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A journey through a digestive tract (now with pics and video!)

Archive: 47 posts


It's finally out!

Journey through a giant mouth, stomach, guts and out the other side!

After writing about it for what feels like forever, I've finally finished polishing and have now unleashed this level.

It features (roughly) accurate representations of real body parts, presented in a fun way. There are jumping sections, rides, races, monsters, all sorts of interesting things. There are even some secret sticker switches to encourage replay value, including a top secret bonus organ!

As an added bonus, I included a locked version of what the level looked like before polishing, right before I wrote the article about the need for cleaning up a level before releasing it. Just don't expect much from the early version.

I feel so much pressure and excitement, but I hope people enjoy the level!

-EDIT-

I've added extensive suggestions with magic mouths about manually retrying at known tricky bits in the small intestine. You can read the details of the messages below.

Unfortunately due to the nature of the fiddly physics, I can't guarentee it will work 1st time every time you play. But the section has a one shot emitter system for the vehicle, so if you manually retry using the POPIT menu you should go back to the double checkpoint at the start of the ride and try again, with a fresh vehicle and a completely clear track.

It should work over 6 lives. If you are still having trouble, let me know.

-UPDATE-

I've revised the whole small intestine section so it's a lot simpler and shorter than what was originally released. It should have far less catching bugs on it and the one shot vehicle emitter system is still in place in case anything goes wrong.

I've also stuck down the orange that use to roll around the start, and increased the spring tension in the final orange in the stomach which should reduce the chance of player death for that section.

For those that tried the level and liked it, but were frustrated with the old small intestine, please try the level again and tell me what you think. You can use the sticker you would have recieved at the end if you have already finished it to explore some new areas.

For those who have not yet tried it, give it a go! I hope you enjoy the journey!

And stay tuned for further updates on fixing the bugs in the small intestine. The modifications to fix that will take a fair while to test and implement, however, so hopefully this quick fix will help people enjoy the experience until the bugs are ironed out.

ANOTHER UPDATE

I've gone and lowered the gas levels in the stomach and taken out the higher score bubbles. The same points are there, it's just at a lower height. All this should remove the "death from springing too hard" problem in that section.
I've added another mouth to the first character and put another character at the end. You now have a "reason" for going through the digestive tract.
I've put a bit of cardboard on the back of the golf ball cart. This should prevent accidental firings of the rocket from outside the vehicle.
And finally, I've got some pictures of the level. Take a look.


The mouth:
http://i30.photobucket.com/albums/c336/Elbee23/Themouth.jpg

The liver: You can see some bugs wandering around in there.
http://i30.photobucket.com/albums/c336/Elbee23/TheLiver.jpg

The large intestine:
http://i30.photobucket.com/albums/c336/Elbee23/TheLargeIntestine.jpg

The pancreas: This section is a reward for playing through the level more than once.
http://i30.photobucket.com/albums/c336/Elbee23/ThePancreas.jpg

BassDeluxe Edit: I've added your video mate. Enjoy!

Cn_dxDtu-5Q
2008-12-10 15:54:00

Author:
Elbee23
Posts: 1280


Pictures and stuffs....2008-12-10 16:02:00

Author:
jessjan
Posts: 21


I hope to play it soon mate! Sounds good 2008-12-10 16:59:00

Author:
lordflash11
Posts: 194


Journey through a giant mouth, stomach, guts and out the other side!......

Well, I am curious to know how well the colon is rendered in LBP so I will play it today.
2008-12-10 17:19:00

Author:
Voltiare
Posts: 646


......

Well, I am curious to know how well the colon is rendered in LBP so I will play it today.

The colon is the big finish. I wrestled while working on the concept how to not be offensive, but hopefully it's anatomical and vague enough to not offend while still having enough elements to be realistic.

Anyway, play it and see for yourself!
2008-12-11 04:12:00

Author:
Elbee23
Posts: 1280


Can't play it right now, but you can bet I'll play it tomorrow. I'm expecting a great level from you. 2008-12-11 04:14:00

Author:
BassDeluxe
Posts: 984


Can't play it right now, but you can bet I'll play it tomorrow. I'm expecting a great level from you.

I put in an official request to have the level filmed, as I don't know how to film one myself. :o

I hope the level lives up to your expectations!
2008-12-11 04:24:00

Author:
Elbee23
Posts: 1280


Hey man I tried this earlier and I wanted to leave you my thoughts.

I have to start by saying I REALLY wanted to like this level. I know you enjoyed my lvl but I promised myself a long time ago that I would never heart a lvl simply because I was hearted or praise a level simply because mine was praised. I personally think that is when LBP fails and results in crappy levels making it on to Cool Levels (Btw, I am in no way refering to your level here). I think LBP is at it's best when creators can have an honest dialogue about their levels and help eachother make things better through constructive feedback so here it goes:

I had to restart your level 3 times because the golf cart thingy kept getting stuck and I could not move forward in the lvl. Yes, I let go the grab switch and even tried throwing my weight around to move the thing but it just kept getting stuck at particular points and refused to budge. I must admit I am baffled. I am baffled because you created 2 fantastic threads related to level design/creativity etc and the one I am thinking of in particular is When should I publish my level?: https://lbpcentral.lbp-hub.com/index.php?t=t=5473. I left comments on both this thread and the other one praising the advice you give fellow creators and saying that they are invaluable resources for all of us. The problem is that it does not seem as if you have followed your own advice!!! I kept getting stuck with the cart and asking myself "how is it possible that Elbee palytested this?". I just couldn't fathom how this MAJOR problem was not tweaked to the point where it worked the way it was intended to work. Please let me know what's up regarding this because I am still scratching my head in confusion.

There are 2 sticker switches before the whole cart sequence but there is no indication of what stickers should be placed there. The cart itself is very basic and could definitely use some decoration/color etc.

On a positive note I think the concept is great and the whole mouth and tongue was absolutely fantastic, very well done. I sincerely wish I could have finished the whole level (as far as I can tell only 1 person finished it which is a definite indication that things are not working well) and look forward to your reply. I hope you appreciate the honesty here and I will definitely check out the level again once the problems are addressed.
2008-12-11 12:46:00

Author:
OCK
Posts: 1536


Hey man I tried this earlier and I wanted to leave you my thoughts.

I have to start by saying I REALLY wanted to like this level. I know you enjoyed my lvl but I promised myself a long time ago that I would never heart a lvl simply because I was hearted or praise a level simply because mine was praised. I personally think that is when LBP fails and results in crappy levels making it on to Cool Levels (Btw, I am in no way refering to your level here). I think LBP is at it's best when creators can have an honest dialogue about their levels and help eachother make things better through constructive feedback so here it goes:

I had to restart your level 3 times because the golf cart thingy kept getting stuck and I could not move forward in the lvl. Yes, I let go the grab switch and even tried throwing my weight around to move the thing but it just kept getting stuck at particular points and refused to budge. I must admit I am baffled. I am baffled because you created 2 fantastic threads related to level design/creativity etc and the one I am thinking of in particular is When should I publish my level?: https://lbpcentral.lbp-hub.com/index.php?t=t=5473. I left comments on both this thread and the other one praising the advice you give fellow creators and saying that they are invaluable resources for all of us. The problem is that it does not seem as if you have followed your own advice!!! I kept getting stuck with the cart and asking myself "how is it possible that Elbee palytested this?". I just couldn't fathom how this MAJOR problem was not tweaked to the point where it worked the way it was intended to work. Please let me know what's up regarding this because I am still scratching my head in confusion.

There are 2 sticker switches before the whole cart sequence but there is no indication of what stickers should be placed there. The cart itself is very basic and could definitely use some decoration/color etc.

On a positive note I think the concept is great and the whole mouth and tongue was absolutely fantastic, very well done. I sincerely wish I could have finished the whole level (as far as I can tell only 1 person finished it which is a definite indication that things are not working well) and look forward to your reply. I hope you appreciate the honesty here and I will definitely check out the level again once the problems are addressed.

Thank you for the honest feedback, OCK, I really appreciate it.

I need to ask a quick question about the cart in regards to your experience... when you said "restart", does that mean you restarted the whole level or went into the popit menu and choose the "retry" option (where the sackboy pops and goes back to the last checkpoint)?

The cart itself is on a one shot emitter system. This means that if you retry, you will go back to the checkpoint just before the cart, with a brand new cart appearing and the old one will (should) have completely disappeared. I've had one play test I think where it did not, but almost every other time... let's say 95%, the old vehicle is gone from the tracks.

I did spend a lot of work on the golf ball cart, and it's a frustrating thing to design. The physics are really, really fiddly. The slightest tweak to the vehicle or the track makes the whole thing change quite dramatically, even to the point of not working at all most of the time. That's why it's not stickered up... I'm afraid it will just break again.

I did try changing the speech bubble on the cart to be longer, saying that you can always retry as well as let go of the jets. I used the same vehicle with the same settings, emitted in the same spot... with just the magic mouth changed. It was the same mouth, it just talked (silently) for a longer period. But for some completely bizzarre reason, instead of it working most of the time if you persisted, the whole cart just ended up flipping out a lot more and working... maybe one in six tries. I'm completely baffled as to why such a small change, which should not effect weight, thrust or resistance, makes the whole thing go awful.

I was considering putting extra mouths saying that a popit retry will take you back, just not on the vehicle itself. I thought I would leave it kind of vague though and see how things went. It seems though that people are so use to having vehicles not reappear on retries that they don't think it will ever work.

So I'll have to look into the extra mouths. I'll have to think where to put the message, but I'll try and make it more obvious.

Finally, one more thing about the cart. The only time you really need to retry is when it's completely stuffed. This is when it's either broken itself to bits (very rare - even if one ball falls off it usually still finishes), starts going the wrong way (but it's designed so most of the time it will still end up going to the end anway at the most likely points it goes wrong) or when it flips a little and the jets and whole body jam into a gap. Sometimes it will catch on the glass when it turns, but just jumping up and down will usually fix that. It might take a fair bit of jumping though, but it should work. The difference between the two positions is that in the movable one the cart is just at an odd angle, in the needing to retry one the cart is lying completely over a gap. It won't ever finish then in that position.

As for the sticker switches, you earn one when you finish the level, a custom sticker. It's used on a not too obvious place, but it's not completely hidden either. If you can work out what happens afterwards, it will get you the second sticker. The second one opens 2 areas, the pancreas and the appendix as well. The pancreas is meant to be a super secret fun reward for those that are playing the level again.

If you've spotted both the sticker switches before the intestine though, you should be able to work it out.

But thanks once again for the feedback, OCK. I'll look into the mouths and see what I can do.
2008-12-11 15:35:00

Author:
Elbee23
Posts: 1280


I have to agree with OCK I gave up in frustration after having to reset for the 3rd time in the rocket cart thing, there needs to be a better solution to that area.


Will wait to score it until you have had a chance to sort that part of it.

Cheers QuozL
2008-12-11 16:16:00

Author:
QuozL
Posts: 921


Yeah had the same problem man. Made it to the same part in the golfcart part every time and got jammed. Needs a definite fix.2008-12-11 17:14:00

Author:
Neverynnal
Posts: 374


I managed to get past the intestines, but I did have to manually kill myself a lot and retry the level once or twice. I'm not sure how you intended it to work, but it took a lot of trial and error to get through it.

I think putting some kind've hint on where to go would be nice. Maybe a yummy poop trail lol.
2008-12-11 18:35:00

Author:
Voltiare
Posts: 646


I wanna try this, but apparently it's broken 2008-12-11 18:41:00

Author:
Unknown User


I've gone through and extensively rechecked the level. I've added 6 new speech bubbles along the track, 3 of them are repeated in case you miss them the first time. In case you miss the messages all together, here is what they roughly say:

These messages come up at the corners you are most likely to have minor catches on. They are not at the start of the track.

"The next three corners can be quite tricky"
"You may need to jump around at the front of the cart a bit to get things moving again"
"You can always try again by opening the POPIT menu and choosing retry"
"You will go back to the previous checkpoint with a new vehicle and a clear track. "

The last 3 messages are repeated on the next corner in case you get stuck there or miss them the first time.

At another known issue point:

"Sometimes the vehicle will not make this jump and get caught on the rockets"
"If that is the case you need to retry"

I've tried checking the messages and the small intestine again a few times, both offline and on a republished online version, it seems to works fine for me. If you can't read the messages you are likely flying past them and not having any problems, which is a good thing.

I hope this helps. If people keep having trouble, let me know. :o

I'll recheck the messages on the magic mouths tomorrow to make sure it's all working fine as well. It's very late here though, 6am, and I am getting tired. I hope this helps people enjoy the level more.
2008-12-11 18:44:00

Author:
Elbee23
Posts: 1280


Ha ha... pretty fun. Well executed... I kept trying to think of an entertaining or interesting way to do something like this. The intestine car is a little tricky, but patience pays... I can't see the usual player being patient though. If only there were a way to make it roll along both sides of the wall for stability, but still make the gaps.

I like the points emitter for killing the enemies too. Very cool, I need to start doing that.

I had no idea what to do with the sticker pads btw...
2008-12-11 22:03:00

Author:
Unknown User


Very odd timing. I've got some horrible, smelly gas right now...2008-12-11 22:12:00

Author:
Unknown User


I played this level last night, and although I did have problems with the golf ball cart, I eventually made it through (on my last life) after popping myself several times. But ignoring that little glitch I think its a really good level! I loved the mouth and tongue, and bouncing across all the food in the stomach was great fun!2008-12-12 00:17:00

Author:
chillum007
Posts: 228


I played this level last night, and although I did have problems with the golf ball cart, I eventually made it through (on my last life) after popping myself several times. But ignoring that little glitch I think its a really good level! I loved the mouth and tongue, and bouncing across all the food in the stomach was great fun!

You can actually win the mouth if you can ace the level. I know that might be a hit and miss kind of thing, but think of it like trying to... ace boom town. You can get the tract to work on the first try... it just... well, it might not be every try. :o

Thanks for the feedback though. I saw you on the high score board when I was testing last night.


Very odd timing. I've got some horrible, smelly gas right now...

The original idea for this level came to me while I was lying in bed one night. The concept I was working on was just too complex for my then current creator skills, and I was having a think about alternate ideas. And then... my stomach rumbled...:o

It's an interesting idea though with a lot of imagery and game play mechanics to reference, all of which is not copyright!


Ha ha... pretty fun. Well executed... I kept trying to think of an entertaining or interesting way to do something like this. The intestine car is a little tricky, but patience pays... I can't see the usual player being patient though. If only there were a way to make it roll along both sides of the wall for stability, but still make the gaps.

I did at one time consider throwing out the small intestine concept, but it really fit with what goes on in an actually small intestine and I found when the system worked, it was a lot of fun. The current system is not bug free, but it still should work with enough patience.

I tried all sorts of vehicles in all sorts of different configurations before finally settling on the current model. The weighting is very, very fiddly - too much thrust and the vehicle will flip out in a turn, too little and it won't cross a gap. If you look very, very closely at the vehicle you can see where bits were cut off to adjust the weight ratio. :o

I did experiment with a vehicle that would ride on the roof as well as the ground, with more a pointed nose like this sort of shape |> or this style |) rather than the current | style, if that makes ascii sense. I just found the front to be too heavy for it to work.

I know that the intestine isn't really ideal. Ideal would be one which works first time, every time, without any real interaction from the player. But the concept of a sled ride that can cross large gaps and go upside down is a very, very difficult one to execute, at least from what I have found. If you pay close attention you can see the track is actually fully modular. In theory you can have (almost) any set up you want and it will still (kind of) work.

I might build an object demonstration re-inforcing the one shot vehicle emitter system I've used. That might help people understand what's going on in a clearer and better explained way. I might then put a level key at the end of that and do a really, really big example of the system used in the small intestine.

But yeah, hopefully this might prompt some creators to build an even better system once again!


I like the points emitter for killing the enemies too. Very cool, I need to start doing that.

The points for killing the monsters was actually J's idea, a friend of mine I've mentioned on my blog a few times. The original liver was incredibly boring and simple. There were three bugs, just going down the slope, with some point bubbles hanging down from the ceiling, like with the stomach but in a less interesting way. At the end there was... a big red button you press to clear the obstacle.

The whole thing was just really boring and crap though. Why in the world would the liver have a big red button? With J's suggestion and a bit of mechanical trickery, you have the much better version you see today. You can still see the original version in the locked, unpolished version.


I had no idea what to do with the sticker pads btw...

Ah, the stickers. You win one at the end. It should be saved in the "My stickers" or "Community stickers" section, a few tabs through the sticker menu. It's on my "my stickers" part from what I can see, but then, I was the person who took the picture. When you are in the level itself, they should be highlighted in the "sticker switch" section, but on those tabs.

If you can work out what the picture is and where the matching sticker switch is, then an event will unlock. It's not an obvious event though, but there is an invisible magic mouth and a sound effect giving a clue.

From that riddle, you can then pick up the second custom sticker, which will unlock both the pancreas and the appendix. The appendix is short and simple, and does not do too much, just like in real life. But the pancreas is a fully fleshed out and fun mini game, if you can work out how to access it.

I didn't want to go with prebuilt in game stickers. One problem would be the player might not have the sticker, especially if it's an obscure or late game one. The other is that the sections would then be playable on the first play, when what I wanted to do was encourage replay value, without punishing those that are trying for the first time.

Hope all that helps, and thanks again everyone for the feedback!

-UPDATE-
I've gone through and adjusted the speech bubbles ever so slightly so they read a bit better. When I tested it offline I was able to go through the first time, but when I uploaded it and tested it online, it was a bit wobbly and took me a few tries. Don't give up though! It's worth the persistance!
2008-12-12 04:58:00

Author:
Elbee23
Posts: 1280


@Elbee23: I played the level and it's awesome, there are some great ideas in it. You really need to do somthing to the golf cart though. I get stuck all the time and for that reason I couldn't finish the level. Maybe you could attach a winch to the front of it?2008-12-12 10:33:00

Author:
Unknown User


@Elbee23: I played the level and it's awesome, there are some great ideas in it. You really need to do somthing to the golf cart though. I get stuck all the time and for that reason I couldn't finish the level. Maybe you could attach a winch to the front of it?

What do you mean? Some sort of system that will give it a push when it gets stuck? I could look into adding a wobble bolt on the front canopy in theory, but I fear this would lead to a nightmare in terms of vehicle preformance. At the moment you get to the end, move to the front and grab a passing cell (piece of sponge on a winch) to get out. If I add a grab switch you will be stuck in the vehicle. If I put a sensor it might activate mid flight or make parts snap off. I could put a simple button in I guess, but again, I fear it might mis-fire and cause more trouble than it's worth. :eek:

If you can think of any suggestions I am more than happy to listen. It's frustrating to me too that it's not quite ideal! :o

If I add more mechanisms to it, there is a danger the weighting of the vehicle will go out of whack. At the moment I get through it by letting go of the jets and jumping up and down on the front end until it starts moving. Sometimes though it takes a fair bit of wiggling to get it moving again, but barring the times when it gets caught on the rockets, it's usually fine to just keep persisting until it moves. Sometimes just bringing up the popit menu or re-reading the speech bubble in the cart will give it a jolt.

If you could tell me where you get stuck if it's one specific spot that would be really helpful. I've ironed out most of the sticky bits as best as I can that I am aware of, and added extra speech bubbles that try and give helpful suggestions at bits I know don't always work but can be worked around, but there might be some spot that I've missed.

At the moment it's feeling a bit like OCK's lion boss in his Out Of Africa level. It's a great level in general, but there is this one bit that just does not quite always work all the time as planned, and it's letting the whole level suffer a little.
2008-12-12 10:48:00

Author:
Elbee23
Posts: 1280


Ok, first off my thoughts about everything excluding the golf cart. I thought the level was very entertaining, the game play was pretty good, it was existing ideas with slight tweaks that made it much better, the points from the bacteria, the obstacle to launch yourself over with the spinney sponge blocks, and I liked the look of everything.

A few little problems I noticed, at the beginning I was try to hop into the mouth, the final piece of fruit to jump off of is an orange and I kicked it out of position on accident and found myself try to roll it back up the incline for like 2 minutes it didn't seem like that part was set up to be challenging (or annoying for that matter) and simply switching its place with the apple would fix this because the apple has a grabable stem. In the stomach I was bouncing off an orange to get points and it dipped to far down and killed me in the acid. It was one of the oranges to the right side of the stomach.

Now regarding the part with the golf ball cart, I see a few people have commented and a couple have replied about it here. I think their comments alone show it needs some revising. I had to try the level like 3 times because of it. A number of times it broke, a couple times the old cart was still there, and it was really annoying try to go around those "tricky" corners. I believe I found a solution accidentally. Like I said at one point one of the carts didn't disappear, I decided to just try plowing through it. Moving at the slower speed because of the extra weight from the top cart made it work wonderfully. Reducing the rockets power by about half should have nearly the same effect.

Overall, once the golf cart has been tinkered I would definitely recommend this level. It's simply fun.
2008-12-12 15:29:00

Author:
Hexagohn
Posts: 335


A few little problems I noticed, at the beginning I was try to hop into the mouth, the final piece of fruit to jump off of is an orange and I kicked it out of position on accident and found myself try to roll it back up the incline for like 2 minutes it didn't seem like that part was set up to be challenging (or annoying for that matter) and simply switching its place with the apple would fix this because the apple has a grabable stem.
Or you could just glue it.
2008-12-12 18:47:00

Author:
Unknown User


Hey, I've just played your level. The look and feel is very well executed, and I really enjoyed going through the level.

This being said, I have seen the infamous cart firsthand and I see the kind of trouble you've had to deal with. I would like to be able to offer good advice to keep the cart from being stuck on the walls, but unfortunately it's set up in a rather tricky path, and having a rocket at the back for propulsion means that it will constantly attempt to flip over (this is what rockets do in my experience).

Personally, I would try to add a wheel on the front-top of the cart (in a similar fashion to the Wipeout vehicle if you've had a chance to see it) and set up a system to temporarily block part of the intersections while we're going through. I myself was stuck at an intersection when I didn't give enough thrust, and the cart fell down the hole instead of going forward. You could emit temporary, invisible walls of dark matter at the intersections to turn them into straightaways without having ugly floating blocks for the player to see.

I'm hoping you can get that part fixed, I know it must be frustrating but I feel that the rest of the level is good enough that it would be a disservice not to get that one hitch out of the way
2008-12-13 01:30:00

Author:
Gilgamesh
Posts: 2536


A few little problems I noticed, at the beginning I was try to hop into the mouth, the final piece of fruit to jump off of is an orange and I kicked it out of position on accident and found myself try to roll it back up the incline for like 2 minutes it didn't seem like that part was set up to be challenging (or annoying for that matter) and simply switching its place with the apple would fix this because the apple has a grabable stem.


Or you could just glue it.

When I originally built the level the I only had apple where the orange was. The only thing glued down was the fish and chips box - the mouth has far too much mass to move by itself.

This lone apple would roll all about the place, so I added an orange and stuck it down to the fish and chips box, so that when the apple rolled it had a spot that would limit it's movement.

But then on reflection, it seemed odd that the perfectly round orange was stuck in place while the cubish apple was rolling like a ball, so their positions got swapped.

I thought I'd keep the other parts unglued as it kind of made the enterance a bit more interesting with having to roll the orange around. It not hard to get between it and the apple to move it back into place.

I guess I could glue it all down though, I'll have to check it out when I revise the level again.


In the stomach I was bouncing off an orange to get points and it dipped to far down and killed me in the acid. It was one of the oranges to the right side of the stomach.

I've never, ever had problems with any of the stomach parts in all my testing. There is only one orange in the stomach, at the very end of that section. It can be hard to judge where the top is so I just kept it to that one.

That doesn't mean it's not an issue though. I'm not the best of spring jumpers so it was hard for me to test and calibrate that section, it's all on the one setting. I'll have to look into adjusting the spring stiffness on that one part.


This being said, I have seen the infamous cart firsthand and I see the kind of trouble you've had to deal with. I would like to be able to offer good advice to keep the cart from being stuck on the walls, but unfortunately it's set up in a rather tricky path, and having a rocket at the back for propulsion means that it will constantly attempt to flip over (this is what rockets do in my experience).

Personally, I would try to add a wheel on the front-top of the cart (in a similar fashion to the Wipeout vehicle if you've had a chance to see it) and set up a system to temporarily block part of the intersections while we're going through. I myself was stuck at an intersection when I didn't give enough thrust, and the cart fell down the hole instead of going forward. You could emit temporary, invisible walls of dark matter at the intersections to turn them into straightaways without having ugly floating blocks for the player to see.

I'm hoping you can get that part fixed, I know it must be frustrating but I feel that the rest of the level is good enough that it would be a disservice not to get that one hitch out of the way


Now regarding the part with the golf ball cart, I see a few people have commented and a couple have replied about it here. I think their comments alone show it needs some revising. I had to try the level like 3 times because of it. A number of times it broke, a couple times the old cart was still there, and it was really annoying try to go around those "tricky" corners. I believe I found a solution accidentally. Like I said at one point one of the carts didn't disappear, I decided to just try plowing through it. Moving at the slower speed because of the extra weight from the top cart made it work wonderfully. Reducing the rockets power by about half should have nearly the same effect.

Both some interesting suggestions to look at. I never honestly thought of using emitters to create a block for the player to fly over. It would be fiddly to set up, but it could potentially help, especially if I end up with a heavier cart. That's why it's built like it's current build, making it heavier just has it falling through gaps.

When I was blogging last night I came up with the idea of simplfying some of the corner blocks from their current C type curved shape to something slightly more angular, like a < sort of idea, with fewer actual edges. As I've been testing the whole cart it seems the complexity of the shape of a circle is causing at least some of the issue.

All of those ideas are great suggestions, it's just going to take a while to test and implement such big changes. I haven't given up on the level or the small intestine yet though!

---

Thank you for everyone's kind words and suggestions and everyone who has taken the time to give this level a go!
2008-12-13 03:32:00

Author:
Elbee23
Posts: 1280


I'm going to try this out tomorrow for sure.
Can't wait to see it.
2008-12-13 05:16:00

Author:
Unknown User


sounds raunchy, ill check it out 2008-12-13 05:27:00

Author:
xbriandeadx
Posts: 134


Me creative and a couple of others played this last night and the 4 of us kept getting stuck in the golf cart soooooooo many times. We lost all the lives a few times and restarted the level a few times but just could get passed it
Shame you've got this problem as the look and feel of the level is very good
2008-12-13 17:07:00

Author:
dorien
Posts: 2767


I've done some more blogging and reflecting on things. Maybe I'll write out a much more simpler intestine route and put that into a published version.

If I can implement a simpler cornering system and some sort of emitted dark matter system like Gilgamesh suggested, I can then put it into the released version of the level.

So stay tuned and I'll patch the level with a quick fix simplified intestine, until a new improved version is able to be launched.
2008-12-13 19:15:00

Author:
Elbee23
Posts: 1280


I've done some more blogging and reflecting on things. Maybe I'll write out a much more simpler intestine route and put that into a published version.

If I can implement a simpler cornering system and some sort of emitted dark matter system like Gilgamesh suggested, I can then put it into the released version of the level.

So stay tuned and I'll patch the level with a quick fix simplified intestine, until a new improved version is able to be launched.

When the revised version is up i'll be sure to play it again buddie
2008-12-13 20:30:00

Author:
dorien
Posts: 2767


When the revised version is up i'll be sure to play it again buddie

Same, will gladly play again once the golf section is revised.
2008-12-13 21:04:00

Author:
Hexagohn
Posts: 335


I've done some more blogging and reflecting on things. Maybe I'll write out a much more simpler intestine route and put that into a published version.

If I can implement a simpler cornering system and some sort of emitted dark matter system like Gilgamesh suggested, I can then put it into the released version of the level.

So stay tuned and I'll patch the level with a quick fix simplified intestine, until a new improved version is able to be launched.

Why not use the snakes object from the Serpent Shrine level of the game and tweak them a bit so it suits your level and so Sackboy can get it in it and ride it through the intestine?

They worked well in the game and didn't get stuck you might also be able to implement the door system they used in the level for blockages in the intestine.

Cheers QuozL
2008-12-13 22:48:00

Author:
QuozL
Posts: 921


Hi Elbee. I wanted to let you know that I went back and played your level as promised. I managed to finish it this time but it was because of sheer luck. The golf cart kept flipping, getting stuck, going back in the opposite direction etc. I appreciate the addition of speech bubbles but you have to be realistic and ask yourself whether the average person wants to jump around for 10 minutes in a vehicle simply to progress throughout the level (and more importantly, they really shouldn't have to in the first place). There have been some really great suggestions here and I really do encourage you to completely revamp that entire section of the level. I did enjoy the remainder of the level after that and I appreciate that you are a creator who takes all this feedback we have been giving as a way of helping improve the level.2008-12-14 00:06:00

Author:
OCK
Posts: 1536


Well, I went and pulled apart the digestive tract in great detail. I copied the original version on to a real world paper schematic, as it's a modular system based on grid. I then tried to rework the system, making it far more simplified.

The new version has just one point where you are upside down, right at the start when you have a tonne of momentum to get you through it. The rest of it should be with the cart the right way up, which should drastically cut down on the clipping issues.

The original version was made out of 77 individual 9x9 large grid modular pieces, the new version only has 33. The old one has 8 cross intersections, where the trap loops back on itself. The new one has just one. In terms of size it's the same though, 162 big grid across and 90 big grid high. It's not a small part. :blush:

The new temporary version still catches just a little, but it should be no where near as much as the original version. The one shot emitter system is still in place in case something drastic goes wrong. But it should be a whole lot easier to finish, in terms of difficulty, a reduction in techical bugs and also just in how long it takes to get from the start to the end.

This new simplified version is only meant to be a stop gap while I continue work on trying to remove the problems with the old one. Once I've fixed up the old one, I'll swap it back in. The old one was great when it worked, but as many people have said, it's not all that reliable and gets stuck far too much for it's own good.

The level key to the unpolished version of this level is still at the end of the publicly accessible one. If you wanted to have some idea of what the old version of the intestine was like and have not seen it, you can see it in there. That version was not as ironed out as what was last seen of the "proper" version, but you should get an idea in terms of scope and scale.

The other changes I've made is sticking down the orange at the start so it stops rolling around and increasing the spring strength of the final orange in the stomach. In theory that should stop it dipping as much with the potential of killing the player. If it's still a problem, let me know. Also if you find any other bugs, please tell me about them.

So for those of you who enjoyed the level, please try it again! You can use the sticker you got from the end to unlock some secret stuff when you replay. I'd be interested in hearing what people have to say about that.

For those who have not tried it, feel free to give it a go! I hope you are entertained and enjoy the journey!

Lastly, stay tuned for further updates on the small intestine. If I can iron out the bugs on what was the old version, I'll patch it back in. Then people can hopefully see my vision for this level fully realised.
2008-12-14 16:44:00

Author:
Elbee23
Posts: 1280


Hi,

I had the chance to play the two versions of the level few hours ago (my comments are mainly about the unpolished version, I just play the other once since didn't notice so much differencies) . I will give my opinion, but i would just say before that i never read previous review of a level befor playing it in order to keep my total objectivity. So if you find redendoncy with previous reviews, i apologize. Moreover, i'm french and my english not very good, so sorry for the grammatical mistakes...

Ok. I will start saying that your level was of particular interest for me. It is the first i wrote in my magical list as soon as i register on the forum. In fact, i'm a biologist, and my field of expertise are nutritional and digestives functions. So you can easily imagine my impatience to play it. Could do it yesterday.
First, your level is fun and i loved playing it. The proof of this is that i finished him the first time but played it 5 times and took the 2np place in the scoreboard...(OK, ok, not so much people have played on this version already...). I will elaborate my Pros and Suggest (you'll see my suggest are mainly a Biologist pooint of view )

PROS:

-ORIGINALITY: The idea is great. It is really interesting to play a very thematic level. And what theme you choose!!!
-Your oral sphere is awesome. I loved your tongue so much (and it hidden prize): color, texture...it is perfect!
- The part of the level within the pancr?as, more accurately, the part with pink floating boots is ingenious. The screen of this part is actually very close in aspect with Pancreas. Loved it!
-Custom bacteria: I liked them. Simple but very effective.
-Polyps within the colon: i found the idea brillant. I loved these parts of levels when gameplay is totally associated with the theme of the level. The polyps sequence is a perfect example of that.

GENERAL SUGGESTIONS:
- I didn't find the sequence within the small intestine very interesting per se. I know such part of level are very hard to construct and certainly gave you repetitives headaches. But here, this section is relatively long and the player must simply press R1 waiting the next complicated (or buggy) situation with your golf car. For example in my last test (i would like to take the first place to the scoreboard!!) the motor of the car crash. Suicided myself. but i stay totally blocked when i took a second golf car (big crash in the intestine...A?e, A?e!!!).
- The background is the same throughout your level. It is really well functioning at start, but near the end i was a little "tired" with it. Perhaps a little bit of variety could be good (see Specific suggestions)!
- There is NO MUSIC TRACK AT ALL. In my opinion, music is really missing here. I could understand you want to highlight your "sound efffects" of human body, but i think that a soft SFXable music could add a lot to your atmosphere...
-Details: Why did'nt you make the face of the begining in a soft pink as human skin? In the same order, why the teeth are not white?

SPECIFIC SUGGESTIONS:
Specific is here for "in relation with your digestive function theme".
I don't know what are the deepth of your scientifc knowledge about Digestive tract. It is possible thatyou already know all that i will say here. But since i'm not aware about this point, i will still comment. You try in your level to be close to reality:
-Why do you make a stomach extending laterally and not verticaly? I really don't understand that choice. A vertical stomach could be a fantastic source of gameplay. Don't misunderstood me: the gameplay of this section is cool, and the i loved the idea of fruits floating in gastric chyme, but i would prefer to see a true human vertical stomach. I think it is a too big modification in your level to be done without affecting the entire gamedesign. But if one day you'll create a "A journey... N?2", think about it
- I think you could use the upper part of your oesoephagus to add gameplay value in your level: You could easily imagine an aero-digestive crossroads with mechanisms: good way? OK you reach the stomach!
Wrong way: ...hum...No... the level is not called "A journey in airways" so - you are dead!
-Finally: Background. As i told you, all segments of the digestive tract are with the same background. I think it is far from reflecting reality. There is a lot of variety in texture and constitution of the differents segments. For example, Stomach contains profounds crypt, small intestine contains long vilosity... At least, i think you could separate the different segment with different background (True me, i Know...it is a LONGGGGGG work to do...).

Finally, i played it 5 times, i gave it 5 stars and hearted!
Thanks a lot for this journey in a Digestive tract!

If you want, feel free to test my levels and comment them :

https://lbpcentral.lbp-hub.com/index.php?t=t=5847

See you soon!
2008-12-16 07:52:00

Author:
Takelow
Posts: 1355


Thank you for the kind words, Takelow. They mean a lot having detailed feedback from people.

What you were testing, the "unpolished" version which you get as a level key, has all sorts of differences compared to the "polished" one, which is not locked. The polished one has been extensively tested and many of the issues that you might have noticed in the unpolished one have been removed. It's the "proper" or "normal" version, and it's the one I'll be updating regularily.

The reason for having the two version was because of an article I wrote, found here (https://lbpcentral.lbp-hub.com/index.php?t=t=5473) which talks about the value of playtesting a level before releasing. The two levels compare what was the unpolished level - what the level was like just after I put in the final scoreboard, and a week and a half later, after I'd gotten ride of most of the major kinks. Some of the bigger differences include a completely different liver, a far less reliable bowel vehicle, and, as you pointed out, a lack of music. The unlocked polished version has a tonne of extra sound effects as well, from the teeth sound at the start to the large intestine making a squishing sound as you pass through it. I don't think the large intestine had a the race gates set in at the time either. Those was one of the last major changes to the level.

The "normal" version also has a temporary much shorter small intestine. It's quicker and less bug free, but I'd still like to implement the full route that you would have seen, but in a format that is far more reliable. The short route is there until I can fix up the proper version.

Let me deal with some specific areas you mentioned.


PROS:

-ORIGINALITY: The idea is great. It is really interesting to play a very thematic level. And what theme you choose!!!
-Your oral sphere is awesome. I loved your tongue so much (and it hidden prize): color, texture...it is perfect!
- The part of the level within the pancr?as, more accurately, the part with pink floating boots is ingenious. The screen of this part is actually very close in aspect with Pancreas. Loved it!
-Custom bacteria: I liked them. Simple but very effective.
-Polyps within the colon: i found the idea brillant. I loved these parts of levels when gameplay is totally associated with the theme of the level. The polyps sequence is a perfect example of that.

I'm glad you liked the mouth. I'm really pleased with how it turned out, it actually very closely mimics what happens when you chew. As you close your mouth, your tongue natuarally touches the roof of your mouth. So it looks like it's "chewing".

It's good to hear you enjoyed the pancrease as well. I haven't had any feedback on that part yet so it's good to hear that people can both actually get into this secret bonus bit and that it's good fun to play.

In terms of scale though it's probably the least accurate of all the parts. It's slightly bigger than the liver in terms of components, which is not how it is in real life. Ah well, it's all about the gameplay.

Thanks as well for the feedback of the liver monsters. Now that I know how to build them, they aren't hard to do, and because the body is made out of sponge, they are grabbable and make great "teaching monsters" for my "How to" teaching series. I like how the look did turn out to be like little imaginary bugs, and it's good you found that too.

The polyps section also worked out better than I planned. I needed some sort of obstacles along the wall to stop the player just walking or falling through, and I remember the function of polyps from my anatomy lessons. The original message in the middle was originally something like "Be careful, the polyps in the section are cancerous!", but on reflection I thought that was far too technical for younger people to understand, so it's now instead of cancerous the message is "dangerous" instead.


GENERAL SUGGESTIONS:
- I didn't find the sequence within the small intestine very interesting per se. I know such part of level are very hard to construct and certainly gave you repetitives headaches. But here, this section is relatively long and the player must simply press R1 waiting the next complicated (or buggy) situation with your golf car. For example in my last test (i would like to take the first place to the scoreboard!!) the motor of the car crash. Suicided myself. but i stay totally blocked when i took a second golf car (big crash in the intestine...A?e, A?e!!!).
- The background is the same throughout your level. It is really well functioning at start, but near the end i was a little "tired" with it. Perhaps a little bit of variety could be good (see Specific suggestions)!
- There is NO MUSIC TRACK AT ALL. In my opinion, music is really missing here. I could understand you want to highlight your "sound efffects" of human body, but i think that a soft SFXable music could add a lot to your atmosphere...
-Details: Why did'nt you make the face of the begining in a soft pink as human skin? In the same order, why the teeth are not white?

The small intestine has indeed given me headaches. It's the largest single component of the level, both in terms of physical size as well as complexity and time in development (and smashing my head against a wall trying to iron out the bugs). As I said before, the normal version of the level has a hopefully temporary shorter and easier track to try and be less of a barrier to the level as a whole while I continue to work on how to fix the full length version I had originally planned.

The small intestine uses what I call a "one shot vehicle emitter system". The idea behind this is that if you die and respawn at a check point, then you trip a hidden sensor which trips a hidden emitter which respawns a brand new vehicle and removes the old one, as the max emitted is set to one. It's all so quick and the parts are so hidden, you might not even know it's there if it's not pointed out. But if you are paying attention while you go down the elevator, you can actually see a vehicle is not there and suddenly is, as you trip the sensor and spawn the first vehicle.

But sometimes for some reason the system does not wipe out the old vehicle. I don't know why that's the case, I think it has something to do with parts breaking off or something. It should all work in theory, but in practice sometimes it malfunctions. Due to the fact that the cart can still catch on corners and in general get stuck is the reason why the system is there.

---

The background is a bit plain after a while. Unfornately LBP is not really designed to do detailed internal organs in terms of default textures. I use a red clothed sponge for the main background and a different red cloth sponge which has a yellow fringe border for highlights, for things like flippers or spinning bits, so you can tell what's meant to be interactive or not.

The default stickers are not all that... how to put it... organic in terms of inside a body. I guess I could do a more red type texture and pink type texture on the layered cloth for a bit of variety though. If you cow lick a piece of material with a sticker on it and turn it into a non-default piece, it can kind of have that flesh sort of look but with the colour of the sticker on it. I'll have to play around and maybe change the colour of some of the organs, like making the liver more red and the large intestine more pink so that there is a bit of variety.

But yeah, there's not much one can do from the default stickers and decorations in terms of variety for this theme. Most of those are more built for mechanical parts or buildings or the outside of beasts.

I guess I could give the mouth section a layer of skin, as it could be the outside of someone's head. But then I would need to add details like lips and ears, which I think may kind of ruin the look a little (and would be hard to do). I did change one of the teeth to yellow in the final version to give it a bit of variety, making it look like a gold false tooth, but the main ones are plain stone. I just thought they gave the impression of really, really big teeth in a good way, with all their little pocs and scratches. The final version also includes a "giants step" sound effect whenever the teeth come together, and that with stone just add to the illusion that it's something really big and powerful that you are going into.


SPECIFIC SUGGESTIONS:
Specific is here for "in relation with your digestive function theme".
I don't know what are the deepth of your scientifc knowledge about Digestive tract. It is possible thatyou already know all that i will say here. But since i'm not aware about this point, i will still comment. You try in your level to be close to reality:
-Why do you make a stomach extending laterally and not verticaly? I really don't understand that choice. A vertical stomach could be a fantastic source of gameplay. Don't misunderstood me: the gameplay of this section is cool, and the i loved the idea of fruits floating in gastric chyme, but i would prefer to see a true human vertical stomach. I think it is a too big modification in your level to be done without affecting the entire gamedesign. But if one day you'll create a "A journey... N?2", think about it
- I think you could use the upper part of your oesoephagus to add gameplay value in your level: You could easily imagine an aero-digestive crossroads with mechanisms: good way? OK you reach the stomach!
Wrong way: ...hum...No... the level is not called "A journey in airways" so - you are dead!
-Finally: Background. As i told you, all segments of the digestive tract are with the same background. I think it is far from reflecting reality. There is a lot of variety in texture and constitution of the differents segments. For example, Stomach contains profounds crypt, small intestine contains long vilosity... At least, i think you could separate the different segment with different background (True me, i Know...it is a LONGGGGGG work to do...).

I'm actually a Registered Nurse by trade, but at the moment I am not working due to health reasons. Although the digestion area was never an area that I specialised working in, I have a rough idea of the anatomy and functions of the different organs. You are right in guessing that I used real life as a reference for most of the gameplay. In reality, the liver really is there for fighting off bugs to a limited extent and the pancrease really does clean up excess fat in the body. The small intestine in a normal person is hyper long, around 7.5m. That's, say, 5 times an average person's height.

The stomach in my very first rough schematic was at an angle, but if you are falling into an area where there are safe spots to land but also places where they can kill you, then it can be a bit bad for the player as they get what feels like "cheap deaths" because they missed a fall at the end of a passage. You are right in saying a real stomach goes up and down in terms of digestion direction, but then that leaves the question of how to get out of it as well. Although the current version is not really accurate, it does kind of work in it's own way. But yes, if I was to try and decide a second stomach, I think I would like to try and take the challenge of getting through it in a vertical way that is not full of cheap death.

As for an opportunity to go down the wrong passage, you are right. In a reali life person if you were at the scale of the level you could jump from the back of the throat into the airways and the lungs. But again, from a gameplay point of view it did not quite work. I have considered writing a sequel in the past, one that goes in the airways (throat and lungs), through the cardiac (blood and heart) system and out through the renal (kidney and pee, if I can say that) system, but it could be quite difficult to design, as well as raising issues of how one gets out in terms of censorship. It's kind of okay to be anatomically vague about the exit from the bowels, it would be harder to be vague if exiting from the renal system. I know I just used maybe a bit too much technical language then, but it's to protect the little ones and is hopefully not offensive. :blush:

I could add a wave piston system in the oesophagus though, to simulate the movement it naturally makes. It would be far too hard and complex to put it into the later, larger organs, but it might be possible in that early section. Maybe if I get some spare time from other projects I might look into patching that in. If I can rip out half the small intestine to accomodate gameplay after release, there is nothing stopping me from doing the same to the oesophagus at a latter date to make it more interesting.


Finally, i played it 5 times, i gave it 5 stars and hearted!
Thanks a lot for this journey in a Digestive tract!

If you want, feel free to test my levels and comment them.

Thanks again for the kind words. It's great to hear people are enjoying this quirky level I've made, it makes me happy as a creator. I'll be sure to try out your levels some time in the future and let you know what I think.
2008-12-16 13:06:00

Author:
Elbee23
Posts: 1280


I just have to say that I am very much enjoying reading through the constant updates on your level Elbee and Takelow's recent comments in particular were just fantastic! It sounds like you are bringing the level to the point where you want it to be and I will check it out again once you are satisfied that everything is at a point where you are happy with it 2008-12-16 13:25:00

Author:
OCK
Posts: 1536


I've gone through the level and made the liver a deeper red in colour and the large intestine a pinkish colour in terms of background. It still all looks fleshy, but it should help break down the colour of the back drop as you work through the level.

How I did this was to change the background material into a smooth default one, rubber. I then stickied it up to the right colourings and then used the cow lick bug to change it back into the material that I was using before. It makes the material look lumpy while giving a bit more colour variety without looking too odd.

If you just sticky the material straight, it looks awful. This is one way to trick the game into keeping a complex texture while changing the colour of it.
2008-12-18 11:18:00

Author:
Elbee23
Posts: 1280


I played your level!

It was EPIC!

The funnest part was when I used the mouth to climb over the entire level =D

But the second retry, I finished it and it was amazing! Well done! Great finish xD
2008-12-18 11:19:00

Author:
Stix489
Posts: 2080


Alright sooooo

I played your level and I must say that I loved the originality. Smart move with the stickers! I played through it again because of that.

If I had one complaint, it would be that first springy thing. (the box where you place the fish & chips sticker) It's too bouncy and doesn't allow a second jump because of the lethal gas.

I beat your high score btw
2008-12-18 22:08:00

Author:
xbriandeadx
Posts: 134


I'll play it when i get home ( I am at school ).2008-12-18 22:19:00

Author:
Zorez
Posts: 83


Just played your level, and it was fantastic! i only read the start of this tread and saw heaps of people that had problems with the golf cart, that was actually what first made me want to try it. However, i managed to pass that bit on the first go. The only SMALL complaint i would have is that when you are in the stromach and platform jumping, i would often make the landing and still die due to the high gas levels, but it may have been a glitch from loading the game.2009-01-01 10:40:00

Author:
XV_Obliviate
Posts: 15


I played your level a few times, as well as the unpolished version, but I don't think I really left any feedback, did I? Well, I'm here to correct that. I'm gonna have to play it again so I'm not repetitive though. Here's my thoughts as I go through the level:

- Ugh, something needs to be fixed in the stomach. You can barely jump without dying. Maybe lower the gas?

- For the intestine, you might consider simplifying it completely. As per usual, I still had no trouble with it, but I could see someone having trouble.

- Race was fun

- Your use of stickers is a great highlight of the level.

- Nice scoreboard at the end.
2009-01-01 22:16:00

Author:
BassDeluxe
Posts: 984


I've finally managed to get around to adjusting things on this level now that some of my other projects are settling down. Let's see what we have changed here...

I've gone and revisted the gas levels on the stomach. They should be a little bit lower now and you should die a whole lot less from springing too hard.

To further emphasis this point I've taken out the "high" bubbles in the stomach. The same number of point bubbles are there, it's just that they are all at the lower height. This should help discourage people from pushing as hard as they can on the springs, just in case.

I've added a new speech bubble on the first story character, and put another story character at the end. You now have a "reason" to go through the digestive tract.

I've modified the "golf ball cart" by putting cardboard on the back section. When I was play testing the level with 3 other friends, one of them was too keen and grabbed onto the rocket from the outside and then let go, leaving us all stranded. With the new cardboard bit you can no longer fire the rockets from outside the vehicle.

The only problem with this is that the cart is a bit more sensitive and jumps around a lot more. Very rarely it will loop itself completely on the loop section and go back the wrong way. There is not much I can do about this, and it does not happen every time. I did try changing the "golf balls" to oranges so things would make more sense, but I just could not get the cart to be anything close to reliable at all. It looks like I may be stuck with those golf balls.

I've gone and taken some pictures while doing all these adjustments and play testing. I'll upload them all on the first post.

I haven't completely abandoned this project, it's just if I keep working on old stuff, I'll never get any new work done.
2009-01-09 18:37:00

Author:
Elbee23
Posts: 1280


Very cool, I know how you feel my early I haven't gotten around to fixing my earlier levels because I am always working on new stuff lol.2009-01-09 18:57:00

Author:
Hexagohn
Posts: 335


Great concept, and the sounds were perfect. Artistically, I think you could have done a lot more with it to give it more organic feel. I remember Locoroco had a great body level with really nice shapes to it:
http://images.eurogamer.net/assets/articles/a/6/5/3/1/9/a_med_intestine.jpg

The texture is nice, but you should mix it up a bit...maybe add pockets of lighter spongy fat here and there...sticker it up to add some interest to it. You could also take advantage of the thin layers waaaay more. Some rounded pieces on the frontmost layer would add some interest and hide the fact that the tunnel floor and ceiling are flat. Also, since we're inside the body I'd think the lighting would be darker, with some bold green and red lights in the different chambers. Some red glass could also add a wet feel to everything if you use it in the front layer over the sponge.

The golf cart was trouble for me as well; I managed to wedge it sideways three or four times. The frist time I got the cart to the end of it's track, I was stuck inside and couldn't jump back a layer to get out and was trapped inside. Once the cart caught air on the last stretch and wedged itself at a 45 degree angle pointing up just shy of the gate...and I was trapped inside by the wall behind me. The second time I got there I landed the cart right in front of the platform that goes up and down, but I couldn't quite jump back onto the platform so again I was trapped...grrr.

Again, you have a great concept though, and I got a real kick at the narration (especially at seeing "polyps")
2009-01-10 20:31:00

Author:
Chazprime
Posts: 587


Your video is up. Hope it brings a lot of people to your level. 2009-01-19 06:45:00

Author:
BassDeluxe
Posts: 984


Great concept, and the sounds were perfect. Artistically, I think you could have done a lot more with it to give it more organic feel. I remember Locoroco had a great body level with really nice shapes to it:
http://images.eurogamer.net/assets/articles/a/6/5/3/1/9/a_med_intestine.jpg

The texture is nice, but you should mix it up a bit...maybe add pockets of lighter spongy fat here and there...sticker it up to add some interest to it. You could also take advantage of the thin layers waaaay more. Some rounded pieces on the frontmost layer would add some interest and hide the fact that the tunnel floor and ceiling are flat. Also, since we're inside the body I'd think the lighting would be darker, with some bold green and red lights in the different chambers. Some red glass could also add a wet feel to everything if you use it in the front layer over the sponge.

The golf cart was trouble for me as well; I managed to wedge it sideways three or four times. The frist time I got the cart to the end of it's track, I was stuck inside and couldn't jump back a layer to get out and was trapped inside. Once the cart caught air on the last stretch and wedged itself at a 45 degree angle pointing up just shy of the gate...and I was trapped inside by the wall behind me. The second time I got there I landed the cart right in front of the platform that goes up and down, but I couldn't quite jump back onto the platform so again I was trapped...grrr.

Again, you have a great concept though, and I got a real kick at the narration (especially at seeing "polyps")

Thank you for the great feedback, Chaz. My knowledge of LBP was no where near as good as it is now in terms of art and lighting when I made this level originally. Different lighting might make things a bit odd I fear, especially green lights, as I don't want to be grossing people out too much.

I might put some bumpy bits in the foreground and some veins in the background to further arty things up. You have given me some great ideas for improving things.

At the moment the thermometer is somewhere between 50 and 70%. I think adding bits like that should help make it look better and increase the theremometer usage.

As for the cart, it's still a very fiddly beast, and has been since I first did some initial tests of the concept while the level was being made. My last update to stop the grabbing from the back problem has made it a bit more sensitive, but generally it works. My apologies to the malfunction. Rockets are just very, very sensitive beasts in LBP.

I've considered reworking the way the small intestine runs, like blocking out the wrong passage and changing the cornering and cart design, but in reality it would take many, many hours to fix. I'll keep doing small changes to this level, but I'd rather put time into new levels and ideas I am building. Maybe some day I'll come back and fully fix it.

Still though, if you want an idea of what I had originally envisioned for the small intestine, check out the unpolished version. It has the full original track on it.

And yes, I have played through the Locoroco body level. It's very funky indeed. I can't say it was at the forefront of my mind when creating this level, but it has some parallels now that I think about it.

Thanks again for the great feedback.


Your video is up. Hope it brings a lot of people to your level.

Thanks for the great video Bass. You did a fantastic job shooting through everything and showing all the right bits. Thanks very much for your time and effort, it is very much appreciated.
2009-01-19 07:05:00

Author:
Elbee23
Posts: 1280


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