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SpaceWalls

Archive: 7 posts


http://lbp.me/v/ymhyjr

Been working on this one for quite some time. Wanted to create something original, something easy to play but harder to master to make some good vs matches.

I spent a good amount of time making sure the level cannot be played by 1 person. The level will not start unless there's 2 players connected. Also I put some logic in place to handle people bypassing the player check with a second controller

http://i5.lbp.me/img/ft/f756ef19f7d3975334c2a550b556232fe9758ba9.jpg

http://i5.lbp.me/img/ft/635b9b5498ef1d1b3c3711c874307074b3ce6552.jpg
2011-03-06 15:51:00

Author:
Unknown User


Hey ConvStation!

You're queued, but I thought I'd suggest first (as a fellow Versus level creator) that your publish a related single-player version that people can at least try, like, and heart to get the word out. It's hard enough to get noticed as it is (don't I know it) and limiting yourself to 2+ simultaneous players is really shootingn yourself in the foot (DON'T I KNOW IT).

Good luck! Looking forward to playing it at my earliest convenience!

EDIT: Know what else is like shooting yourself in the foot? NOT READING THE LEVEL DESCRIPTION. Sorry, carry on.
2011-03-08 05:59:00

Author:
Fobstar49
Posts: 75


Hey ConvStation!

You're queued, but I thought I'd suggest first (as a fellow Versus level creator) that your publish a related single-player version that people can at least try, like, and heart to get the word out. It's hard enough to get noticed as it is (don't I know it) and limiting yourself to 2+ simultaneous players is really shootingn yourself in the foot (DON'T I KNOW IT).

Good luck! Looking forward to playing it at my earliest convenience!

EDIT: Know what else is like shooting yourself in the foot? NOT READING THE LEVEL DESCRIPTION. Sorry, carry on.

thanks for queuing. just wanted to let you know that I`m leaving for vacation tomorrow and will be away from ps3 for about 2 weeks, so don`t fret if you don`t get feedback from me right away. I will do the f4f as soon as I get back.

also there seems to be a bug that happens occasionally where no new walls will spawn. Have`nt figured what`s causing it yet and don`t really have time to look into it. But when this happens if you restart the level it should be fine.

please if you or anybody else gets this no walls spawning state try and report as much detail as possible. cause I have no idea what`s causing it.
2011-03-09 21:48:00

Author:
Unknown User


managed to get a couple of hours in today before the flight. That no walls spawning issue should be fixed now.2011-03-10 07:39:00

Author:
Unknown User


Hey ConvStation,

It took a while, but...HERE I AM!

First of all, love the level badge. SO ADORABLE.

You've got quite a nice versus level there. My brother and I were neck-and-neck all the time and many rematches were demanded...the controls were simple and the game mechanics, even if not immediately intuitive, became obvious after the first game.

That said...we didn't like the floatiness of aim at all. Even after a couple of games, we couldn't figure out when a block would risk being bounced out of the wall and when it would snap into the slot (as if by magic?).

The walls would also be "completed" even when the last block bounced back out, I assume because the logic is satisfied when a block with the right tag is present for even the briefest moment. Maybe at least require the tag to be present 0.5s or something? It made the last block to be shot need to be much less precise than the others, which doesn't seem very neat and orderly to me.

Other than that...I wouldn't want to mess with your ideas, but strengthening the "space walls" theme might help. Right now the playstation face button controls, material choice and blocks-in-walls concept are very abstract, but the player ship-thing, the name of the level and the idea of shooting down your opponent's walls are much more sci-fi themed. Maybe try to bring them together?

Signing off now. Keep it up!
2011-03-19 18:39:00

Author:
Fobstar49
Posts: 75


Hey ConvStation,

It took a while, but...HERE I AM!

First of all, love the level badge. SO ADORABLE.

You've got quite a nice versus level there. My brother and I were neck-and-neck all the time and many rematches were demanded...the controls were simple and the game mechanics, even if not immediately intuitive, became obvious after the first game.

That said...we didn't like the floatiness of aim at all. Even after a couple of games, we couldn't figure out when a block would risk being bounced out of the wall and when it would snap into the slot (as if by magic?).

The walls would also be "completed" even when the last block bounced back out, I assume because the logic is satisfied when a block with the right tag is present for even the briefest moment. Maybe at least require the tag to be present 0.5s or something? It made the last block to be shot need to be much less precise than the others, which doesn't seem very neat and orderly to me.

Other than that...I wouldn't want to mess with your ideas, but strengthening the "space walls" theme might help. Right now the playstation face button controls, material choice and blocks-in-walls concept are very abstract, but the player ship-thing, the name of the level and the idea of shooting down your opponent's walls are much more sci-fi themed. Maybe try to bring them together?

Signing off now. Keep it up!

thanks for the feedback. I`ll try to improve the level on your suggestions. I`ll do the F4F sometime this week.
2011-03-20 16:31:00

Author:
Unknown User


Update... just made the walls require all tags to be in place for 0.5s as suggested.2011-03-21 10:38:00

Author:
Unknown User


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