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#1

Psst... Hey You, I have ideas.

Archive: 3 posts


You, yes you. I wanna tell you something.

See, my PS3 decided to burn its own CPU, probably because it wanted attention, and it doesn't look like I'm going to get it fixed any time soon.

I was half way through a level which, in my mind at least, has a pretty original concept. So instead of letting it go to waste, I thought I'd put it up here in the hope that someone struggling to think of an idea could pick it up.

.1P only (you'll understand why soon enough)

Beginning: que cutscene showing you being presented with a slow mo device by Da Vinci

.1st part has you controlling a sackbot version of yourself so that when you press L1 many things happen.
1)It's connected to an AND gate.
2)Which is connected to a piston (directional) which moves a tag towards the sensor, this sensor is linked to very fast moving obstacles and cogs (functional or otherwise) and their input is set to "speed". Meaning that when L1 is pressed the piston moves and they become slower.
3)The AND gate is also connected to slow-mo and horror style sound effects (heartbeat+death ray are both good) all set to their lowest to make them slooowww. Also to a lighting-changer to make it all creepy/different (I went for red). The gate was at the same time linked to several messages throughout the level written in holo so that they only showed up in "slow-mo mode". And then connected to a mild anti-grav setting to make falling slightly slower.
4)All of these were then linked to an inverse timer which was hooked into the other slot of the AND gate, meaning that you can only slow time for so long before it has to recharge.
5)The AND gate also went to a NOT gate that had grav+lighting setters to return things to normal once slow mo mode ends.

. It's very important that in this first part of the level the sackbot CANNOT DIE. This is because it's linked to the outside level, so respawning isn't an option. The punishment for the level therefore comes from lots of platforming with fast spinning parts (so slow-mo comes in handy), and chances to fall off and have to start the part all over again.

. This would go on for a bit, with the holo-messages becoming more and more creepy as you go along (the idea is to make it disturbing whenever you use L1) until after 2 minutes or so of platforming pressing L1 means everything blacks out and you are transported to another level. This time there is no sackbot, just you. Pressing L1 does nothing. It's very, very easy to die. There are really creepy messages about giving up and killing yourself everywhere, creepy childish laughter and so on. Blood everywhere, teddy bears, disappearing ghosts, that kind of thing. (If you've ever played Batman: Arkham Asylum I was going for a scarecrow world-esque feel when I did it) At the end of this section you get to a bright light and are transported to the beggining of the level (or somewhere that looks like it)

. Cutscene showing Da Vinci asking you if it was any good, you slap him, level ends.

Now I'll be extremely surprised if anyone got through all of that. I left out details because really, a level should be yours and imitating someone else's work is boring. I'm not really asking for someone to make this exactly how I described, I just hope that since I can't use these ideas, someone else will find use for them.

Thanks,

Jonny.
2011-02-22 22:27:00

Author:
JonnysToyRobot
Posts: 324


If i get it, you want to make a platform level that requires you to slow time in order to advance, but the more you slow time, the weirdest the level gets - until you eventually die, which is the real end.
This looks like an Emo anti-drugs compain.
2011-02-23 10:16:00

Author:
Unknown User


Precisely, but this time with more drugs and less emo.

You don't die at the end btw.
2011-02-23 13:21:00

Author:
JonnysToyRobot
Posts: 324


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