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#1

Going to start a level, need inspiration/ideas.

Archive: 31 posts


Ok, so basically. I have been really busy with school, studying for my SATs... I have only been able to play LBP for a total of about 10-12 hours or so. Not as much as I want to. But as you all may know, Winter Break is coming! So I want to start a level, and I want it to be completely awesome.

I want this level to have an awesome story, have great platforming/puzzles and overall a really good quality. I know I can do it as I have fiddled in create mode but I never could really start something with my school work and stuff.

So this is where I need help. I really don't know what I want to create, if possible, I want you guys to give me some ideas. I need an overall theme to build my level around, monsters and stuff to go with the theme. I think I can make a story to go with it but you may add one if you want.

Thanks in advance!
2008-12-19 01:53:00

Author:
Whalio Cappuccino
Posts: 5250


Oh man...I mean if I had a good idea I'd probably be doing it myself as a creator. Got any idea on a theme? I can do up a pretty nice story for you if you want, but I need something to work with

Are you into sci-fi? fantasy? movie/video game recreations? All I need is a tidbit and I can roll with it.
2008-12-19 02:08:00

Author:
Neverynnal
Posts: 374


I'm more into like, how can I say this... Levels that have to do with nature, or technology.

Like a level that is in the forest.

Or a factory level. But I just don't know what would be best. I was thinking of an ocean type level but I just want to see what everyone else thinks/suggests.
2008-12-19 02:16:00

Author:
Whalio Cappuccino
Posts: 5250


I'm more into like, how can I say this... Levels that have to do with nature, or technology.

Like a level that is in the forest.

Or a factory level. But I just don't know what would be best. I was thinking of an ocean type level but I just want to see what everyone else thinks/suggests.


How about a forest factory?
2008-12-19 02:19:00

Author:
Loafbone
Posts: 11


Lol, Don't know how I would implement that really. Oh one more thing, this goes out to anyone that has good reviews on their levels, or anyone that's learned how to make levels like this.

Any tips on how to make levels look pleasing to the eye? Polished and what not? I really didnt' do that with The Darkness, understandable since it was my first level but I want to take a huge step up with this level. One level that really inspired me was this one right here. Truly a work of art.

QCCVdmO1vrI
2008-12-19 02:28:00

Author:
Whalio Cappuccino
Posts: 5250


blear witch project?

hmm I'm planning out a fallout 3 level


or maybe like at the beginning on bioshock when you go under water and it revels that big town
2008-12-19 02:29:00

Author:
Thee-Flash
Posts: 3154


How about something along the lines of a "fairy forest". I was originally going to do something like this instead of the Legion and had a lot of great ideas for it. If your interested then let me know and I can PM you with some ideas that I would not mind if you used 2008-12-19 02:52:00

Author:
OCK
Posts: 1536


First of all OCK, congrats on the Distinguished User tag, ( I believe that's why your name is in big BOLD RED ) I personally knew that you were going to get it 100% sure. But anyways, back to the topic.

I would definately want to do an idea like this, I wouldn't know how to start it but if you would be so kind to PM me with your ideas, maybe I can get the juices flowing here.
2008-12-19 02:54:00

Author:
Whalio Cappuccino
Posts: 5250


No probelm man. I am actually leaving to work soon but will be back home in about 4 hours at which point I will send you a very long PM with ideas Oh and thanks for the congrats, those red letters will not change anything as far as my attitude etc is concerned though 2008-12-19 02:56:00

Author:
OCK
Posts: 1536


I know it won't! So yeah... I'll be waiting.


Umm yeah just noticed that seems pretty creepy, but I'll just leave it there... See what happens.
2008-12-19 03:05:00

Author:
Whalio Cappuccino
Posts: 5250


Sounds great, look out for the PM later 2008-12-19 03:09:00

Author:
OCK
Posts: 1536


You could do a Pan's Labyrinth sort of thing where a forest leads to crazy, creative world.

Or an abandoned lab or factory where plant life has overgrown it for some reason or another. Maybe the planet is mad at humans for ruining it lol.
2008-12-19 05:15:00

Author:
Voltiare
Posts: 646


Hmm all great ideas, what about for the platforming part of that abandoned lab? What could I possibly do? Btw, how is your Shipwreck level coming along?

Oh and thanks for the help everyone.
2008-12-19 07:01:00

Author:
Whalio Cappuccino
Posts: 5250


Just to let you know Whaaaale, I am putting the PM together now. Oh and Voltiares idea of a Pan's Labryinth is VERY GOOD and could be integrated with some of the ideas I will be sending you.2008-12-19 07:04:00

Author:
OCK
Posts: 1536


Just to let you know Whaaaale, I am putting the PM together now. Oh and Voltiares idea of a Pan's Labryinth is VERY GOOD and could be integrated with some of the ideas I will be sending you.

I don't really know what a Labryinth is, I guess I could research or something. We'll see...
2008-12-19 07:22:00

Author:
Whalio Cappuccino
Posts: 5250


How about a forest factory?


Wow you just gave me a great idea!

it's not like somebody makes a forest in a factory, but a factory that's in a forest.

Is whaaaale gonna use this?
2008-12-19 07:59:00

Author:
Yarbone
Posts: 3036


Wow you just gave me a great idea!

it's not like somebody makes a forest in a factory, but a factory that's in a forest.

Is whaaaale gonna use this?


Nope, be my guest.
2008-12-19 08:03:00

Author:
Whalio Cappuccino
Posts: 5250


Do a winter theme and have the abominable snowman as a boss. 2008-12-19 08:11:00

Author:
Stix489
Posts: 2080


Wow you just gave me a great idea!

it's not like somebody makes a forest in a factory, but a factory that's in a forest.

Is whaaaale gonna use this?Or a factory that IS a forest. Trees and furry animals building cars and stuff.
2008-12-19 08:48:00

Author:
Voltiare
Posts: 646


that's a great idea too 2008-12-19 10:08:00

Author:
Yarbone
Posts: 3036


A labryinth is a fancy word for a maze. They are usually human sized though, and made out of hedges. There was a film several years ago by Jim Henderson's people (the creator of the Muppets) that was kind of famous.

But basically the idea is the person goes through a maze and ends up in another world, I guess. A modern iternation of this would kind of be what happens when the children enter Narnia, especially the remake of the Lion, the Witch and the Wardrobe that was released a few years ago.
2008-12-19 13:33:00

Author:
Elbee23
Posts: 1280


A couple things I notice when Decorating my Level
(I tend to think of Bunkers and factories when searching for Inspiration)
Use Stickers. Not too much. Don't overdo it.
Use Decorations. Not too much. Don't overdo it.
Use the thin layers! I've seen plenty of levels that don't do this. Levels that show a mastery of the thin layers Are better than ones that don't. Just look at "The Legion".
Stick to a theme, add a story, give rooms/areas a 'name' (My previous scrapped level had a 'lobby' ,'landing pad', 'Construction Bunkers', 'SpecOpsConYar <--BOSS)
Just helpfull suggestions
2008-12-19 17:07:00

Author:
DRT99
Posts: 431


All I can say, is please do not rely on the default shapes. Attention to detail and a variety of shaping may fill the thermometer quicker or require more care and craft, but when I play a level and I see blocks and circles and nothing handcrafted, no moving parts and bad/no sticker use... nothing that gives the world character, like that of a sculpture and the structural flaws found in real life objects, I see lazy and amateur. With a few exceptions, the gameplay has to be extraordinary to save a level when it's look is simplistic and careless.

That's just me though... I'm all about seeing cracks/fissures, jagged edges, askew views, vibrant and complimentary coloring, embedding, symmetry, natural/organic placement, and custom content - creative liberties and artistic license basically.

The key to balancing this though, is to not waste detail on objects or structures that won't be seen. ie: things that are far above or below the players horizontal line of sight within the camera zone. This way you can still achieve detail, but not sacrifice the scale and scope of your level.
2008-12-19 18:20:00

Author:
Unknown User


the only thing i can say that hasn't been said is playtest your level a lot to find bugs2008-12-19 18:20:00

Author:
Don Vhalt
Posts: 2270


Try and break you'r level any way you can (IN PLAY MODE! I've tried to break my level a few times in Create mode... I suceeded)2008-12-19 19:10:00

Author:
DRT99
Posts: 431


All I can say, is please do not rely on the default shapes. Attention to detail and a variety of shaping may fill the thermometer quicker or require more care and craft, but when I play a level and I see blocks and circles and nothing handcrafted, no moving parts and bad/no sticker use... nothing that gives the world character, like that of a sculpture and the structural flaws found in real life objects, I see lazy and amateur. With a few exceptions, the gameplay has to be extraordinary to save a level when it's look is simplistic and careless.

That's just me though... I'm all about seeing cracks/fissures, jagged edges, askew views, vibrant and complimentary coloring, embedding, symmetry, natural/organic placement, and custom content - creative liberties and artistic license basically.

The key to balancing this though, is to not waste detail on objects or structures that won't be seen. ie: things that are far above or below the players horizontal line of sight within the camera zone. This way you can still achieve detail, but not sacrifice the scale and scope of your level.

I wish I saw this earlier, I just made this... And the players won't be able to see anything above the spawn lmao...

Should I keep it?

http://i423.photobucket.com/albums/pp312/Whaaaaale/100_1318.jpg
2008-12-19 21:41:00

Author:
Whalio Cappuccino
Posts: 5250


I wish I saw this earlier, I just made this... And the players won't be able to see anything above the spawn lmao...

Should I keep it?

http://i423.photobucket.com/albums/pp312/Whaaaaale/100_1318.jpgI would keep it up because you might think of a way to have the player see it. Maybe a ramp or a vine or something. If you don't wan't that, then take it down a notch.
2008-12-19 21:45:00

Author:
Voltiare
Posts: 646


Hmm, I'll just have it so when you spawn, the camera zoomes out and kind of angles up, that way you can see where the environment takes place, I'm not going to have you go up there because the level will take place in a giant tree ( Thanks OCK )

Btw, it'll probably be a two part level, I don't see me being able to make this level as long as I can unless I make it two parts.
2008-12-19 21:57:00

Author:
Whalio Cappuccino
Posts: 5250


^^^the only man who can correctly use nothing but squares and circles lol - when I said "a few exceptions" H.A.T.E. was the main one. Pixelation is a new one I've found thanks to the wonderful patch.

I like your detail, first of all... but if you can do a dynamic camera angle, and not skew it too much then great. Early on in some of my scrapped levels I went crazy with fixed camera angles, but I say rarely ever go down to a totally fixed camera. Stick somewhere between default player follow which is about 3/4ths full, and no follow which is obviously at 0.

You can always edit the detail it out later on if you feel if something could be expanded elsewhere after you know where your player zone and camera angles are post-playtest - I don't always do this, and I should, but start with a rigid plan and layout that you know isn't so epic that it can't be detailed, and then when you're moving further to completion and are almost certain you have your beginning, middle, and end wrapped up; THEN go in and give it those finishing touches.

That way you're not bound by a small layout and a full thermometer when you think "oh, I could add a whole new area here, and move the boss over" etc

...also, with drastic camera angle? They're great for dialogue shots that allude to your next requisite challenge or obstacle, but other than that avoid using the cutscene option, unless it's like "YOU MUST READ THIS OR YOU WILL FAIL" or the dialogue is the centerpiece of your stage. I'm afraid that even when it's a hint, or mandatory storyline all these run happy gadders only read the "O Close" part. If the player's not locked into reading it, they have a higher chance of accidentally glancing at it as they run and hop along their way and possibly taking the time to read it.

We all different styles though...
2008-12-19 23:54:00

Author:
Unknown User


Love that tree Whaaaale, off to a good start 2008-12-20 00:41:00

Author:
OCK
Posts: 1536


Ok, well I'm keeping the tree, I'm going to have a way as you go climb up you will be able to see it. Thanks for the help/tips everyone!2008-12-20 00:49:00

Author:
Whalio Cappuccino
Posts: 5250


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