Home    LittleBigPlanet 2 - 3 - Vita - Karting    LittleBigPlanet 2    [LBP2] Ideas and Projects
#1

The New Craftworld Project Development Thread.

Archive: 56 posts


With New Craftworld being an actual full scale project now, I have opted to begin a dev. thread (instead of lingering in the idea stage thread) for those of you who are interested in the idea.

For those of you who do not know what The New Craftworld Project is, Here is a brief summery of the basic plot.

After the fall of Negativitron, Peace once again reigned over the valleys and mountains of Craftworld. But war had changed Sack thing. No longer did living a normal life in Nonspecific City hold any sort of wonder or joy. No, Sackthing now longed for adventure.

This longing slowly drove Sackthing into a deeper and deeper paranoia, until finally, fearing that another war was approaching, Sackthing set out into the darkest and most undesirable parts of Craftworld, in search of proof that he was not insane, and an adventure that would put him back in shape.

What does the world hold for Sackthing? Is there a war comming? Will the Grappling hook ever work quite right?

Levels will focus equally on being visually appealing and being a challenge, without becoming unplayable. I will also make every effort to ensure you can enjoy every step of Sackthing's greatest adventure yet with your friends around the world (*cough* You know... not like most of those MM picks *cough*). I will post progress, inquire to any dedicated watchers what they think about certain plans, and post any Beta class levels for testing.

Finalized Levels

http://lbp.me/v/2rvg2b NCW: The Journey begins


That reminds me. I will need Beta testers to ensure the levels work flawlessly. If you are interested, send a message to either Drakarael or Eternal_rise and I will add you to a the list which will be posted here. All testers will be credited near the end of each level as heat permits, or acknowledged in the comments. I'd offer more, but sadly I can't. Hopefully the sneak peaks at levels before they go open beta will be adequate. Thank you in advance.
2011-06-03 08:10:00

Author:
Eternal_Rise
Posts: 113


supertwinbros
Jakest123
2011-06-03 08:11:00

Author:
Eternal_Rise
Posts: 113


Alright Boys and girls (Or men and women, Ladies and gents, Dames and Dukes, which ever you prefer) I must pose to you a major question about my plot.


Would you prefer to see Sackthing start his adventure at the Fringe of Insanity? or should I start from the city and bring the journey to it's close in the fringe of insanity?
2011-06-03 08:14:00

Author:
Eternal_Rise
Posts: 113


I almost totally forgot! Level links (These will change constantly. Please do not heart levels, Simply like them if you are interested. Heart me as an author so I know the series has support and I will do my best to get a decent portion of the game up (First three levels and a few mini games) as soon as is possible with the number of refinements I tend to do.

Open Betas/Demo type levels

Fringe Of Insanity Open Beta
http://lbp.me/v/0rpkgp

Initial Fringe Concept Demo
http://lbp.me/v/0ksgcd

Mini Game Concepts

Race through old Jam mine (first level and Race type mini game concept.)
http://lbp.me/v/074m7-

Lightrunner Demo (From the Project Backstep file)
http://lbp.me/v/0f22zq

Lightrunner (More refined version of original Lighrunner with no active obstacle system.)
http://lbp.me/v/0g7185
2011-06-03 09:13:00

Author:
Eternal_Rise
Posts: 113


Jakest123: I will be sure to remember the power up remover in the second tier OB of the level. The additional spawn gate however, is an idea I considered, but, given the already decently low difficulty of the step system, I opted to put a spawn only for the most difficult set. Suggestion still appreciated naturally.2011-06-03 09:20:00

Author:
Eternal_Rise
Posts: 113


ill test for you my psn is supertwinbros2011-06-03 09:47:00

Author:
supertwinbros14
Posts: 69


Alright, I'll give you a shout when I have something for you to test ^.^2011-06-03 15:15:00

Author:
Eternal_Rise
Posts: 113


There may be a little breach in the serious, in depth work on this project. But I will try to recover that time. Thank you for your patience.2011-06-04 06:50:00

Author:
Eternal_Rise
Posts: 113


So, I've encountered a little bit of "Writers block" as it where. I'm trying to design a city that is both semi-realistic yet still has a strong crafworld feel and an enjoyable platformed flow.

As I have stated before, I will not beta release ANYTHING that I feel is less than quality.
2011-06-05 18:40:00

Author:
Eternal_Rise
Posts: 113


If you run out of ideas on paper, try just creating in LBP. I've found some ideas just by playing that I wouldn't have thought of otherwise.2011-06-06 00:11:00

Author:
SSTAGG1
Posts: 1136


I'll be beta tester, I've followed this prject since the start 2011-06-06 20:54:00

Author:
Jakest123
Posts: 319


That you have Jakest. I thank you for that.2011-06-07 03:22:00

Author:
Eternal_Rise
Posts: 113


If you run out of ideas on paper, try just creating in LBP. I've found some ideas just by playing that I wouldn't have thought of otherwise. I thought of that, but truth is, I don't draw anything out on paper, I do rough sketches in the create and test if different things can be done with the logic and unfortunately weak visual creation tools (I would kill for the Polygon based level design displayed in the beta) I've got a stron bunch of ideas, I just need to figure out how to arange them and give it a craftworld city feel2011-06-07 03:24:00

Author:
Eternal_Rise
Posts: 113


Alright so here's a thought for the first level, I just want to bounce it off of you guys before I go into full work on it.

With no more heroin to be done, Sackthing takes a job in the mines. Ever hungry for danger, he takes the daredevil job of blaster, where timed bombs are his only tool. But today won't be just any day on the job. Today, Sackthing will blast his way into a hidden underground ruin, where dangerous obstacles and flickering power will test his skills, and collapsed ceilings will test his skills as a blaster.
2011-06-07 03:48:00

Author:
Eternal_Rise
Posts: 113


Not sure if ya need any, but if ya do, I could possibly help with logic as needed 2011-06-07 03:50:00

Author:
Unknown User


Not sure if ya need any, but if ya do, I could possibly help with logic as needed lol. thanks for the offer. If I encounter anything that I can't figure out the logic for, I'll give you a shout. As is though, friends come to me for Logic help. lol.2011-06-07 03:55:00

Author:
Eternal_Rise
Posts: 113


With no more heroin to be done, Sackthing takes a job in the mines.
D: Sackthing takes drugs? Off topic, I know...
When do you expect to release the first part for beta testing?
2011-06-07 20:49:00

Author:
Jakest123
Posts: 319


D: Sackthing takes drugs? Off topic, I know...
When do you expect to release the first part for beta testing?

To be honest, I'm not sure. Right now I'm actually fiddling with the start of the level. I have to figure out the look I want to give the surface building of the mine, how I want the elevator to work, what logic to use, if I should make game play in that part or if Sackthing should just have to move to the elevator. I'm debating building a tutorial, or not.. and that's just for the first little part of the level. lol. I want it to be amazing and memorable.
2011-06-09 04:48:00

Author:
Eternal_Rise
Posts: 113


D: Sackthing takes drugs? Off topic, I know...
When do you expect to release the first part for beta testing?Also.. that is not supposed to say Heroin. Lol. didn't even catch that one. lets see if anyone else does
2011-06-09 04:50:00

Author:
Eternal_Rise
Posts: 113


Alright, Data transfer to the new PS3 last night had an undesirable effect. All of my recent work was lost. :< but, I will soon begin again. This gives me the chance to think about making it more like the real story line, Focusing on a flowing gameplay begininning a bit into the story, instead of trying to make it like craftworld has become more realistic.2011-06-10 05:56:00

Author:
Eternal_Rise
Posts: 113


Alright, Data transfer to the new PS3 last night had an undesirable effect. All of my recent work was lost.
!!! You can remember what you did though, right?

Focusing on a flowing gameplay begininning a bit into the story, instead of trying to make it like craftworld has become more realistic.
Is that good or bad?
2011-06-10 18:11:00

Author:
Jakest123
Posts: 319


!!! You can remember what you did though, right?

Is that good or bad?


I can remember roughly what I did. Luckily I didn't have much of the level layed out yet. I was still working on the "Another day at work" Mini-game so the only major work I have to do is the half hour of tuning the elevator after I remake the visuals for it.

As far as good or bad.. I don't know, I'll have to let the people of LittleBigPlanet decide that
2011-06-12 05:16:00

Author:
Eternal_Rise
Posts: 113


Well, that's pretty lucky that you can remember 2011-06-12 17:23:00

Author:
Jakest123
Posts: 319


I'm currently building a level on Drakarael as a proto to see what I can do with explosives and destructibility. I don't know that its the most beautiful level I've ever seen, but I've never seen work of this destructibility magnitude before. Almost enough to make me consider building a new-wave Bomb survival. lol2011-06-15 07:38:00

Author:
Eternal_Rise
Posts: 113


What is Drakarael? 2011-06-15 15:58:00

Author:
Jakest123
Posts: 319


What is Drakarael? lol. its my former primary account. Search for Drakarael on LBP and you'll be able to see a demo of the explosives demonstration level I'm working on.2011-06-16 03:57:00

Author:
Eternal_Rise
Posts: 113


Oh I thought it was a level designing program <facepalm>2011-06-16 16:18:00

Author:
Jakest123
Posts: 319


XD I wish I had a real game design program. Ah.. actual 3d design and what no.. it would make me so happy.. but no such luck. lol.

So, just a little update. I'm working on what is finally going to be the first level. the story will be changed a bit, but generally the same idea. Only now Sackboy is on a quest to gather the seven Colored glowing spheres!
2011-06-20 05:39:00

Author:
Eternal_Rise
Posts: 113


OH, YEAH! Glowing spheres! I am so looking forward to this.

Seriously though, I do like this project. Can't wait to see it. Perhaps orbs or crystals is a better name for them. Makes them sound a little more interesting.
2011-06-20 06:06:00

Author:
SSTAGG1
Posts: 1136


Lol. the idea was kind of the generic super item of ancient lore. I'll come up with a better name though. still tossing between different starts to the level anyway.. since what I have just looks too bland in my opinion. Of course.. i have to try not to end up using all 20 sub levels on the first level XD2011-06-21 04:09:00

Author:
Eternal_Rise
Posts: 113


I know theres a lot of people crying out to help with logic on every thread on lbpcentral, but if you need anyone to help with logic just msg me on psn. If it means anything to you ive done a lot of work on The Creators Tookit, so i defintely know my way around tools.2011-06-26 01:54:00

Author:
Unknown User


thank you ArcaneSouls, but to be honest, right now it's level design that is plaguing me. I know how to do so many coll things with logic, I know how to do some pretty cool visual effects (without the glitch tools. I will not sully myself with those.) its putting it together in a well flowing, multi-player capable platforming/puzzle level format. I have ten potential story flows for the first level alone and inumerous potential level concepts. Perhaps soon I will create physical sketches of these level ideas and post them, to see how my few fans like them and which they would prefer.2011-06-30 10:35:00

Author:
Eternal_Rise
Posts: 113


Perhaps soon I will create physical sketches of these level ideas and post them, to see how my few fans like them and which they would prefer.

Sounds good to me.
2011-06-30 19:06:00

Author:
Jakest123
Posts: 319


*rubs my temples and sighs* I'm starting to wonder if I can actually make a series. Everything I try comes up short or overheating (see the two "demo"levels that are up) and I have little to no inspiration as mechanical issues after mechanical issue kills my machines and moving level parts, and simple sack-bot/Sackboy operational and movement flaws make the workings of cool ideas turn into clunky, annoying swingy repetition (See the rope "bridge" in either level)

Add to that the fact that none of the materials are optimizable for smaller visual working, and the fact that there are so many issues with logic either completely blowing up or causing contradictions and redundancy issues... and its getting to be more annoyance than fun.. If I had a fan base I suppose it would push me more to do it.. but.. lets face it.. as strong a fan as Jakest123 is.. he's pretty much the only re-occurring poster. Doesn't show much interest in my work when a few hundred people view the thread and I have less than ten plays on my demos.
2011-07-05 02:42:00

Author:
Eternal_Rise
Posts: 113


Do note,t his is not me giving up, its just me doubting a little. If you look at the visual and play quality of the base line demos I'm sure you can see why.. especially when I'm looking at doing anything indoors or on an airship, ect.2011-07-05 03:53:00

Author:
Eternal_Rise
Posts: 113


I was actually meaning to play these. Been so caught up with my project I started completely ignoring my Queue list. I'll make sure to give them a shot some time tomorrow morning.2011-07-05 03:59:00

Author:
SSTAGG1
Posts: 1136


thank you for the support SSTAGG1.

Update: I've copied the "Craft World 1" file into a second slot and begun working on a finalized version. Lighting will be done purely by internal light systems. (I was considering a sun mimic made of fairy lights in a central position.. but I have a rainy section so I needed to create a sheering effect.) Working on balancing lighting and game play in that worthless thermo limiter.
2011-07-06 02:27:00

Author:
Eternal_Rise
Posts: 113


Alright. So, I have the release version of NCW: The Journey begins up (http://lbp.me/v/2rvg2b) It is not 100% complete, There are still minor visual tweaks and such, Audio manipulations and one little issue I found after release that allows you to skip a whole section.

As soon as this is complete and the new custom badge indicating the full level goes up, I will begin modifications for a little idea my brother gave me. "Wacky Craftworld" Modded versions of my the levels in the series featuring outlandish lighting, odd events and other such things that would fit even less then Mr. Beezlebuzz (you'll know him when you see him.) In the mean time, Have fun gadding about the nearly finished version of what is sure to never be a classic ^.^
2011-07-07 01:50:00

Author:
Eternal_Rise
Posts: 113


All right boys and girls. What will be (Barring any reported issues, glitches or music changes) the final version of the standard release of "NCW: The Journey Begins" is now up and ready for players. Have fun as I begin work on the wacky version2011-07-10 04:42:00

Author:
Eternal_Rise
Posts: 113


cool. Can we get a LBP.me link?2011-07-10 05:33:00

Author:
DarrienEven
Posts: 217


The LBP.me link is present (First post of the thread and a few posts back.2011-07-10 06:34:00

Author:
Eternal_Rise
Posts: 113


With the purely positive response, I'm thinking that the "wacky version" may be a touch of a bad idea, after all, the saying is "If it ain't broke, don't fix it" So for now I will be beginning on a mini-game to tie people over till the next level's release. Peek in to keep updated on the Capture the flag Mini game and the second installment, NCW: To the Darkest Depths (Working name)2011-07-10 19:24:00

Author:
Eternal_Rise
Posts: 113


With some real time feedback I have found some minor issues which will be patched soon. (The journey begins)2011-07-12 03:31:00

Author:
Eternal_Rise
Posts: 113


Reposted The Journey Begins with a few minor tweaks to make the level more playable (A beam of light indicating the first switch and a camera adjustment heading to the second)

Work has been started on the non-interactive portion of Into the darkest depths
2011-07-14 03:46:00

Author:
Eternal_Rise
Posts: 113


Given the scale I have to work with, the series will likely have as many Side games as story line. Story line levels will be labeled as NCW(Number) with their name, while minis will be given the designation NCW(Mini) with name.

Planned minis range from races to levels based on old scrapped projects (Including a large scale Battlefield with turnable capture points and two defined teams) I will be opening a new thread which will have links to the minis and full levels, and listings of any planned levels as their working names.
2011-07-15 03:28:00

Author:
Eternal_Rise
Posts: 113


I'd like to see some minigames to go along with the levels. Perhaps a kind of tetris game where you build a bridge in front of you or something.

Also, I suggest sticking to just a few levels, maybe 2 or 3, and making them look, play, and sound very good.
2011-07-15 04:21:00

Author:
SSTAGG1
Posts: 1136


So more on the side of the Mini games *nods* okay. Yeah, the levels will only get more time consuming to meet and pass the level of the last.2011-07-15 04:23:00

Author:
Eternal_Rise
Posts: 113


TBH, your level design is good, and your visuals are good, but there's no real 'point' to play the level.

Take the LBP2 story for example. One of the main plot features were the Meanies. Simply by adding some enemy to the level, and by making it some sort of 'quest' to defeat the meanies, the levels suddenly got a lot more playable.

And by minigames, I mean in-level little tasks, not separate levels designed solely for a minigame. Thought I was unclear.
2011-07-15 04:34:00

Author:
SSTAGG1
Posts: 1136


The issue with meanies is, they take up almost a levels worth of logic on their own. to keep it playable with the therm restrictions we're given and the degree of logic and lighting I'm working with, I actually had to hatchet the sacks. It was a tough decision.. but it was that or abandon the entire art style.2011-07-15 04:39:00

Author:
Eternal_Rise
Posts: 113


I didn't mean use the Meanies, just create something that has a similar effect. Perhaps something like a player doppelganger, that is ruining Craftworld, making you the culprit. You need to go through each level in order to hunt them down and prevent them from causing any more trouble.....????2011-07-15 04:44:00

Author:
SSTAGG1
Posts: 1136


Ah, so you're talking a final goal more so than adding meanies into the level. I like the doppelganger idea, but that's yours, lol. Not gonna steal it. I'll come up with something.2011-07-15 04:47:00

Author:
Eternal_Rise
Posts: 113


Admittedly that is the thing I'm having the most trouble with. Storyline and keeping the levels flowing by that story. I don't know how many times I've recreated the first 3 seconds of NCW2. I've always been more of a mini-game builder.. so this is a huge test for me.2011-07-15 04:50:00

Author:
Eternal_Rise
Posts: 113


Feel free to take it if you want. I'm almost certainly never going to make a level that could use it. My plan is: Shooter, RTS, and Co-op thingy (it's a secret, lol )2011-07-15 04:52:00

Author:
SSTAGG1
Posts: 1136


Lol. I may just take you up on that. Before I lost all my non-published data I had a top down shooter based on Wolfenstein3D in the works.. A helicopter combat level series (I lost all the work on that... over 60h of logic development and refinement, drawings which I foolishly discarded, ect) and a side scrolling Battlefield style game where in all of the tanks and self propelled guns had recoil. I might do a good deal of work on a series of Versus minis based on the last.. you know, give the players something over the top and destructive to play with. Regardless, I need to find a way to advertise my work better.. Low plays is kinda killing my moral. lol2011-07-15 05:00:00

Author:
Eternal_Rise
Posts: 113


Oh yeah.. on one of my mules I also have a fun little project which is more of a toy.. I'm building realistic wooden building frameworks that are full demolishable.. It has a little sticky grenade which anyone I bring in can obliterate the structures with. Its fun.. but I doubt it would make it far as a level. lol2011-07-15 05:02:00

Author:
Eternal_Rise
Posts: 113


Well.. before my project fades into total obscurity, I may as well post an update. I'm having trouble deciding just what to do, and consequentially keep restarting the work. I want it to be a story of sorts, So I need to build in some form of flow.. but so far, none of the things I want to do flow together. Not giving up though, so wish me luck. lol2011-07-20 02:52:00

Author:
Eternal_Rise
Posts: 113


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.