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F4F: Prius__The Perky Prius Prevails on Petroleum Planet

Archive: 19 posts


My Prius contest level got kind of large (7 chapters: 3 cut-scenes and 4 full levels). So far only positive reviews, but I'd love more feedback. I didn't originally enter this as F4F, but I should have. My kid's birthday is this weekend, so I might be delayed in reviewing levels until March 7th, but I'll do my best before then (and I will return the favors).
This level should get you about 30-45 minutes of excellent adventure. Thanks for your support - enjoy the level!

http://i9.lbp.me/img/ft/8c9f3165805cb4d359fdb17fc8e62282d37a013c.jpg

http://i5.lbp.me/img/ft/045f30bc5a7475e14306d810a08f6d7ece3d530c.jpg

http://i4.lbp.me/img/ft/0d4023a763ac66e79e6efe64b2b4afaa03212e47.jpg

http://i1.lbp.me/img/ft/c4103bbf10bdc392d43da685af8542e76f51fb11.jpg

p.s. A big thanks to rtm223 for his amazing logic blogs!

http://lbp.me/v/y-9th2
2011-02-27 20:01:00

Author:
Unknown User


This is fantastic work. What can I say? You've obviously invested a great amount of effort in seeing that your level(s) looks and plays as smoothly as possible, and it is so long as to be epic.

The swim sequences was the most tedious for me, but that may be because I'm not a fan of swim sequences. I appreciated the hint that appeared after awhile when I wasn't sure what to do, although it disappeared too fast for me to read it all. "A passage has opened with a ninja fish...." (or something like that) and I didn't see the rest. But it was enough to get me back on track.

It is not fun, however, to have to go all the way back and get a new ninja fish whenever the ninja fish dies. The only thing I can think of to improve this would be to maybe have the ninja fish spawn with you at checkpoints? It may not be practical to implement that tho, I dunno. It's too bad there's not a way to let sackboys swim faster because such a solution if it existed would be preferable.

I was impressed that you put all kinds of help here (the hint I mentioned, the red/green guidemarks, the preview in the beginning of where you're ultimately headed), given that the swim sequence is where you're most likely to have some of your audience quit on you.

The other sequences all went smoothly. For the final part when you use the priforce, I would have preferred there to be something which can pose a threat to me so that it's not just a turkey shoot, but it's no big deal. There's an awful lot to appreciate as it is.

Good stuff! I would hack into MM's servers and replace the entire "Cool" pages with levels like these if I only knew how.
2011-02-28 14:44:00

Author:
zabel99
Posts: 179


This is fantastic work. What can I say? You've obviously invested a great amount of effort in seeing that your level(s) looks and plays as smoothly as possible, and it is so long as to be epic...

Thanks for all of your awesome feedback! The swimming level was my biggest worry, and where I spent the most time refining it. You would have really hated the first version, which my kids/play-testers rated with "that was boring, dad". There is actually a secret warp when you spawn in the lagoon (look for a little bump below the waterline on the left shore that you can grab) that I added to speed up my testing for the other levels.

Re-spawning the ninja fish at the checkpoint is brilliant. With what I learned in the later chapters I could probably do that easily now. I think I may also open the closer tunnels for the first and second detonation, so that extra swimming is only required to get point bubbles.

I also like your idea for the final level, but I'm completely out of thermo at that point. Maybe I'll split the final top-down cut-scene into another sub-level. The objects that the Prius contest wants you to use are way too thermo-heavy.

Finally, my condolences to your ninja fish. It's a tragedy when they die - they're actually quite rare.
2011-02-28 16:17:00

Author:
Unknown User


I've made a couple of changes based on the feedback I've gotten so far. For Chapter 3 (the water level after the first cut-scenes), I changed around the ninja-fish tunnels so that they open up quicker and closer to the player. You can swim farther for more score bubbles, but otherwise don't need to anymore. And for those who hate swimming, you now have the option to skip over it and move on to the standard platforming chapters. That chapter is pretty good for a water level, but it can still be tedious to swim that much.2011-03-01 17:05:00

Author:
Unknown User


So the water level is completely optional now? I'm not sure how I feel about that. You put a lot of work and planning into this whole sequence, and that's a whole piece of the Priforce!

What I think would be awesome--and I have no idea if it is even possible to do this in LBP2 so take what I say with a grain of salt--would be to fix things so that the player can choose in what order to tackle the sub-levels. They would be able to return back to a main hub and choose a different sub-level whenever they were getting frustrated with the one they were on. In essence, change the whole affair to be non-linear.

Think of the Megaman games. Whenever you were getting annoyed with a stage you would give up and go try a different stage for awhile. Then later you would return to the stage that was frustrating you with a cool head (and new power-ups). Completing a sub-level also helps to restore any confidence the player may have lost in the creator over whether the other sub-levels are even completable. (there are tons of community levels out there that have fatal problems in them even though they may look good so we can't blame players too much for being quick to assume the worst)

This of course would call for a great deal more work on your part and may not even be possible to pull off in the first place, so feel free to ignore me. Just throwin' another wild idea out there

Edit: Now that I think about it, having to start the swim sequence all over again upon returning to it would probably be MORE tedious. Oh well, it sounded good on paper -_-
2011-03-02 11:01:00

Author:
zabel99
Posts: 179


This is something I've struggled with the whole time. I want the player to accomplish all the quests to get to the finish, but this has a few problems. The biggest issue is that it requires a large time commitment from the player. For example, Foofles was nice enough to try it out, but ran out of time to finish (but he says he'll be back). I don't like that you have to take an all-or-nothing approach the first play-through to earn access to the level warp world. I've had a few ideas, but this is the one I like the best:



Instead of configuring all of these as sub-levels, I could just make them locked levels that you unlock through progress, just like the story levels. I think that is the approach Hansel and Gretelbot took. They have a few sublevels so I can still chain some of the stuff together. I've been agonizing over making the switch to this since the beginning. It would also make them progress in the current order, but I think that's okay (Zelda has a water temple after all).
I may also move Greenie Lagoon after Great Greenie HIll so that they get to play a fun platform level first, but I'd have to redo a little voice work.

I still have a couple unanswered issues around this approach:
a. If you turn off community objects, can you still pick up level keys? Otherwise this would be broken for those players.
b. Do I still treat the whole thing as one level in essence? In other words, if you've earned enough progression to start at chapter 4, do you always play through to the end from there? I think so, but Gretelbot uses scoreboards at strategic points to break up the quest. I'm not sure the best approach here. That also makes the player choose yay/boo after each level with a scoreboard. I might see if I can get some of those creators to weigh in on that.


I really like your idea about the quest choices. The only technical way I could solve this is with stickers, but again, a lot of people turn those off. I already have the "hub" world that I give out at the end, so that might be good enough. You have to go my way for the first play-through, but then you get to play whatever you like best.

Also, zabel99, in the spirit of F4F, do you have a particular level you would like looked at? I've got a few of yours queued up already. I really appreciate the feedback, and I'm trying to do more of it myself. It's been a lot easier in-game since I got a keyboard for my PS3.
2011-03-02 14:26:00

Author:
Unknown User


a. I don't believe keys work if you have community objects turned off. It didn't in LBP1

b. That's a call you have to make. I know on H&G we toyed around with locking levels to force players to play in order but with the key glitch still around (keys don't work for some players) we decided to leave them unlocked and let the player decide if they wanted to play in sequence or not. I think you have the right idea questioning whether a player will commit time to play the whole thing and if you want more plays I'd recommend publishing them unlocked. The level links are an issue too. Until MM fixes the bug where parties or more than one player run a very high risk of being kicked back to their pod when trying to go through a level link, they are unreliable and sort of a pain for multiplayer parties. Up to you though but given the nature of your level series and the issues with links I'd recommend separate levels, unlocked.

Good Luck - sounds like a cool series.
2011-03-02 17:02:00

Author:
Morgana25
Posts: 5983


a. I don't believe keys work if you have community objects turned off. It didn't in LBP1

b. That's a call you have to make. I know on H&G we toyed around with locking levels to force players to play in order but with the key glitch still around (keys don't work for some players) we decided to leave them unlocked and let the player decide if they wanted to play in sequence or not. I think you have the right idea questioning whether a player will commit time to play the whole thing and if you want more plays I'd recommend publishing them unlocked. The level links are an issue too. Until MM fixes the bug where parties or more than one player run a very high risk of being kicked back to their pod when trying to go through a level link, they are unreliable and sort of a pain for multiplayer parties. Up to you though but given the nature of your level series and the issues with links I'd recommend separate levels, unlocked.

Good Luck - sounds like a cool series.

Thank you! Those are two things I didn't think of. I guess if I really think about it, I may as well leave it up to the player to decide what is best for them. Even in a game that's all locked down, there are cheats to get around the need to progress through the game. My "artistic vision" really can only stretch so far...
2011-03-02 17:11:00

Author:
Unknown User


I'm sure whatever you decide to do, the series will remain great.

As for my levels, don't expect them to look as sharp as yours do! Anything other than the two most recent ones is probably not worth your time. But thanks for queuing them. You don't need to leave feedback since I don't have plans to update them any time soon.

One thing I've been meaning to say for awhile: "It is dangerous to go alone..." still has me smiling
2011-03-02 18:03:00

Author:
zabel99
Posts: 179


I will play it Asap !! Soon a review

Play mine please
https://lbpcentral.lbp-hub.com/index.php?t=51262-Pirates.-Chapter-1-A-New-Land.
2011-03-02 19:49:00

Author:
PTdragon
Posts: 176


I will play it Asap !! Soon a review

Play mine please
https://lbpcentral.lbp-hub.com/index.php?t=51262-Pirates.-Chapter-1-A-New-Land.

Queued! Looks fun.
2011-03-02 20:07:00

Author:
Unknown User


Ive played it.. U did a lot effort to make this level but:
- Underwater i couldnt figure were to go.. couldnt find the path to n?1
- The Race is Suuper difficult hehe toke me almost all time to end it xD

The rest was ok.. appart of the difiiculty of the Race nivel is very cool
2011-03-02 20:34:00

Author:
PTdragon
Posts: 176


Ive played it.. U did a lot effort to make this level but:
- Underwater i couldnt figure were to go.. couldnt find the path to n?1
- The Race is Suuper difficult hehe toke me almost all time to end it xD

The rest was ok.. appart of the difiiculty of the Race nivel is very cool

For the water level, there are number stickers on the caves. 6-8-10-11 to get to the exit. Once you release a ninja fish, just swim left until you see some green fish icons and follow them to the ninja fish.

I added another checkpoint to the race, and tweaked the stink bugs to make the grappling part a little more fair.

I played yours last night. I'll post feedback on your thread shortly.
2011-03-03 15:34:00

Author:
Unknown User


I made several changes to the levels last night based on some great feedback:
- Overall: All chapters are unlocked. If you start from the beginning, you'll still travel through level links to get the whole story, but if you get kicked back to your pod (or just want to play one again), you can now pick up where you left off.
- Chapter 3: You can now push Ninja Fish out of your way if you use the 'x' button to turbo-doggy-paddle (no more squishes or unfair deaths).
- Chapter 4: Added another checkpoint and tweaked the stink bugs in the grappling section to make it more fair. Linked mouths to Greenie actor so he talks properly. Fixed magic mouth at the end of the level so it doesn't keep re-triggering.
- Chapter 5: Added creatinators to all checkpoints, and decorated both sides of them
- Chapter 6: Added a missing voice-over to the end of the movie (acted by sackthing2000).
- Chapter 7: Moved the right boundary a little to the left so you get to see more of the transformations instead of shooting stuff off-screen; Removed the sackbot cheerleaders and the pretentious little heart they throw around (went back to the original design of OilBots that you can transform).
2011-03-03 18:52:00

Author:
Unknown User


Good Prius level, but it's a bit lengthy, yet satisfying.

VISUALS:
Some visuals looked pretty good. The oil machines looked awesome, and the material choices are good too. I do see a visible anti-gravity tool on the second Priforce part. The cinematics are excellent too.

SOUND:
Good music choices.

GAMEPLAY:
The water part is a bit too lengthy, but the race part, the creatinator part, and the Prius ride part are ingenious.

OVERALL:
The level didn't match the greatness of "Eco Adventures", but it was an fun Prius level. A yeah vote.

F4F my Prius level.
2011-03-04 22:22:00

Author:
JustinArt
Posts: 1314


Well what can I say, its an extensive storyline level with a great variation of skills required to complete! Water sections, grappling sections, shooter sections, and all very nicely done!

It is very long though! Good in a way, but I found myself playing these for at least 45 minutes, which is quite a while for me in a LBP level! The water section felt the longest, then the shooting bits. The race level was pretty cool though, challenging but not too difficult with some good use of bounce pads and hazards.

Well worth a play through, just make sure you have enough time to finish it all!
2011-03-10 22:30:00

Author:
Frostinski
Posts: 40


Played through this awhile ago.
Very good level! The voice acting is actually really good (are you using an official PS3 headseat?), but some ofthe gameplay is iffy. The water level had me frustrated just because it wasn't exactly direct on what to do. Why were the different corridors numbered? I would go down them and activate a light that I'm pretty sure didn't signify anything. I had to quit out of that part since I felt like I was just spending too much time getting myself lost.
The gameplay in the oil well platforming level is fun and the environment looks great.
I think the level with the Creatinator was a little pointless. It felt a little bit slow and the gameplay isn't really varied.
In the end when the Prius is flying, everything is fantastic except for a few minor gameplay issues. First, the cursor barrier isn't close enough to the edge of the screen. I'm not sure if you're on an SDTV or not, but on my tv the cursor only goes a little past the middle point which can be annoying when I see something coming up to shoot and I'm not allowed to shoot it. Second, it moves a little slow. I understand it has to specifically work this way, but I feel like it could have been a little snappier with maybe a little more difficulty. Maybe some enemies would have made it more engaging.

Despite my nitpicking, this is a great level that should definitely be in the top ten. Good luck in the contest!
2011-03-10 22:45:00

Author:
Sack-Jake
Posts: 1153


Somehow I forgot to follow my own thread, so I apologize for the delayed reply. Thanks to everyone who tried this out so far.

Overall, my biggest regret was the water level. I think it's fantastic for a water level, but really, what was I thinking? I never really enjoyed swimming that much and it turned into a creation time-sink. I'm almost done with an alternate version that makes it a lot shorter and more fun. When it's done I'll give the player a choice of swimming or the other version. I think it also caused the other levels to suffer a bit, and I think I made them too easy to compensate.


@Frostinski: Thanks for the review. If you want I can review another one or two of your levels. Let me know which ones.


@Sake-Jack: I really appreciate the feedback, especially about the SDtv. I do all my work on a widescreen, so I was worried about that. I figured it would scale off to the right, but if it's limiting your cursor to the middle, then I made a bad assumption. Maybe I need a second PS3 for testing I also was working on an alternate version of that level in which the enemies keep trying to change the items back to the oily versions. Got a little crazy with nested emitters, but I might try to finish it sometime. I think speeding it up would help, too. I made it very easy to adjust the travel speed, but I didn't design the landing sequence very well, so I have to manually tweak all the camera times to match. Oh well. Anyway, fantastic job with your gas hog. It's made me rethink how I'll do levels in the future. I think I'm going to work backwards from now on so that I put most of my effort into the finish instead of the start (and no more epic water levels!). I'm hopeful that your SDTV issues will go away when you win the TV
2011-03-15 16:05:00

Author:
Unknown User


...
The voice acting is actually really good (are you using an official PS3 headseat?)
...


Forgot to answer this. I tried a lot of different microphones, but ended up using the PS-eye camera. I was about to buy a new mic when I remembered reading the specs. It's actually very fancy with a quad-array mic and other features ( http://en.wikipedia.org/wiki/PlayStation_Eye#Microphone )
I held it about 6-12 inches from my mouth when doing the voice work. The trickiest part is to ensure you don't "puff" your first word, or you'll get wind-noise. I saw a solution for that on another thread, but can't find it right now (you use a super-thin cloth barrier between you and the mic). My daughter did the voice at the end of ch 5 - she really picked it up quick.
2011-03-15 18:53:00

Author:
Unknown User


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