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#1

What MM will do next

Archive: 20 posts


i'm predicting this, but it still remains a suggestion at the moment.

on another forum i predicted the addition of gravity and even mentioned being able to control other things via a controller that sackboy uses. i was thinking of the one in the pod but smaller... well i was ****ed close!

remember when MM said that they have DLC that would nearly double the creative ability of LBP2? we already know about MOVE, so i'm guessing it's something else... here is what i think it will be:

you will be able to tilt the camera right over so that you are looking directly from behind Sackboy/Sackbots. this means that MM will have to allow for stickers, decorations and holographic material to be stuck on the sides of your creations as well as on the top. it also means that there will be a problem with the background...

i think they will sort this problem by giving people the ability to create scrolling backdrops in 'normal' create mode (they will also provide ready made backdrops such as starry nights, sun rises and the such). these can be used for side scrollers or moving vehicles, but more importantly, they will be able to be used as your backdrops in FPV/TPV. a problem that would arise from this would be that you would have to continue moving forward for the illusion to work. this is were MM apply another neat trick. you will be able to encircle your level (sackboy at the epicentre) and the backdrop will move around (at a set distance) with Sackboy. you will also be able to give the level rendering priority over the backdrops or the backdrops priority. the reason i think the backdrops should be given priority in some cases is because it would be cool to be able to climb a tower (using the sequencer to give the impression of the next floor) and look out at the backdrop as if you were now above your level.

because i'm assuming they will add this, there are also other things they will have to factor in to make it worth while using this mode: simple postures. holding a bow, a machine gun or a crossbow would be the same. throwing a grenade, a rock or casting a spell would also be the same. another addition would be sound. this would mean that people would have to be able to add footfalls for Sackboy (different sounds depending on what he was walking on). then you would add another dimension to the detection ring you use for enemies. you would be able to take a cone (in green and representing vision), and the rest would be in red (representing hearing). this means that you would be able to sneak up on enemies from behind and would now not be seen from the side (unless you make the peripheral vision larger of course. if you decide to sick right on Sackboy's shoulder, he becomes transparent

that's it! i reckon it's coming... it just makes sense to me
2011-02-25 22:28:00

Author:
GribbleGrunger
Posts: 3910


http://www.littlebigland.com/extra-layer-glitch-aka-3d-glitch-coming-officially-to-lbp2/2011-02-25 22:36:00

Author:
Cauan-XV
Posts: 491


Doesn't sound all that bad.

My idea -- more of a hope really -- would be for Mm to make a new, separate game in the near future. A game with the same ideas of play, create, and share, but with a whole new 3-D environment creator and maybe a slightly less "craft-like" design.

I know there were some people that wanted the 3-D creation for LBP2, but I hope they create a new game, with a new name, to do this. I want to see the other stuff Mm can do amazingly.

EDIT: Sniped. I'm not talking 3-D layer glitches though...
2011-02-25 22:38:00

Author:
piggabling
Posts: 2979


That isn't what he's talking about. He means you create a top down and then you can make it first person or behind the character.2011-02-25 22:39:00

Author:
TheSwede
Posts: 59


That isn't what he's talking about. He means you create a top down and then you can make it first person or behind the character.

exactly. it's not much of a push really... you already have a view that makes the level face away from you slightly, it's just a matter of tipping that to horizontal. everything would be created in exactly the same way with just the few additions i've mentioned to make it a viable option
2011-02-25 22:55:00

Author:
GribbleGrunger
Posts: 3910


I know that's what he's talking about, assumed this was an opinion thread. Right now, you can get about 25 degrees away from creating a first person view.2011-02-25 23:03:00

Author:
piggabling
Posts: 2979


That camera suggestion is very useful actually. I hoped for that when the game released.
Heres my suggestion. Option in tools bag "Number of gameplay layers: 1-5". By default levels would have three, which is the amount we have now. Now that feature would TRIPLE the creative possibilities!
2011-02-25 23:09:00

Author:
TNSv
Posts: 302


This sounds very impractical :/ not to mention just down right awkward! This has been brought up before and has never really been too popular of an idea.2011-02-25 23:14:00

Author:
Littlebigdude805
Posts: 1924


This sounds very impractical :/ not to mention just down right awkward! This has been brought up before and has never really been too popular of an idea.

My idea above? Wai wuld u sey taht?
You can't deny that it wouldn't be useful. Anything can be made awkward if the creator doesn't know what he's/she's doing. Anything that has a big possibility of increasing the amount of what's possible and amount of creativity could and quite frankly should be implemented into the game. The camera idea + my 4th and 5th gameplay layer idea could enable someone to even make a FULL 3D game!
2011-02-25 23:16:00

Author:
TNSv
Posts: 302


Not your idea, the original idea, ....and your idea I don't know why people feel the need to add extra layers and make new camera angles when we haven't even mastered the tools we have. I don't think we really CAN "master" it because it already sufficient for making some really awesome levels, we have plenty of elbow room for creativity. Being "limited" to these layers forces the players to be creative with their work. Personally I don't even use all 3 layers most of the time and if I do it's usually just cosmetic fun stuff.2011-02-25 23:29:00

Author:
Littlebigdude805
Posts: 1924


Still it would be fun to mess around with more layers. But if not more layers, then at least Mm could make the camera angle turn more than 15 degrees sideways. With a bunch of decorations, and stickers, a creator could fake Wind Waker for example. You may not use all three layers available, but some people even struggle to make the game of their dreams in only three layers. A creator doesn't have to use more layers, but to those who want to, it would be nice to have the possibility. The reason people suggest these things is because they would like to have it in the game. The reason so many people suggest this is because they want Mm to find their suggestion and at least think about it. You may want to make one layer platformers, but for those who want to make a shooter in side-view (like me) they may find the three layers restricting. I know basically anything can be faked with the tools, but Mm already added things and tools that could be faked before, couldn't they? They want to make things easier to us creators. And about your "mastering" the tools, that's what we thought about LBP1, and then Mm announced the sequel. They have blown our minds before, why couldn't they do the same again? They said they were adding something that would double the creative possibilities. Lets think...
3D background editor: No. This isn't what they're talking about. This is all already possible, though through a glitch.
PS Move: It doesn't exactly "double" what can be done in the game, it's just a new gameplay element.
More gameplay layers: Possible. It certainly would add more opportunities.
Top-down FPS camera angle: Also very much possible. Just think for a second.
Something else: Mm added things in LBP2 that any of us couldn't think of. They might have a lot of surprises in store for the community...
2011-02-26 08:52:00

Author:
TNSv
Posts: 302


Mm will eat next. But I am sure they'll have a beer after. Then consider doing new packs, costumes and making the 3D Glitch Official.2011-02-26 09:38:00

Author:
Unknown User


Maybe they turn off the create mode droning! That would greatly enhance my creativity.

(Yes, I know you can turn it off now. Should be off by default though)
2011-02-26 09:43:00

Author:
Syroc
Posts: 3193


Maybe they turn off the create mode droning! That would greatly enhance my creativity.

(Yes, I know you can turn it off now. Should be off by default though)

Define "droning" please?
2011-02-26 10:32:00

Author:
TNSv
Posts: 302


drone |drōn|
verb [ intrans. ]
make a continuous low humming sound : in the far distance a machine droned.
? speak tediously in a dull monotonous tone : he reached for another beer while Jim droned on.
? [with adverbial of direction ] move with a continuous humming sound : traffic droned up and down the street.
noun
1 a low continuous humming sound : he nodded off to the drone of the car engine.
? informal a monotonous speech : only twenty minutes of the hour-long drone had passed.
? a continuous musical note, typically of low pitch.
? a musical instrument, or part of one, sounding such a continuous note, in particular (also drone pipe) a pipe in a bagpipe or (also drone string) a string in an instrument such as a hurdy-gurdy or a sitar.
2 a male bee in a colony of social bees, which does no work but can fertilize a queen.
? figurative a person who does no useful work and lives off others.
3 a remote-controlled pilotless aircraft or missile.
ORIGIN Old English drān, drǣn [male bee,] from a West Germanic verb meaning ?resound, boom? ; related to Dutch dreunen ?to drone,? German dr?hnen ?to roar,? and Swedish dr?na ?to drowse.?
2011-02-26 10:40:00

Author:
Syroc
Posts: 3193


drone |drōn|
verb [ intrans. ]
make a continuous low humming sound : in the far distance a machine droned.
• speak tediously in a dull monotonous tone : he reached for another beer while Jim droned on.
• [with adverbial of direction ] move with a continuous humming sound : traffic droned up and down the street.
noun
1 a low continuous humming sound : he nodded off to the drone of the car engine.
• informal a monotonous speech : only twenty minutes of the hour-long drone had passed.
• a continuous musical note, typically of low pitch.
• a musical instrument, or part of one, sounding such a continuous note, in particular (also drone pipe) a pipe in a bagpipe or (also drone string) a string in an instrument such as a hurdy-gurdy or a sitar.
2 a male bee in a colony of social bees, which does no work but can fertilize a queen.
• figurative a person who does no useful work and lives off others.
3 a remote-controlled pilotless aircraft or missile.
ORIGIN Old English drān, drǣn [male bee,] from a West Germanic verb meaning ‘resound, boom’ ; related to Dutch dreunen ‘to drone,’ German dr?hnen ‘to roar,’ and Swedish dr?na ‘to drowse.’

Oh, I see. English isn't my mothertongue.
2011-02-26 11:09:00

Author:
TNSv
Posts: 302


^
Aka, that weird sound that sounds when you're in create mode with no music...

Also, there are already ways to tilt the camera 90 degrees to be exactly above/ behind sackboy...it ain't that great.
(In fact I'd go as far as to say it sucks. xD)
2011-02-26 11:15:00

Author:
Silverleon
Posts: 6707


you will be able to tilt the camera right over so that you are looking directly from behind Sackboy/Sackbots.

Plausible, but considering they've had this feature available in debug builds of LBP1 since Nov 2008 (source (http://uk.ps3.ign.com/articles/940/940711p3.html)), and it still hasn't made it to the release version would suggest there's a few things that need to be resolved before a feature like this could make it.

The biggest problem, no doubt, is that a camera view such that the x-axis of the level becomes the z-axis, effectively means that the rendering engine is potentially having to render a lot more objects in the level simultaneously (the current camera system only lets you zoom out so far to avoid this problem), so additional optimizations would needed to be made this practical.
2011-02-26 17:10:00

Author:
Aya042
Posts: 2870


Not your idea, the original idea, ....and your idea I don't know why people feel the need to add extra layers and make new camera angles when we haven't even mastered the tools we have. I don't think we really CAN "master" it because it already sufficient for making some really awesome levels, we have plenty of elbow room for creativity. Being "limited" to these layers forces the players to be creative with their work. Personally I don't even use all 3 layers most of the time and if I do it's usually just cosmetic fun stuff.

i agree, it would complicate it far too much if you had more layers. with my idea, all you would have to do is use the layer glitch to give the impression of moving through built up areas.


The biggest problem, no doubt, is that a camera view such that the x-axis of the level becomes the z-axis, effectively means that the rendering engine is potentially having to render a lot more objects in the level simultaneously (the current camera system only lets you zoom out so far to avoid this problem), so additional optimizations would needed to be made this practical.

i don't think it would. in fact i think it would render less because a lot of your level would be obscured until you approach that point. this is why i suggest the circular, rotating backdrops too. you could give the illusion of huge vistas that cost the CPU very little. like i said, it would move as sackboy moves to keep continuity and would have to have a minimum distance so that it didn't interfere with the level itself. it would also rotate with sackboy'/sackbots's viewing angle so that, no matter which direction you chose to walk, it would still be visible and be a different portion of the circular backdrop provided or created.
2011-02-26 17:13:00

Author:
GribbleGrunger
Posts: 3910


ok, so we all know that the layer glitch was there because MM decided to reduce it to three layers. so what about the camera glitch? could it be a dropped feature, or a feature they are working on improving, which is why it didn't appear in the finished game.


http://www.youtube.com/watch?v=NXbLdN4K59Q

messy, but how i visualised it
2011-03-08 20:28:00

Author:
GribbleGrunger
Posts: 3910


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