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Excite Ridge

Archive: 6 posts


http://ia.lbp.me/img/ft/54ad84e369ecf65fc91a7f4b4ce5af82b78f336d.jpg

A sidescrolling race, that utlises controllinators and layer-switching movers. I was inspired after playing an epic sidescrolling LBP2 race, that did not use layer-switching. It seemed like such a wasted opportunity, so I decided to take a crack at it.
Like most race levels, it will work with only 1 player, but I imagine it's considerably more enjoyable with your buddies. Queue this up, and give it a bash next time you're party'd up.

http://i4.lbp.me/img/ft/e64a86807079daee498c15606f1a533432d1ee8c.jpg

The games main mechanic, is that you don't just hold R1 to move forward, but instead, you spin the left stick to spin your rear wheels, making this race more about endurance than overall speed.
Layer-changing logic is used to allow players to take various paths, some faster or easier than others. Generally, the idea is that routes that are either higher risk, or require more stick-spinning effort have greater rewards.
http://id.lbp.me/img/ft/62d6fa8be6637748f36c97e2695884adb6a741e1.jpg


My levels design was inspired partly by Skatotopia. It's a rocky environment with a lot of Sack-made wooden ramps spread around.
There's only one track, as I got a bit carried away decorating and actually max'd the thermo. lol.

http://i3.lbp.me/img/ft/e1311a4ffe550da14ffa8e21da33d6e9b1fd918a.jpg
http://ie.lbp.me/img/ft/99e9ea382de6e88ed716457b7425d97ed525b3c1.jpg
http://ia.lbp.me/img/ft/53ac1ef5bab5edc394a3cec5734dbe4a562c9603.jpg
http://lbp.me/v/ze1p7b


Oh, yeah, and thanks to damaz10 for doing a little bit of level pimpin', aswell.
2011-03-25 00:14:00

Author:
Ostler5000
Posts: 1017


Really good looking level with a fantastic vehicle and setting. My feelings on this one are pretty similar to my feelings on RemboBots: why is the gameplay so difficult? The controls actually fight the player. I mean, I know I have a heavy finger and all, but geez that left stick spin is cranky. The cart is way too flip-floppy with no intuitive way to shift its angle, and the square button "fix" takes forever while still not working half the time. Then there's the layer shifting... where when how-now, oh, I'm in the water again. I really want to like this level; it's so well done, so creative. But you're not making it easy.2011-03-26 17:34:00

Author:
Kanada Ten
Posts: 87


Really good looking level with a fantastic vehicle and setting. My feelings on this one are pretty similar to my feelings on RemboBots: why is the gameplay so difficult? The controls actually fight the player. I mean, I know I have a heavy finger and all, but geez that left stick spin is cranky. The cart is way too flip-floppy with no intuitive way to shift its angle, and the square button "fix" takes forever while still not working half the time. Then there's the layer shifting... where when how-now, oh, I'm in the water again. I really want to like this level; it's so well done, so creative. But you're not making it easy.

Thanks for your comment.
Your the first person to comment on the Excitebuggies handling/self-righting/whatnot, so I wasn't aware it was so awkward. In my defense - I think alot of creators don't notice handling issues in their own stuff, so thanks for this.
I'll tighten the aerial-self righting and improve the automatic self-righting, while making the Square-self righting quicker.

As for spinning the left stick, that was sort of the whole idea in the first place. Without that, it's just another Hold-R1-to-go-forwards racer, isn't it? Well, bar the lane changing. Speaking of which - the lane shifting has started annoying me too. I use a Selector that continusly tries to shift into the selected layer, but this is a problem given it's very easy to accidentally nudge the stick, then shift layer once the vehicle is able to.


As for RemboBots, (Which, again, I appreciate your feedback, it's been real hard to get anyone to actually say much.) I don't really get your point - it's a basic twin stick shooter, what's so frustrating about those controls? If you'd like to go into more detail there, I'd love it. But that's for another thread.

I'll go fix some stuff in Excite Ridge. Give me like... At least and hour and I'll be done.
2011-03-26 21:40:00

Author:
Ostler5000
Posts: 1017


Oh, I'm not against the spin the stick, or other novel mechanics, it's just that I don't know what's making the vehicle behave certain ways - you know? Like am I spinning too fast, and that's why I keep flipping, or am I spinning too slow, preventing the build up of momentum? Etc. Because it's novel, and immediately demanding, I don't know how to experiment with it.


Well, bar the lane changing. Speaking of which - the lane shifting has started annoying me too. I use a Selector that continusly tries to shift into the selected layer, but this is a problem given it's very easy to accidentally nudge the stick, then shift layer once the vehicle is able to.
That really explains a lot, actually.

I'll give both a go later, and I'll try to articulate my experience with RemboBots.
2011-03-26 22:11:00

Author:
Kanada Ten
Posts: 87


Right, made some alterations, which I feel are a definite improvement -

Lane changing is now activated differently. A tap up or down will immediately alter the vehicles lane. If it's unable to move at the time of the tap, it will not move later on, like how it would with the selector system.
If you hold the stick up/down, the vehicle will continue to change lanes in that direction every 0.3 seconds. So, if you want to go from the furthest back lane, to the front, you don't need to tap twice, but if you do, it should be quicker.
I was worried 0.3 seconds between lane changes might be too fiddly and result in accidental shifts again, by overshooting, but through my tests, I can't say I encountered this issue. If it does occur, let me know, and it's easily remedied in 3 minutes.

For the Gyroscopes, the standard one is now a little bit stronger and faster, but it's main alteration is how quickly it kicks in. The vehicle should be level in the air, at least 3 or 4 seconds before it would be, previously.
And the Square-actived Gyroscope is considerably more effective, aswell as it now reaches max strength within 3 seconds, as opposed to 7, previously.


Regarding your post about stick-spinning being a possible cause of flipping, I can confirm that this is not possible - There's a 3rd gyroscope active at all times, albeit, not very powerful, that does work towards adding general stabiliy constantly. Also, the wheels simply don't have enough grip, nor does the vehicles weight really make it possible for it to flip without being airborne. Go nuts on the stick all you like - you'll stay on the ground.
However, it could be the latter suggestion, of spinning the stick too slowly. The vehicle is prone to flipping when it rolls off a ledge too slowly. Not too sure how I could fix that.
2011-03-26 22:29:00

Author:
Ostler5000
Posts: 1017


The layer switch change seems to solve a lot of the issues I was having. Actually finished the race a couple times - though I'm sure I'd be embarrassed to race with other live players.2011-03-26 23:33:00

Author:
Kanada Ten
Posts: 87


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