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#1

Infinite levels - HOW?

Archive: 5 posts


Hello!

Have been working a Mini-game level and the responses are very good so far.
Here's the level:

http://lbp.me/v/xkhydj (You'll first see a short intro and will then be level-linked to the game itself).

As you can see, I managed to get in a menu and the game-mechanics work rather well... The controls however, are not for everyone (Sixaxis Motion Sensor)... so I want to create an alternative level where you can just control the Sackbot with the left analog stick. For the current setup, that would be too easy. You will be at the top in no time, making the level feel very short.

So, I was wondering... How could I use the exact same concept, but make it infinite? I imagine using the sequencer and emitters to recycle certain parts of the level-design, but... as the Sackbot is still going upwards, how can I make it all feel seamless?

Does anyone know? Some help/ideas would be appreciated! <3
2011-02-15 08:40:00

Author:
Caemgen
Posts: 45


Well, you could make it longer, and sideways, then turn the camera around.

(That'd only work if level width is longer than height though, which I'm not sure of. )
2011-02-15 08:48:00

Author:
tomodon246
Posts: 624


Well, you could make it longer, and sideways, then turn the camera around.

(That'd only work if level width is longer than height though, which I'm not sure of. )

Why yes, but how do I change the gravity then?
And also, it still wouldn't be infinite.

Is there a way to use a keyswitch-sensor so that the currently controlled sackbot 'teleports' to another location?
Or could I, perhaps, use the same controllinator (or a connected one) and activate a duplicate sackbot/camera and switch to the next playfield and continue there?

Yeah, I'm kinda lost...
2011-02-15 08:53:00

Author:
Caemgen
Posts: 45


I'm sure I saw someone post a video of doing something similar with a sequencer in the beta, but I forget.2011-02-15 16:46:00

Author:
Fish94
Posts: 554


There are theoretically a few ways you could do this.

One way that comes to mind (i've not looked at the level so excuse me if i say something that seriously wouldn't work). Is have sections of the level pre-made in different block shapes. Imagine a tetris type thing. Within each 'block' shape create different interiors > paltforms, routes e.t.c. but keep the theoretical 'shape' of that 'section' the same. Make several versions of each 'section' with different interiors ( i use interior in a loose term, i don't mean have a physical boundary for each section within an interior as such, but keep each section within certain theoretical boundaries, so it can essentially be emitted to fit in place between other sections at key points), but of the same overall shape.

Create different 'sections' in this manner, with individual interiors, and the same overall 'shape' to the section for each section 'set'. Make several different section sets in this manner. Again envision it like how tetris pieces tessalate. The idea here would be to create a system of logic that emits a random shape from a set, that sensors/tags would dictate 'x' and 'x' shapes are here, trigger 'x' emmiter to place 'x' shape that is designed to fit between 'x' and 'x' shape. Have chips containing in each every emitter for each possible shape in each 'set'. Have each chip for each set overlayed on glued holo layers. so they all exist in the same spot. Copy this to every point you want a theoretical emission along the emission line.

Have every block moving down quite slowly and a relatively fixed camera have the 'emitter line' set in the level above where the camera can see. Have a tag on each 'block' shape, have a certain label for each 'block set type/shape'. Have an emitter need to be triggered by 2 tags, so 'x' shape would need 'x' and 'x' shape to trigger an emission, set up so the shape emitted would be the one that fits seemlessly between the other two (keep thinking tetris). For each emitter in each 'set' chip have a randoomizer trigger so the shape emits with 1 of any of the interiors you have given the pieces of that set.

This way, the overall shape sets AND the interiors would combine in a theoretically chaotic manner, complete randomness, but with a definite underlying construct maintaining the rigidity of how the play field carries out and emergent, random flow.

The interiors would be different. (importantly with the same basic entry and exit points of that 'section/shape/ in the same place, except with a different route to get to it) But the 'blocks' defining the physical content of the level would be limited to follow a very defined and state sensative process. Being triggered intelligently in the right place, at the right moment via the specific blocks that have emited in place to trigger the 'next' block that would fit snuggly into the gap.

Its doable, theoretically, and i believe if fully realised would create an infinitaly emergent level. It just depends on how much time and energy you wish to put into such a big task lol.
2011-02-15 19:53:00

Author:
Epicurean Dreamer
Posts: 224


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