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Boot Camp: Screening

Archive: 17 posts


Hi there! I'm new to LBPCentral, so I don't exactly know how things work around here (yet).

This level was entirely based on my own ideals. I realize that the concept of a boot camp level is very common, I'm simply stating that any "ideas" were not stolen, etc.. So, now that I got through the formal stuff...

Please give me some feedback on this level. I worked really hard on it, so much so that the thermometer is almost filled! Please note that there may be some bugs, so if you do play it, please be as so kind as to report them to me. Thanks! I look forward to hearing your responses, and I appreciate it very much!
http://lbp.me/v/x2b8zq
2011-03-02 07:04:00

Author:
Unknown User


Will give it a go and edit this post when its played. Perhaps add a few pictures to your post to get more interest in your level...2011-03-02 19:41:00

Author:
John82wa
Posts: 221


Thanks! I'm glad you liked it! And I'll take your advice as well. I'll post some pictures of the level.2011-03-03 00:26:00

Author:
Unknown User


Here are some pictures.

http://i115.photobucket.com/albums/n291/manueltrix/1.jpg

http://i115.photobucket.com/albums/n291/manueltrix/2.jpg

http://i115.photobucket.com/albums/n291/manueltrix/3.jpg

http://i115.photobucket.com/albums/n291/manueltrix/4.jpg
2011-03-03 01:18:00

Author:
Unknown User


How did you get my sackboy to have an outline when he went in the X-ray chamber? That was pretty cool.

Well, my impression while I was going through boot camp was, "Why am I doing all these silly things?" Maybe it all makes sense in the next installment, assuming there will be one, but for now it feels kind of mundane. I was hoping that while I was in the X-ray chamber or rotating device something would go terribly wrong (plot-wise) and I'd find myself in an epic struggle to save humanity or something.

But as far as the implementation, everything works fine I think. Sometimes it would have been nice to have some indication that I was done with the test I was on and could move on to the next one. The pictures of vehicles and things are a nice touch.
2011-03-04 17:39:00

Author:
zabel99
Posts: 179


Yeah, this was just the screening portion. Like, to see if you are "fit" enough to even start training, etc.. I'm working on the training level, as I type this. Hopefully, it will be done soon.2011-03-04 23:48:00

Author:
Unknown User


I think it was neat and an idea that has been done before but you seemed to pull it off. Waiting for the results and going through the lines of the ones who were denied and pending was pretty humorous. As for areas of improvement:

- Add some more detail. The concept was there as well as each little scenario but it was far too bland. I wasn't a huge fan of stickers, but that was purely because I 'didn't know how' to use them in a presentable way. Now there my best friend in creating environments.

- The part where the 4 or 5 buttons needed to be pressed in sequence failed on me. I pressed the second button twice and then the fourth I believe and the door still opened up for me.

- This one is my opinion (there all my opinions) but perhaps add a bit to the story at the end or beginning so the player knows what this boot camp is for.

Good job
2011-03-07 02:56:00

Author:
John82wa
Posts: 221


Hello!

Nice level! As I noted in my LBP2 review, you're got great visuals going on, especially with the posters on the walls.

I second John82wa's comment -- logic seems to be weak in the level. Most of the procedures are skippable and the light test definitely only requires only any three buttons to be pressed, not the ones you specify. I would very, very much prefer it if you failed/denied players that don't complete every step of the test properly or applied single logic tests to change what the sackpeople at the end say about your performance. I deliberately skipped tests and ran slow on the race but was still applauded at the end.

I also recommend breaking up the enormous walls with a bit of detail. I wouldn't recommend random stickering, since your theme looks good, so I'd recommend changing the depth of the level by adding one- or two-layer deep walls occasionally to create the look of a 3D room.

Third, the exit doors to the X-ray and anti-gravity room need to STAY OPEN! I was trying to be a careful tester and was rewarded with the door slamming shut in my face, repeatedly and permanently. That part wasn't very fun.

Keep working at it! I'm waiting to see what else you can come up with!
2011-03-08 05:41:00

Author:
Fobstar49
Posts: 75


Well the level looks nice for an introduction to an event. It doesn't provide too much information of what will happen besides joining a military or secret agency organization. I hope the next level has some challenge in it, since this level was more like having a look around. (maybe the photos shown in this level are events of what will happen afterward?)

Keep up the hard work!

F4F: Please play my level as well! http://lbp.me/v/y77btq (feedbacks are welcome)
2011-03-08 06:28:00

Author:
Tirux
Posts: 14


Thanks to all of you who have given me feedback, which would literally be all of you. I do appreciate the formality in which you've presented the feedback in.

@John82wa: Thanks, it's always nice to hear that I was able to do what many others have tried to do. And by adding more detail, I assume you mean to create a more suitable environment, instead of the plain, two-shape chrome background I had. I must admit that the original concept of this level had one, large chrome square-shape for the background that expanded across the entire level. The reason I had to re-create it to the two shape, is so that it would not give me the, 'too many sides' "error." I wouldn't really consider it an error, but, right now, I can't find the right word. I also knew that the logic test was flawed, but at the time that I published it, I had hoped that it would not ruin the entire experience. But now, I do, literally, posses the "logic" to correct the logic test. As for the story, I assume I could add some more. Again, the very first, original concept was just a literal "boot camp" but I later decided to extend it. There is more story coming, as that is what I'm trying to create. A story, not just one level. So, I will add more story. Perhaps it could draw more players into it.

Thank you for the input, I will fix those problems A.S.A.P..

@Fobstar49: Thanks! At first, as I noted above in John82wa's response, the original idea for the background was just one large square-shaped chrome wall. At first, I was a bit hesitant to add the pictures, but now I'm glad I did. As for the logic test, and again, as I noted in John82wa's response, I had known the logic test was not 100% accurate, but I am now able to fix it. I just need to find the time now. The "failed" idea is something I'm implementing into the next level, which is the actual "boot camp." I assume I might as well add it to the "screening" portion, although it would require some re-modeling. But, it will be all for the better. One possible way I've imagined it is that I have a multi-input "AND" gate, so that when, per se, the X-Ray examination is done, it toggles an output that would go to the "AND" gate. I would add these toggle outputs to all the tests, so that if one test is not completed, you may go to the "PENDING" line, and will not be allowed inside the "APPROVED" area. If two or more tests are not completed, such as the short sprint in the appropriate amount of time and the logic test, will "FAIL" the examination.

If you would go into further detail of your second paragraph, I'd appreciate that. I think I understand what you are getting at, but, I don't believe I fully understand what you are advising.

For the doors, I first designed them so that a player could not backtrack, as the music sequences and animations would be out of place. Again, as for the logic test, I have the knowledge of how to stop this from happening, but I would still want the doors to close after the player has finished. The way it would work would be; Player does X-Ray exam, exam finishes, door opens, player walks out of X-Ray, door closes. Instead of giving it a certain amount of time, I can have it close when the player is far enough from being able to make a short dash back into the X-Ray. Although, I don't know why someone would do that, but, I didn't anticipate the door closing too early either.

Thanks for the advisements! I hope my response wasn't too much, and that it cleared up any concerns you may have had. And you'll be among the first to know when I publish something new!

@Tirux: Thank you! As noted above in the two previous responses, which I'm assuming you won't read, not because it's not for you, but because it's A LOT, there is more story. I had just not shown it. The next level will have more challenges, in the physical sense (hint hint) and will also have some weaponry. Thanks again for the input!

Please note that I do take all feedback into consideration, and I try my best to accommodate the feedback when I go and revise my level, but not all advisements may be implemented. But, as for the ones I've read today, they will be. Thanks again!
2011-03-09 04:51:00

Author:
Unknown User


hi you. i played your level
i got some ideas and things i noted down while playing the level:

- got killed on the first xray-testing-door to walk through. as it shut down while i was standing under there
which lead to a bug in gameplay: got stuck. cant go further because after respawning i was not able to pass the walk through body scanner cause doors are down.
- place more checkpoints. there are allways ways to die even if you dont see them or plan them
- i tested if something happens when you won't pass the run under 15 seconds and nothing happened. sad maybe alternate what he's saying if you fail?
- same problem with the anti gravity chamber. the door. but different: it closed down again. why? i was trapped awww... pop again? no... won't work cause of the bug explained above. so... replay
- maybe pixel glas is wrong for the anti grav chamber walls. you don't see that it is a box. it just looks like a glas without walls on the sides...
- some of the results were wrong - like i said i even was able to skip some

i hope my notes help you a little bit!

over all a 5.5/10 - it just had nothing special in it everything was standart.
standart is not wrong. but don't makes as much fun as special and wild stuff
you need to work a little bit more on this level to make it interacitve. most important do the results how the player did it. that would be fun!

keep it up!

i would be happy if you would do a small review as well on my level called "skunk bunny adventures" it's linked in my signature. thank you!!
2011-03-09 05:28:00

Author:
ForcesWerwolf
Posts: 475


Hey Manueltrix, you're quick!

Your new door-closing requirement sounds great. As for the walls, I just meant to occupy some layers with wall, such that from above it would look something like this:
xxxxxxx______xxxx background
______|xxxxxx|____foreground
Nothing fancy, but I saw it being used to great effect in another level once when they also didn't have many different materials in the background. I think you have room for this in quite a few places in your level.

Anyhow, great to hear back. See you around.
2011-03-09 13:38:00

Author:
Fobstar49
Posts: 75


All right! So far, I have fixed the doors, so now, the door will not close unless you are safely outside from the chamber, etc.. I also fixed the logic test, so, so far, everything's looking good! The only problem that I have is the scoring. Here's the situation I am in.

I want to create THREE different test results. The scores will be given as followed:

Pass - Complete all tests successfully, get a score of 800 or higher
Pending - Complete all tests successfully, get a score of 799 or lower up to 600 or skipping a test
Fail - Complete all tests successfully, get a score of 599 or lower skip two or more tests

Now, the skipping tests part won't be a problem at all. It's the score checking that gives me a problem. From what I know, the Score Sensor checks for a TARGET score, which I am assuming that means it checks for a score, and everything above it. So, it basically means: 800=<

That will be easy for the PASS portion. Now, how would I have, if it's even possible, a second Score Sensor that goes from 799 to 600. It doesn't have to be those two scores exact, but the concept should be the same. Do any of you know? Also, same for the FAIL. Is it possible to have three different Score Sensors that give different outputs?

Also, I read your review, ForcesWerewolf, and I appreciate it! I'm trying to decide what material I should use. Any ideas?
2011-03-21 02:51:00

Author:
Unknown User


i queue your level

please check my level
https://lbpcentral.lbp-hub.com/index.php?t=53239-lizard-race-demo
2011-03-21 03:07:00

Author:
KRX
Posts: 110


i wrote a in game review2011-03-21 21:48:00

Author:
KRX
Posts: 110


Manueltrix,

This may not be maximally efficient, but you could always hook everything up to a selector (that's how I wrangled part of my level...)

input 1 = battery 100%; output 1 = fail
input 2 = score sensor 600; output 2 = pending
input 3 = score sensor 800; output 3 = pass

Selectors turn on the highest-numbered output that has an active corresponding input (it's sort of a stack of if-else logic). In the above, if no score sensors are on, input 1 and output 1 are the highest ones and the player fails. If the 600 score sensor is on, pending is active and fail is automatically turned off. If score 800 (and therefore score 600) is on, the selector still outputs only to pass.

Good luck!
2011-03-22 18:32:00

Author:
Fobstar49
Posts: 75


Thanks for all the replies/plays for my level! I appreciate them all! And for the record, I read all of your responses, I just, at the moment, can't reply to all of them. And, I've also updated my level! With different results now! I will post a list of total updates later.2011-03-28 04:36:00

Author:
Unknown User


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