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In a Creative Toss-Up

Archive: 14 posts


So, I'm working on my up-and-coming level, Ultra Turtle Blaster Extreme. It's a very retro pixel platformer, in which you play as an 8-bit turtle who can use his shell to reflect projectiles at enemies. The problem I'm having is this. Turtles are generally veeeeery slow animals, so I have the turtle's walking speed set to about 2.0. Do you think this is too slow to be exciting?

The game is mostly centered around jump and shell timing (as you are rendered immobile and defenseless for 1 second after you enter and exit your shell, this is to prevent possible spamming and invincibility. it also gives the game a challenging twist and forces you to think before jumping into a situation.) but I don't want people to say 'wow this thing is so slow' and just quit. I even tried bumping up the speed to 3.0 or 4.0, but it just doesn't feel like you're playing as a turtle.

So, riddle me this, forum: Should I keep the satisfying realism, or ensure that 10-year-olds don't rage-quit out of my level?
2011-08-24 09:15:00

Author:
nunsmasher
Posts: 247


That's a very good thing to consider. I'd say keep the turtles fast if it's a question of keeping players interested. Even if you're winning, the slowness can be a drag. If you have all the time and resources in the world, some sort of gimme like an insta-power-up is recommended. Let the first few moments of the game be "regular" speed, and each time you spawn from a checkpoint if that's how it's structured... then drop an easy-to-get power-up right away that doubles or triples the turtle's speed. It's like a cheat, a physics-changer that's easy to get and itself feels like a success which makes players subconsciously value being both fast and slow.

Slow itself isn't a problem, but slow + learning curve + any sort of failure and kids do rage-quit, and how. They'll give it long enough to hit the first bump on the way to figuring out how the game works, which is about five seconds. Levels that change from sackthing to another type of vehicle/character are a strike against the level subconsciously, since even though players crave novelty they also somehow resent learning new tasks. So if not a power-up, you'll want to funnel the player experience so that the first thing they do is move, and the second thing is succeed at a task of great enough value they want to keep going. Again if that thing is a speed boost, you widen the window of judgment considerably.

((( Of course it's a given that if this destroys your interest in the level, you shouldn't do it. Catering to players is commendable and smart, but no matter what there will be scores and scores of hop-on-pop idiots who never know what they want, so even a mind-reader would get Boos constantly for making the perfect level based on their random and stupid candyland expectations of god knows what. )))
2011-08-24 09:42:00

Author:
Unknown User


snip

Thanks for the advice. It does have a learning curve, but everything you need is explained in a slow tutorial, where you first move, then jump, then use your shell (you are also told of the shell limitations), then use checkpoints, then collect bonuses, etc. I think I'll stick with the speed I have now. It isn't devastatingly slow, but it isn't as fast as Sackboy's regular speed.
2011-08-24 09:50:00

Author:
nunsmasher
Posts: 247


It sounds quite balanced! Glad that you're sticking with what you know you want - better than compromising for what others might want, and again it won't stop fools from downvoting it for kneejerk reasons, no matter how custom catered. When's it ready for play? 2011-08-24 10:11:00

Author:
Unknown User


Well since it is extreme I have two words...
Jet Pack

That should speed him up! Whatever you do, this sounds like a great level idea!
2011-08-24 11:11:00

Author:
Jedi_1993
Posts: 1518


Sounds like an awesome level! I would keep the speed at like 2.5 or 3.0 to make it not too slow, but still feel like a turtle. A powerup or speed bonus that lasts for like 8 seconds would be nice too, besides, people love it when you make custom powerups!2011-08-24 13:24:00

Author:
NcLc2010
Posts: 72


Thanks everyone. I'll look into adding a speed boost or laser attachment for later in the game.

It might be a month or two before the level is released. School starts next week so I won't be able to hit up the hours-on-end create marathons. I'll post a thread in the Ideas and Projects section with the official release date when it goes gold.

Thanks again!
2011-08-24 19:48:00

Author:
nunsmasher
Posts: 247


hedgehogs are not at all fast but sonic is a super speedy critter so i say realism doesn't matter as long as the gameplay is top notch2011-08-24 20:44:00

Author:
TEENWULF
Posts: 133


I think I'm going to go along the lines of, 'He may not be as fast as a hedgehog, or as agile as an italian plumber, (etc., etc.)'

Also, added the shell-mounted laser blaster for mid-level obtainability. Aiming to please ^^
2011-08-25 06:55:00

Author:
nunsmasher
Posts: 247


You may find this helpful.
http://us.blizzard.com/en-us/company/about/mission.html
Gameplay first
2011-08-26 05:44:00

Author:
Unknown User


Stick a rocket on that sucka. Should work splendid.2011-08-26 06:24:00

Author:
Captain
Posts: 92


the speed isn't the issue, the question is how far do you need to go. If it's a slow stage thats ok, just don't expect someone to watch something crawl across the screen if nothing is happening.

Also I think that a good idea for checkpoints is the shell itself... if you are to die, re-spawing from the shell would help having to cross the same ground again. I think seeing a turtle slowly plodding along with crazy lasers and explosions sounds interesting.

Maybe the turtle doesn't stop walking (unless you are in the shell) so that 2.0 walk speed is actually more exciting and challenging as you have to plan you jumps ahead of time?

I would recommend re-playing Got The Humps from the story levels also, I seem to recall that the camel was fairly 'slow'.
2011-08-26 07:52:00

Author:
Mr_Fusion
Posts: 1799


A different avenue: keep the 'slow' walking and defense ability for when in tight spots. At the switch of a button the player grabs his shield and uses it as a sled or a skateboard, moving much faster, with less control, but at the risk of taking damage by being unable to use the shield to defend himself.2011-08-26 13:33:00

Author:
Antikris
Posts: 1340


I just love how completely random the title is Ultra Turtle Blaster Etreme! I think if you are great at pixel animation then do this- he uses shell as sheild, and a sled It could make the turtle slide for like 2 seconds, then keep sliding slowerrr ( mover with deceleration to like 10)2011-08-27 12:42:00

Author:
NcLc2010
Posts: 72


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