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#1

How Do You Start Your Level....?

Archive: 5 posts


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i find it so overwhelming when i go to start my level, and i can't get things the way i want them -_- what do you do.....?


I'm going to start planning, like drawing stuff out although i'm not a good drawer

EDIT: can this be moved to help pretty please!
2008-12-26 10:36:00

Author:
Thee-Flash
Posts: 3154


Well, what I do now, after publishing a few levels, is this...

I start with an idea in my head. A rough concept of what I want to do, what I want to acheive. I'll write this out into a few dot points so I can see what it is I want to do. This will all be based around a specific theme, which will help when deciding art style and what makes sense to be there or not.

I'll then write out a rough schematic of the level in more detail. This is the platforming bit, this section has a sled ride, that sort of thing. So I can break down the idea into parts. This makes it easier when I get into create mode, as I can build components or contraptions in a practice level before putting it into a complete whole.

If I'm going to use a lot of dialogue, like in the "How to" series, I'll write it all out roughly on paper first. I find I can fit at most about two lines of hand written text per speech bubble, and you can only have 8 speech bubbles active at a time. So it's helpful to have a rough outline if you are using a tonne of dialogue, so you can make sense when you are trying to put it into the level itself.

Then... then I finally power up LBP. I'll start building each bit section by section. Working in sections has two advantages, one being that you know when a part is going to start and end, so it's clearer when you are suppose to stop and have a break, the other being that it limits the chance of bugs like too complex an object.

After building for the day, I'll play test everything, making sure it runs smoothly. If I see any bugs or think of a better way to run something, I'll go back and change it or make note of it for another time.

And then, well, finally you'll have a level. I then go into a polishing stage, which I outlined in the article "When should I publish my level?". Read that for more ideas.

I think now adays if I was building a full level I would go into a beta stage as well, having a few people play test it and make suggestions. You never know what you might have overlooked or become complacent on as you check things a hundred times over.

All this is from the perspective of making a full, 10 minutish polished level. Everything is optional, but that's how I approach it.

I might have to write another article explaining things in more detail, but most of what I do is based on the concepts used in movie production. Shooting a film and building a LBP level are surprisingly similar. :blush:
2008-12-26 11:00:00

Author:
Elbee23
Posts: 1280


o Wow thanks man i'm going to try this out

i'm going to go sketch soon xD
2008-12-26 11:07:00

Author:
Thee-Flash
Posts: 3154


www.littlebigworkshop.com is a cool site where you can make a level and then print it out. Then you have an idea how to make a cool level.2008-12-26 12:06:00

Author:
Rhcpmikey
Posts: 120


i haven't made a level yet but i'm starting the lbp version of a crash bandicoot 1 level called Road to Nowhere tomorrow night (thread linked in my signature). This way I don't have to think up level structure and platforming. It is my practise level before I start my own idea.2008-12-26 12:53:00

Author:
muttjones
Posts: 843


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