained later). You can delete a node by selecting it and pressing Triangle. The direction(s) the Path was drawn in dictates what direction objects travel on it normally. You can tweak the Path to reverse its direction, as well as have a color and label, like tags, so that the Pathfinders can work properly. Paths can also be turned on and off.

The Pathfinder (in either the "Mover" or "Sensor" section), would be a tool that locates and moves an object towards the nearest node on a Path, with the location of the sensor the point at which the object follows the Path. It would have several tweakable properties; Range, Path Color/Label, Speed, Same Layer, and Accel/Decel are obvious in what they do, but there would be a new property called Movement Style. This property would dictate how the object would move along the Path, with several settings:

Move Once: The object will travel in the direction the Path is set, and stop at the last node.
Loop: The object will travel in the direction the Path is set, then snap back to the first node in the Path.
Node By Node: The object will travel along the Path, stopping at each node; this brings up a new setting to tweak the length of the pause.
Back and Forth: The object will, upon reaching the end of a Path, travel back along the Path in the opposite direction, and then rebound again upon reaching the other side.


I was also thinking of the possibility of making split Paths, where one node can link to several other nodes on a Path. In this case, an object would, by default, follow the first Path drawn. You could then have the ability to turn off sections of a Path via an input on a Path node, which would turn off the section of the Path from that node to the previous node.

It could also be a possibility that you could glue paths to other objects, or add logic and movers to the path itself, though this may be difficult to program.

These tools would greatly simplify a lot of aspects of Create mode and allow for easier obstacle and aesthetic creation. At the same time, the tools are basic enough so it's not "making a level for you," which I know is a big problem a lot of creators (myself included) have with some suggestions found here. All this is doing is making scripted movement easier to produce without wasting time placing tags in the right places and coordinating timers and rotators to just the way you want it. Honestly, I think that most advanced creators would welcome this tool, since making paths like this with the current tools, though impressive, is not necessarily a challenging or "fun" way to spend your Creating time.

Thoughts or suggestions? Do you think the split Paths and glue-able/"physical" paths are a good idea?

GetSat Link - Support This Idea! (http://getsatisfaction.com/littlebigplanet/topics/path_tool_and_pathfinder)
2011-02-07 17:11:00

Author:
EliminatorZigma
Posts: 173


Yeah, that was something I thought of after fooling around with tower defense gameplay. A very good idea and I dont think it would be to hard to implement with a creator pack DLC. Yes, definitely a part of my dream creator pack DLC.2011-02-07 17:18:00

Author:
EinRobot
Posts: 739


would be beneficial for cinemtaics too...2011-02-07 17:32:00

Author:
wizaerd
Posts: 159


Awesome idea!

You should post all of that to their support site...mm is listening to our suggestions:

http://getsatisfaction.com/littlebigplanet/ideas/popular
2011-02-07 17:44:00

Author:
Chazprime
Posts: 587


This is a really neat idea honestly. I recently just created a very simple rail gameplay mechanic, and I just imagined how complicated it would be if I had any more than the four corners of a square. This idea would make such things a lot easier. :] Great idea.2011-02-07 17:46:00

Author:
AeroForce22
Posts: 392


Awesome idea!

You should post all of that to their support site...mm is listening to our suggestions:

http://getsatisfaction.com/littlebigplanet/ideas/popular

Good idea. I'll do that!
2011-02-07 17:58:00

Author:
EliminatorZigma
Posts: 173


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