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#1

How do you make your levels?

Archive: 10 posts


I bet we all have different ways of how we build our levels, and I'm curious how other people make their levels. I probably make levels in a completely different way than everyone else.

I actually mess around in create mode with friends, then we just make up what happens next as we go on. I hardly plan anything, and when I do, it never turns out the way I wanted it. So I either give up or find away around it, like think of something new. Improvising is way more fun than planning, plus it's much faster and easier. We can have a level done within a few hours.
2011-08-11 20:56:00

Author:
lemurboy12
Posts: 842


I start by messing around in a blank level. Then I start to think "I wonder if I could do.....", then I try to do it. Once I've gotten a basic idea for the logic, I'll go to a seperate crater of the moon and start creating. I'll have a general idea of what I want in the level, and how I think it'll be done, then I sort of ad lib on the way - sorting out breaks etc. I may write down a check list of things I need to allow for or fix. This was especially important when I was doing my Checkers level. After quite a lot of testing, I thought I was done with the level. So then I did a little more testing, and found I had a loooooooooooooooong way to go before it was complete, because there were quite a few things that I didn't allow for.

It usually takes me quite a while to complete my levels - up to 2 months. I take my time with them, tend not to spend too long creating at any one time, but I try to make sure that I know what I need to do the next time I log on.
2011-08-11 23:51:00

Author:
Ali_Star
Posts: 4085


I plan everything out extensively on paper. Only because I don't have alot of time to create and I like to make the most of my time.2011-08-12 00:16:00

Author:
Nightshade_games
Posts: 76


I honestly wing everything as I go. I have some ideas in my head that I build off of, but they develop as I build. Also, I start basically everything with just a block of material, then corner edit it out into the shapes I want, and I rarely use the grid, but when I have, it has made some for some much more organized platforming, and tons more ease. My MTG levels were made on a grid and they were MUCH easier to develop the platforming stuff I had as opposed to my other platformers.

If I'm building a character, vehicle, or something of the likes, I usually make 3 or 4 near identical shapes, and start modifying each one to find the most efficient way to do things.

And that's about all I do when I'm making stuff.
2011-08-12 00:52:00

Author:
Jayhawk_er
Posts: 403


I usually just create stuff that I came up with in my head 2011-08-12 01:27:00

Author:
zzmorg82
Posts: 948


Ive wanted to make video games, write books or screenplays my entire life XD LBP2 has made it pretty easy to fufil the video games part. I have a million ideas for levels that I have come up with through playing the game. I like to do what no one else has or at least put my own spin on existing concepts. It seems that so many people write their stuff down on paper or work on several projects at once @_@ I do neither.. That would drive me crazy lol.2011-08-12 07:30:00

Author:
Dortr
Posts: 548


First, I have a dream. Then if that dream is related to LBP, I recreate it somehow. It's odd, but it works just fine for me... 2011-08-12 07:56:00

Author:
Shadowstarkirby
Posts: 205


I plan a general concept of the level, make some sections in other craters, then link them all together.
I also tend to use noteboards, utilising the in game note feature
2011-08-12 08:05:00

Author:
Radishlord
Posts: 706


The only planning I do is in developing the overall theme and concept of my levels. The Space Assassins series involved extensive preparatory research into Freemasonry, Scientology and Neo-paganism for example. As for building the level itself, I make it all up as I go along. Rather than build a "skeleton" first, work in the gameplay logic and then add the detail last, I tend to fully complete work on each section before moving onto the next one. I'm an obsessive perfectionist, so I can't leave any area of scenery alone until it looks/plays exactly as I want it.

Of course, I will still make revisions when new ideas hit me later on and I think they would work well in the context of an area I had previously considered to be done and dusted. Like the super-hidden easteregg in Space Assassins 2 which I added post-publication after somebody on the forums expressed disappointment that there was no cameo appearance from the Stiff Pistons guy; (be careful what you wish for). Nothing's ever final for me and a level can never be truly "finished" as long as there's thermo left to play with.
2011-08-12 09:42:00

Author:
Ungreth
Posts: 2130


I plan everything. I tried just doing things as they come before, and i ended up wanting to change them later. So yea, im better planning everything out first, it makes things more efficient in my case. My artist even made sketches of all the monsters before they were created in LBP2, and as a result, they were much easier to create and program.

After the general plan is set, I always start with the hard logic first and hurry and get it out of the way. Im actually just now getting to cutscenes like 4 months later lol. So yea, im a heavy planner
2011-08-12 14:28:00

Author:
Rpg Maker
Posts: 877


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