Home LittleBigPlanet 2 - 3 - Vita - Karting LittleBigPlanet 2 [LBP2] Help!
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Need help on designs for my Space Level
Archive: 10 posts
Alright, so many of you probably realize that I'm making a giant space level full of everything you could ever think of, but I have one problem..........visuals. I may be good at logic and ideas, but visual art is probably my greatest weakness. I'm modifying my designs to accommodate multiple turrets for weapons. They have to be made of hologram as well, unfortunately (at least for now, since collisions often mess up everything in zero-gravity. EDIT: Creating avoidance logic so materials other than holo can be used. I've thought of some rather epic ideas to use for 'solid' creations, such as kinetic impact weapons, ramming, and realistic collisions without the use of logic. | 2011-03-08 06:05:00 Author: SSTAGG1 Posts: 1136 |
Wait, so you're making specific bits of detail for your level, or want a whole design for things? Either way, since it's in space, I'd recommend going through the Cosmos levels again. | 2011-03-08 06:45:00 Author: mutant_red_peas Posts: 516 |
You could always check out the set designs in comphermc's Interstellar Infiltration or jwwphotos' Space Escape for inspiration, since these are among the best looking space levels made in lbp1. Also, consider classic sci fi movies like Aliens, Star Wars, etc, then google some images from these movies to see how Hollywood portrays futuristic scenery and architecture. Aside from that, I would recommend using objects, materials and decorations that have a high tech, futuristic look about em, like chrome, neon, pulsing led lights or the gekko skin edge material from MGS pack for example. | 2011-03-08 10:39:00 Author: Ungreth Posts: 2130 |
Try using chrome or white materials to make it look realistic. Also depending on how you are approaching the level. Like- Is it meant to be cuteDark Sciency Dangerous and so on. So relate your level type to the right materials if you know what i mean and by looking at a certain material for a bit may spring ideas in your head like a stimulus. | 2011-03-08 16:28:00 Author: craigmond Posts: 2426 |
Alright, so I've decided to not use just hologram to create things, since it's nearly impossible to make it look nice without anything else. That means some nice avoidance systems, but seeing as this level is already 90% logic, a little more can't hurt. | 2011-03-09 03:37:00 Author: SSTAGG1 Posts: 1136 |
You could always check out the set designs in comphermc's Interstellar Infiltration or jwwphotos' Space Escape for inspiration, since these are among the best looking space levels made in lbp1. Wow.. thanks for that. :blush: I was just going to drop a note to check out my good buddy Ungreth's Space Assassins when I saw that. | 2011-03-09 03:47:00 Author: jwwphotos Posts: 11383 |
Recently there was a whole series of levels published by Boss_Mob called "The Red Planet" that are pretty cool, especially the ones inside the big spaceship. You can also draw some inspiration from those. Didn't like the levels where you control a fighter that much, though. You could use the hologram to make computer screens like featured in Mass Effect and other sci-fi works. Use a lot of lights for immersion. If a ship/station is being destroyed, make them turn on and off intermitently, and in that occasion use fire as danger (in the areas where the ship is suffering damage). If the players must navigate an area where they have to repair the ship (like the engine room or server room) it makes more sense to use electricity/plasma as danger. If you want to build structures that look more scientifically advanced, "clean" and state of the art like a military or scientific expedition ship/station (like the Entreprise from Star Trek or Normandy from Mass Effect) use neon, holograms, chrome or any other glossy material. If instead you prefer a dirtier, old, looking used kind of arquitecture (like the ships from Dead Space, Alien saga and some from Star Wars, better for a dark and gritty tone) use rusty metal or that patterned gray metal. I hope this helped! | 2011-03-09 14:42:00 Author: SnipySev Posts: 2452 |
I've recently thought of making units modular, so each part would sustain its own damage, and could be destroyed individually. It'll be allot of work, but I think it'd be very cool. I'll have a look at those levels. | 2011-03-09 22:01:00 Author: SSTAGG1 Posts: 1136 |
Watch out if you're going to blow stuff up using randomly-spawned bombs instead of destroyers. LBP's engine can be very unpredictable sometimes | 2011-03-09 23:50:00 Author: SnipySev Posts: 2452 |
No, what I meant was each ship would have X number of parts, which could be swapped in and out for other parts at bases. I would just use destroyers to only destroy those certain parts, instead of the whole ship. Now that I think more about it, this idea is nearly impossible to do. Perhaps for another game where I have no other concepts to make available, but for this, it'd be too thermo intensive. | 2011-03-10 04:50:00 Author: SSTAGG1 Posts: 1136 |
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