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#1

The Great Creation Thief!!

Archive: 8 posts


Hi I'm new to creating levels in little big planet 2 but I'm a quick learner and very creative. I'm good with logic, detail, and gameplay and music (I got a lot of friend requests for a music level I posted in LBP 1)
(original) http://lbp.me/v/cfj3-
(improved) http://lbp.me/v/pskmd9

Anyways I've come up with an idea for a level series but I feel that if I were to get input from the community as to what you want included it would benefit me and the community much greater than anticipated.

[EDIT] To begin with I'm thinking of doing 5 levels with a few extra for minigames, this series will be very much like the story levels in the game.....in the sense that I will include prize bubbles throughout, containing costumes, objects and music. I will also include multiple player sections, for those friends of yours. And of course it will tell a story. Who knows......if this series turns out popular I may do more, after all I am leaving the ending open.

The idea is that you begin life as a drawing on someone's desk and slowly progress into craftworld as it is today.
The series will start with a cutscene level showing yellowhead progressing through a very basic craftworld to find a secret passage leading to the upgraded more detailed 3d craftworld, but before he can continue across the seam that joins the two worlds he must undergo a transformation into a sackthing. Once completed he will be able to cross into this new world to assist the habitants in defeating the "Great creation thief."
As you progress through the levels each one will be heavily influenced by several of the creation tools. I.e. one level may consist of walls that keep coming towards the screen with different obstacles along them (in/out mover). Another could be a level that uses many machines and controllinators.

So if you have any ideas or suggestions to support me, or if you wanna help with this project feel free to post on this thread or send me a message on PS3

PSN - ShadyGreenPie

Thankyou for reading.
2011-07-06 22:10:00

Author:
Unknown User


I think this is a very solid idea... a couple of ideas spring to mind upon reading. One is to experiment with the flatness option on movie cameras for the paper segments... the other is to tie the thief in with sackboy... maybe a drawing that was rejected for sackboy?

Anyway I wish you the best of luck with this idea
2011-07-07 19:13:00

Author:
ForgottenEnigma
Posts: 1414


It appears we're on exactly the same wavelength. I've started to make the beginning cut-scene today, where it begins with a zoomed in shot of a concept drawing of Sackboy. The camera then pans around the artists desk until it reveals a drawing of the scene Yellowhead will run through. This then fades into the full size version of the drawing.
At the moment the camera depth is flat for the desk part but slowly reveals the 3D scene on the full size mock up.

An idea I have is to incorporate the actual "Craftwold" level where Yellowhead was first revealed.
http://www.youtube.com/watch?v=HQLDNmllbiU&feature=related
But I'm not sure if Yellowhead should progress through this section in the cut-scene; this should be a playable section; or it should appear in the background; or be completely scrapped.
Also I'm unsure on whether to have Yellowhead as a playable character or to have the transformation to Sackthing in the beginning cut-scene, so you play as Sackthing for the whole series.

Any ideas are welcome, and if you're able to help message me on PS3, this goes for everyone else.

P.S. I'm using a piece of music from the cinematic section called "Space" as I'm unable to make my own cinematic music and this piece fits extremely well for this cut-scene but I'm hoping to use my own music for the rest of the series, do you think people will mind/slate/care?
2011-07-08 01:09:00

Author:
Unknown User


I think the idea is solid also. And yes you should have to play as yellow head in that original stage. With camera depth set to full flat, toward the end you do... Something that breaks the world creates the bad guy and forces you off on a quest to save creativity. Upgrading from yellow head to Sackboy, then sack boy with costumes and then powerups would make for something quite fresh.

Obviously if you're saving creativity all you enemies would be based on that... H4H blobs that latch onto you... Like the black things in the incredibles too many and you get crushed shake the controller to get them off, rocket cheathas that chase you down, something that shoots homing missile sharks, and a legion of random costume'd sackbots but all with Hero hair.
2011-07-08 03:03:00

Author:
Mr_Fusion
Posts: 1799


I like the ideas you have shared, but one that stood out for me is the H4H blobs latching onto you. Not many people actually use the six-axis controls so it would be great to experiment with what I can come up with.

I've just discovered paperboy.....this will tie in nicely.
2011-07-08 13:22:00

Author:
Unknown User


Not many people actually use the six-axis controls

Just like all the real developers!

As soon as I wrote that I then thought about how to make them;

A blob the rises up slowly out of the ground if you walk over it... it then chases you while slowly fading away. If it latches on it has a sequencer with a magic mouth on it that re-triggers the sequencer. Some say "H4H" others "I H34rt3d u hrt me bk plz", "PLAY MY LEVEL"... no matter how many times you press O they will always pop up, until you shake the controller in frustration.

I then thought "Dang! Thats an awesome use of sixaxis! I should keep it to myself"

But the only other idea I then came up with was to make a 'Shake the controller as fast as you can to win a prize PLZ H4H' stage
2011-07-09 02:55:00

Author:
Mr_Fusion
Posts: 1799


So far I've made the beginning cut-scene, where Yellowhead travels through a 2D craftworld and across the concept level. Technically he doesn't travel across it because I recorded all of the actions on a Sackbot but then they kept losing sync, so instead he does the first part where he's climbing over the ice chunks then the camera goes faster than he can travel and emits another Sackbot behind the cameras path that then enters from the side of the screen, this is all to give the illusion that he actually traversed the terrain, when in fact he didn't. Now I have the trouble of deciding whether or not to do voice acting for the transformation part, I have Turtle beach PX21s so the sound is of good quality and it's clear. But he was going to enter a transformation chamber which changes both the appearance of Yellowhead to Paper boy then Sackboy, and also changes the camera views to slowly reveal a 3D world.

Then once that is finished I have the trouble of making a level (or 5, plus minigames) that is somewhat high in detail but is simple and easy for the player to complete, just like that of the original story levels. I'm really interested in seeing how I can implement the six-axis, whether it's through an actual level or as a minigame.

If you wish to see what I have so far just send me a message on PS3, I'll either invite you or send you a key and publish the level as locked. I can also post screens, which won't do much but hey....feedback is good.
2011-07-09 12:56:00

Author:
Unknown User


I now just have some voice acting to do and a few more scenes, then the level is ready for testing. Once that is done I'll start work on the first playable level.

I am hoping to release about 5 levels to start off with, but I will leave the last on a cliffhanger so it doesn't close the story and leaves space for more. If anyone wishes to help with ideas, suggestions, music or level design....feel free to send a friendly message and I'll get back to you ASAP. I'm also checking this thread multiple times daily, so post on here if you want.

Tell your friends.
2011-07-10 19:10:00

Author:
Unknown User


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