Home    LittleBigPlanet 1 - PSP - Tearaway -Run Sackboy Run    LittleBigPlanet 1    [LBP1] Ideas and Projects [Archive]
#1

I'm completely new to level design in LBP.

Archive: 30 posts


I have a couple of questions if no one minds.

1) What's the first thing you do when you start constructing your level? That is, if you don't want to start at ground level, what do you do?

2) If you have the blank background template, how do you customize it?

I'll ask more here so I don't clog up this board with questions. Thanks!
2008-11-22 23:25:00

Author:
Unknown User


Have you done the tutorials?2008-11-22 23:27:00

Author:
Unknown User


Have you done the tutorials?

Yep. Yep. Yep!

At least the ones for the trophy. Are there more that aren't counted?
2008-11-22 23:31:00

Author:
Unknown User


Nope. If you've got the trophy, then you've done all of the tutorials.

If you've chosen the blank template, then you can't actually change the things in the background other than changing the background. You can't create in the background, only in the three planes and 4 super thin planes.
2008-11-22 23:40:00

Author:
Unknown User


Nope. If you've got the trophy, then you've done all of the tutorials.

If you've chosen the blank template, then you can't actually change the things in the background other than changing the background. You can't create in the background, only in the three planes and 4 super thin planes.

That's the R1 and R2 buttons, yes? So, I'd make a very large super-thin sheet for the makeshift background then?
2008-11-22 23:48:00

Author:
Unknown User


Yeah, make it 2D and move it to the back with L1 and L2.

Honestly i'd start by getting a pen and paper and drawing out your idea's and what you want in your level. Get a rough draft at least. That way, if you have everything ready to do, you can also focus on the art/look/atmosphere of the level at the same time, i've noticed people sometimes get carried away with the platforming when it comes to them spontaneously (of course when they don't it usually produces something quite spectacular).

Also, if you want to create ground above the actual ground, make rods connecting your platforms to the floor (make sure they are stiff), or add some dark matter to it to keep it in the air.
2008-11-23 00:34:00

Author:
FrozenNeon
Posts: 77


The first thing I do when I construct a level is think of a general idea of what I want I want to create. For my Temple of Sun and Moon level, I thought about a temple with a galaxy motif. For H.A.T.E., I thought about a testing experiment like the one in Portal where the level is divided by test chambers.

Then I usually start experimenting with materials and colors and then thinking about how it should look.

For the Temple of Sun and Moon, it was an old cavern and forgotten temple so I took measures to make it look abandoned and ready to fall apart. I put many cracks and complicated shapes and crumpled architecture. The materials were mostly stone and metal and colors were rarely used.

With H.A.T.E., it is almost the opposite. The idea is a laboratory where things are measured, clean, and efficient. That is why I decided to use standardized sizes for the floor, background, bubbles, moving platforms...everything. I used simple shapes with mainly only cubes and rectangles. Materials were mostly concrete and dissolvable material. Stickers were used extensively for a clean white setting with contrasts of red to lead the player subtly.

I then try to give some advise and plot by using a guide. For TOSAM, it was a stone tablet. For HATE, it was a talking computer monitor.

After that, it is anything goes really. I just go where my ideas go. I usually sketch things out on paper to get a general idea of what I want to do before diving into the create mode to make it a reality.
2008-11-23 01:44:00

Author:
Voltiare
Posts: 646


Believe it or not, I tend to stay away from pencil and paper.. (I get too inflexible when I have something down on paper I'm trying to work with... as if I HAVE to get that in there.)

first and foremost... Story... every good level has a story. come up with your idea in your head. Even if it's something as classic as "rescuing the princess". The player has to have a reason for playinig your level. (other than just trying to get trophies )

Background/Atmosphere. Determine which background sets the mood for the story. (Believe it or not, I personally say this is the most overlooked "starting point". Can't count the number of "you're in a city" levels, that were still using the blank background. (Speaking of which, I have YET to play Sun and Moon... I keep getting sidetracked, every time I plan to do it)

If you have a theme, keep your traps/obstacles/puzzles, etc. related to the theme. It wouldn't do to have a futuristic robot in a level set up with giant insects, now would it?
Or if you're making a fire-based world, you wouldn't want too much electical traps, etc.

As Voltaire wrote.. don't forget the guide character, even if you don't design him/her/it right away. Just figure out who he is, and why he's there.

Just remember, if you want a GREAT level, you're not just making a platformer level, you're telling a story... You're making a "user driven' movie in part.
2008-11-24 15:19:00

Author:
DaSaintFan
Posts: 136


Usually I start my level in the air, just incase you want a section to go down or what not, second i think of stuff at school, and when i get home i start to build what i was thinking. Basicly I build my levels one section at a time. Although ive been drawing out my next level so i dont forget the awesome ideas.2008-11-25 00:18:00

Author:
Unknown User


Believe it or not, I tend to stay away from pencil and paper.. (I get too inflexible when I have something down on paper I'm trying to work with... as if I HAVE to get that in there.)

first and foremost... Story... every good level has a story. come up with your idea in your head. Even if it's something as classic as "rescuing the princess". The player has to have a reason for playinig your level. (other than just trying to get trophies )

Background/Atmosphere. Determine which background sets the mood for the story. (Believe it or not, I personally say this is the most overlooked "starting point". Can't count the number of "you're in a city" levels, that were still using the blank background. (Speaking of which, I have YET to play Sun and Moon... I keep getting sidetracked, every time I plan to do it)

If you have a theme, keep your traps/obstacles/puzzles, etc. related to the theme. It wouldn't do to have a futuristic robot in a level set up with giant insects, now would it?
Or if you're making a fire-based world, you wouldn't want too much electical traps, etc.

As Voltaire wrote.. don't forget the guide character, even if you don't design him/her/it right away. Just figure out who he is, and why he's there.

Just remember, if you want a GREAT level, you're not just making a platformer level, you're telling a story... You're making a "user driven' movie in part.

Excuse my double post, but levels dont need storys. Some can be pure artwork and eye candy, or others can just be random nonsense and fun.
2008-11-25 00:19:00

Author:
Unknown User


I'm not exactly the most seasoned of level designers but the best advice I can give is to first think up a theme and a plan for the level. Then sketch out roughly ideas that you have on paper and perhaps brainstorm too if you feel it be necessary.2008-11-25 00:21:00

Author:
UmJammerSully
Posts: 1097


excuse my triple post, but I like to use alot of premade items from the game, and mabye give it my own personal flair. Like for my level trouble in sackville, I proceeded to use the city backround, but to give it an even more city like effect I used the premade City cardboard cut outs. Theres nothing wrong with using Mms objects, but just mabye change the material to make it seem more originial.2008-11-25 00:23:00

Author:
Unknown User


Believe it or not, I tend to stay away from pencil and paper.. (I get too inflexible when I have something down on paper I'm trying to work with... as if I HAVE to get that in there.)

first and foremost... Story... every good level has a story. come up with your idea in your head. Even if it's something as classic as "rescuing the princess". The player has to have a reason for playinig your level. (other than just trying to get trophies )

Background/Atmosphere. Determine which background sets the mood for the story. (Believe it or not, I personally say this is the most overlooked "starting point". Can't count the number of "you're in a city" levels, that were still using the blank background. (Speaking of which, I have YET to play Sun and Moon... I keep getting sidetracked, every time I plan to do it)

If you have a theme, keep your traps/obstacles/puzzles, etc. related to the theme. It wouldn't do to have a futuristic robot in a level set up with giant insects, now would it?
Or if you're making a fire-based world, you wouldn't want too much electical traps, etc.

As Voltaire wrote.. don't forget the guide character, even if you don't design him/her/it right away. Just figure out who he is, and why he's there.

Just remember, if you want a GREAT level, you're not just making a platformer level, you're telling a story... You're making a "user driven' movie in part.

My goal is to make a fun platformer for my character, SuperPhillip, which I've been making comics, RPGs with software, and other stuff since 2nd grade.

It's going to be a nineteen level game, six themed areas, three levels each, each third level ends with a boss battle, and finally, one tutorial level at the end of the game.

I'm kidding, of course. It's at the start of the game.

Each level will have five special items placed inside. Some will be easy to spot, hard to reach, some sit in plain sight, and some will be very well-hidden but not anything doesn't require logic in their placement.

I have in my mind what I want to do so that wasn't too much of a problem, but it was just the matter of knowing the first step and a few key pieces of advice. How to make the floor continuously straight with no jagged edges, where to start, how to make a custom background, how to copy and paste a section of the level so I don't have to redo it, etc.

I actually still don't know how to make a custom background or how to copy and paste. Can I do pixel art in my game? If so, how?

I really love level design-- it's always been something I've loved drawing and creating whether if it's critiquing a level or looking at road maps. It's very fun for me. I love being able to create my own world.

Thank you, to everyone else, for giving some inspiring tips!
2008-11-25 02:20:00

Author:
Unknown User


You sir, sail a very similar vessel as a young Chaz'OSulls in the fact that we both started right off the bat with big scale projects (https://lbpcentral.lbp-hub.com/index.php?t=p=71632#post71632).

The second best bit of advice I can give is to start off with a much smaller scale level. My very first level was of a pretty big scale and because I wasn't used to the tools, I was constantly mending all the boo-boos. So start simple, get used to the tools and find your own way of working and then aim big with your uber series. I'll be the first to check your levels out so be sure to keep the community posted via Projects (http://www.lbpcentral.com/forums/forumdisplay.php?f=47) and Level Showcase (http://www.lbpcentral.com/forums/forumdisplay.php?f=40) once you have a published level to show off.
2008-11-25 04:09:00

Author:
UmJammerSully
Posts: 1097


ahh yes, my first level....shame I never kept it.2008-11-25 04:12:00

Author:
Unknown User


i am not the best but the most important thing is THEME if you do not have it, it is not enjoyable

Cheers!
2008-11-25 04:59:00

Author:
RAINFIRE
Posts: 1101


You sir, sail a very similar vessel as a young Chaz'OSulls in the fact that we both started right off the bat with big scale projects (https://lbpcentral.lbp-hub.com/index.php?t=p=71632#post71632).

The second best bit of advice I can give is to start off with a much smaller scale level. My very first level was of a pretty big scale and because I wasn't used to the tools, I was constantly mending all the boo-boos. So start simple, get used to the tools and find your own way of working and then aim big with your uber series. I'll be the first to check your levels out so be sure to keep the community posted via Projects (http://www.lbpcentral.com/forums/forumdisplay.php?f=47) and Level Showcase (http://www.lbpcentral.com/forums/forumdisplay.php?f=40) once you have a published level to show off.

I tend to stick with things-- albeit off and on.

I've made two RPGs in the past which is honestly more work than I'd like to say. hehe
2008-11-25 05:31:00

Author:
Unknown User


To let me add to the discussion, I am a pen(cil) and paper sort of person. I'll get a good idea and I'll write it down or sketch it out so I don't forget it later on. I won't necessarily keep or use every idea, but at least I have a vision in my mind of what I want to do and achieve so I know where I am aiming at.

I also create what I call "libram levels". This is where I can actually create my good ideas, and build them, copy them, modify them, sticker them, etc. When you are making a complex set up, sometimes I find that it takes 5, 10, 20+ modifications, even more I am sure, to make things work right and make them work well. If you copy something that kind of works, then modify it to improve it, copy, modify... and do it all on a libram level... sometimes I find that the version I am working on is not happening, and yet going back a few times might ruin some of the ideas and progress that has happenned. Copying as you go in a Libram allows you to have more power to see things evolve than just the simple undo function.

Libram levels are not meant to be published, however. Use the capture object to import to an publishable level you are making. You might capture a boss... or it could just be a handy set of jumps you designed.

And one more thing about Libram levels. Sometimes level ideas can be inspired by them. You take some good ideas you have been working on, have a think about it... and then it might inspire you to stick together a good theme to make all your cool ideas work.

On a different note, I entirely agree with the concept of not starting with a super project as your first idea. You are still learning the creation tools. What works, what does not, how to do this, why does this thing keep breaking...

If you start with a 12 level super project, it will take a huge, huge amount of work. That is all compounded by the learning the create engine issue. It's easy to get disheartened by just bug smashing what's wrong with the thing in front of you.

I'd suggest have a good idea for a theme and just build something interesting around it. Don't start with 500 feet tall bosses and 15 branch levels. The super complex levels that you might have seen on release I would almost guarentee had been developed in the Beta, where those designers had already spent the 50 hours getting around the engine to make their levels good.

And one last final piece of advice. Work in sections and use grid mode to line up those sections. This will allow you to have an aim on what you are working on as you go, so you can see when something is finished and then transition it to the next part.

If you go completely free form, you might end up with either the two complex an item bug and have no easy way to fix things, or have some minor point break at the start and then everything else breaks, and not be able to find it.

Using seperate sections gets around both those problems, just use grid mode to connect them all up.
2008-11-25 05:32:00

Author:
Elbee23
Posts: 1280


I completely agree with what Elbee23 said.

What he calls his "libram levels" I called mine "The Lab"
a place I can try some of my ideas quickly to see if they do actually work. Or create objects and them capture them here.

After a while this level "The Lab" is kinda like visual interactive notepad. You can see old ideas you had that didnt work, different versions of failed vehicles etc quite interesting. Some might spring new ideas, chaining two ideas together etc etc.

Another thing to note is be sure to set aside ALOT of time to play test your levels, I didnt realise especially with co-op levels you going to need about 50% more time to tweak bugs etc etc. Or it may just be me

anyway have fun.
2008-11-25 06:59:00

Author:
BinkTGH
Posts: 15


im sorta new at building also. i have 2 levels one sucks one is costumme thingy but im working on 2 right now. so i'll tell you what i do. look at your items see what you wanna use. i wanted to use collector guy in one and make a spacesuit in the other. think story or theme. now i got sackboy and collector teaming up to collect. haha and the other is dr. sack b. oy exploring a meteor thingy with this huge jetpack spacesuit with a gun. jus go from ur idea and work it up. my last ttechnigue. turn 2nd player on use ur guy to go into the music thing and jus let him sit there so you can here tunes edit with the other guy. thtat helps alot. srry sloppy keyboard sticks!!2008-11-25 10:50:00

Author:
Kitkasumass
Posts: 494


Usually I start my level in the air, just incase you want a section to go down or what not, second i think of stuff at school, and when i get home i start to build what i was thinking. Basicly I build my levels one section at a time. Although ive been drawing out my next level so i dont forget the awesome ideas.

Same, because no one cares about school.
2008-11-26 05:30:00

Author:
whatisnarwhal
Posts: 164


Polish. Seriously. So sick of levels made entirely out of darkmatter. It's disgusting. seriously.2008-11-26 06:28:00

Author:
Pinkcars
Posts: 380


i am not the best but the most important thing is THEME if you do not have it, it is not enjoyable

Cheers!

I played through a level yesterday... but it had no description, no talking within the game...

It was just a relatively simple race without any new or interesting elements in it. Certainly, there were some original objects built for background or obstacles, but nothing ground breaking.

By the end of the level... man, I was just plain bored. There was absolutely no reason for me to play it again, ever. Or to recommend it to someone else. There was just... it just lacked anything of real interest.

No bugs, everything worked as it should but... just don't go down the path of something that has nothing to catch the audience.
2008-11-26 08:56:00

Author:
Elbee23
Posts: 1280


You sir, sail a very similar vessel as a young Chaz'OSulls in the fact that we both started right off the bat with big scale projects (https://lbpcentral.lbp-hub.com/index.php?t=p=71632#post71632).

The second best bit of advice I can give is to start off with a much smaller scale level. My very first level was of a pretty big scale and because I wasn't used to the tools, I was constantly mending all the boo-boos. So start simple, get used to the tools and find your own way of working and then aim big with your uber series. I'll be the first to check your levels out so be sure to keep the community posted via Projects (http://www.lbpcentral.com/forums/forumdisplay.php?f=47) and Level Showcase (http://www.lbpcentral.com/forums/forumdisplay.php?f=40) once you have a published level to show off.


I couldn't agree more. Ask anyone breaking into the gaming industry as well (not that this is necessarily doing that)... but they say you should start with Tetris and some 80's games .... then you can go ahead and take a stab at making a large scale project.

I find this logic works for most anyone... and I recommend a more simple concept as a first real attempt at a level, then build on that accomplishment.
2008-12-03 20:45:00

Author:
jessjan
Posts: 21


You sir, sail a very similar vessel as a young Chaz'OSulls in the fact that we both started right off the bat with big scale projects (https://lbpcentral.lbp-hub.com/index.php?t=p=71632#post71632).Same here. I started with TOSAM.2008-12-03 21:21:00

Author:
Voltiare
Posts: 646


Im workin on a jungle level right now and really want to make it unique and stand out. Right now only designing and sketching but im doing it bit by bit. so if your gonna make a level i find it helps to break it up into segments/sections and concentrate on that bit and design it fully then move on. You get some really horrid lookn lvls wer people just created on the fly2008-12-03 21:54:00

Author:
Kaplan_T3
Posts: 51


Pick a theme you want to work with so you don't get bored. If you don't feel like beginning with the landscape why not make an enemy? If you'll be working on a jungle setting you could create a monkey. I started off with buildings. All i have is architecture. I need to make enemies and traps now. My thermometer is 70% filled. I'm not at all worried because if I have to leave something out I put it in another level. You can make plenty of gameplay in one level. What I have is very small compared to other levels but it's detailed and the shapes are complicated.2008-12-03 22:24:00

Author:
BasketSnake
Posts: 2391


The main thing that you want to do is make sure that most of your stuff in the level actually makes sense within your level. And if you can put up obstacles without them seeming like they were just put there to challenge you, that they are just actually naturally there, then that is great. Oh, and just a great atmosphere is what makes a good level great.2008-12-04 02:47:00

Author:
qrtda235566
Posts: 3664


First and foremost the goal is to create an experience for the player, everything goes into this. For me, I always think of Disneyland to keep this in mind, everything in it is there to create an experience for the people there, more than just a bunch of rides, it's to take you to a different place, to do things you could never do in reality. That's my main goal, and philosophy.

In my case, creating that goes primarily into the aesthetics of the level, if I'm doing it, I'm always making sure that it looks great, with nothing to take the player out of the illusion. Of course, everything goes into creating that experience, not just the look. Everything goes into the picture, enemies, traps, obstacles, all of it has to flow smoothly from one to another, out of theme objects, odd obstacles, and a difficulty that makes you die way too much all take you out of the level, which means... lots of play testing on my part.

Otherwise, experiment, carry around pen and paper to jot things down as they come to you, they may never come back, and you may never remember them, you don't have to use them, but they can act as a spring board for even better ideas within the creation engine.
2008-12-04 04:46:00

Author:
Imperial.Blackhawk
Posts: 20


The backbone of a level is simple.

A level, at core, is a series of obstacles you must overcome.
2008-12-04 04:51:00

Author:
Tyler
Posts: 663


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.