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Railworks: A Railway-Themed Level
Archive: 12 posts
Hi all, to start off, a little sob story: As a kid, I was certainly not hard done by or generally deprived (or depraved), but the one thing I always wanted and never had was a model railway. This Christmas I've seen a number of adverts for model railways and it just inspired me to start creating a railway-themed level on lbp. My two main aims for the level are to: A) Create a kind of endearing, detailed world with interesting characters and a decent story B) Incorporate railway-based gameplay that would be fun for people other than just me. At the moment I think I'm going ok on both counts, my vision for the world is coming along quite nicely. It's got a vaguely steampunk vibe in that artictically it's sort of turn-of-the-century, but the technology I'm representing isn't quite as extreme as you'd expect from steampunk, there's just a lot of steam engines. Here are a couple of shots of what I've done so far: Your yard's chief clerk, Crabtree: http://i174.photobucket.com/albums/w120/kaloikagathoi/APhoto_2-1.jpg Some engines in a shed: http://i174.photobucket.com/albums/w120/kaloikagathoi/APhoto_4.jpg Your first, small engine: http://i174.photobucket.com/albums/w120/kaloikagathoi/APhoto_5-1.jpg I've got the mechanics of the locomotives all sorted, with coupling, pushing and pulling, line switching etc all sorted, as well as several different types of wagon that do different things (crane, tanker etc.) What I'm struggling a tiny bit with, and could maybe do with some help on, is devising gameplay opportunities and puzzles. I'm quite happy just chugging around moving rolling stock, but what I need is a bit more inspiration for level layout to keep it interesting and challenging. Any thoughts? I've completed an introductory segment of the level to get all of the basic tutorial dialogue out of the way and to kick off the story a bit, which anyone is welcome to play if they message me or add my psn. Cheers, S | 2011-12-23 20:55:00 Author: SalieriAAX Posts: 421 |
Looks really good. And I love any steampunk-ish design I'm afraid I can't help you out with the interesting gameplay stuff though. Never really been that creative I will be looking forward to the finished product. | 2011-12-24 00:22:00 Author: Elifia Kamigawa Posts: 35 |
Looks amazing! Look forward to when you publish it. | 2011-12-24 00:53:00 Author: biorogue Posts: 8424 |
I definitely get a mixed gameplay vibe from this level. I think a mixture of puzzles and action gameplay will make this level the best it could possibly be. Now as for puzzles... I have no idea. Puzzles are like comedy (which i also suck at), once you use it, it's done, and making a puzzle level myself is already stressing me out. Action is a bit easier but definitely hard to master. Some quick platforming seems the best idea. It really depends on the story though. | 2012-01-06 04:05:00 Author: koltonaugust Posts: 1382 |
Nice detail, it definitely is looking good so far. I like the idea of gameplay with trains, (The Legend of Zelda: Spirit Tracks on the DS comes to mind) and I'll probably play this once you release it. But puzzles & gameplay... Going back to Zelda, in that game you had different types of things you could carry around in your various cars. Now I never really finished the game, so I don't remember what exactly you could carry around, but lumber would have been one of the materials, and perhaps coal and maybe iron. You could also carry passengers on your train, and deliver them to various locations for one reason or another. Each material would require a different type of carriage. Passengers might have had a passenger car, lumber a longer, flat car; and so on. These cars were given to you progressively along the main story of the game, IIRC I don't know, perhaps you've already had those ideas. Not my ideas at all, just thought that that game served as a good example. | 2012-01-06 08:31:00 Author: VnGamer234 Posts: 111 |
I Remember the Amazing Saleri Levels on the PSP and If you haven't played them then you will be in for a Wonderful suprise when you play this level.... Let me just put it like this, Saleri was often said too be the Best Creator EVER on LBP PSP and now someone has given him LBP2 its a all new ball game. Good Luck | 2012-01-07 11:05:00 Author: butter-kicker Posts: 1061 |
Puzzle do not have to be super complex or lengthy. From the pictures my first guess would be leaving a train or two hanging out of their personal resting station, with 2-3 switches that move certain ones, like a mini-lights out game. Secondly, maybe the switch that sack is activating has become dissconnect in some way. Im just trying to go off what I see already, as it would be easier to add in this way. IDK, lol | 2012-01-07 22:41:00 Author: Unknown User |
Puzzle do not have to be super complex or lengthy. From the pictures my first guess would be leaving a train or two hanging out of their personal resting station, with 2-3 switches that move certain ones, like a mini-lights out game. Secondly, maybe the switch that sack is activating has become dissconnect in some way. Im just trying to go off what I see already, as it would be easier to add in this way. IDK, lol I agree with Sl33P3RHLD for the gameplay as the level itself looks very nice so extremely hard puzzles will just take away from the looks and extremely easy (and i mean EXTREMELY) puzzles will just feel tedious. Lights out seems like a perfect puzzle for that picture. | 2012-01-07 23:54:00 Author: koltonaugust Posts: 1382 |
Puzzle ideas? How about adding in one of those puzzles where when you flip a switch a few doors open but others close? I don't know what the name of that puzzle is... You could also have pipedreams type gsameplay or rubicks cube puzzles! P.S: Make sure players can blow the train whistle, even if it does not do anything... I love to blow the train whistle | 2012-01-09 20:52:00 Author: Unknown User |
Hey, I remember these games where you have a limited amount of rails to place of different types, and then you need to make a path for the train. That would need to be top down perhaps. Hey what about : 1) You must build the racetrack part around the dangerous and twisted canyon 2) You must get the locomotive out of the parking station (rush hour game, get the locomotive out by moving other "blocks") 3) You need to bring the passenger wagon, but it's stuck in this maze of doors... Switches open some doors and close others, you must find the way out. You can also make some switches block access to others so you must activate them in the correct order (2-way switches, so you can undo it). 4) The train is ready to travel. You can see a railway around a town, but there are hard to use levers to activate. You must activate the 4 switches in the correct order in order to get the passengers, but not go on the rails occupied by X (monsters, kids, cactus ?). Problem, one switch goes up or down, one switch goes diagonally, one switch goes left or right, one switch makes you change layer (in a 2-story town ^^) but you have no idea which switch is what. I'm thinking .. 3rd ? Mission of Zoombinis 2 PC game. Wait, I'll get a picture... http://la-rochelle-ecole-barthelemy-profit.pagesperso-orange.fr/Zoombinis2/zoombis_fichiers/image006.jpg Quality is bad, but in this game you had to toggle between spheres in a cube, instead of layer switch it's an inside-outside switch. That said, most or all of these would be best made top-down. You could have some cinematics or an action part where you see the actual train you build from the side, and you have to press the corresponding button to open-close the next lane to go towards the safe path. All these mini-games are pretty easy to scoretrack : count the amount of moves the player does or the time it takes. Hope you'll find one of these usefull! Actually, I read the previous posts and found a way to include the already given ideas ^^ | 2012-01-11 01:18:00 Author: Unknown User |
Oh, wow, this thread only had a couple of responses when I last checked - then I got Skyrim and, well... Well, thanks for all the advice and things, guys. I've so far put together a bit of an introductory level where you meet a few characters, jump into the train, and get taught how to switch lines and hitch up wagons. I am pleased to confirm that the whistle DOES come in to play, you will be using it to activate certain gates and bridges. If anyone would be interested in trying it out, I'd be really happy to hear if you think it works. The first task the player has to do will be quite simple, couple their engine to a wagon in the yard, pull it to a nearby lumber mill, with a little line switching and bridge lowering in between, and then bring the wagon back to the yard full of lumber. Just need to get over SKyrim and I can really get stuck into this level agian... | 2012-01-14 17:35:00 Author: SalieriAAX Posts: 421 |
Hmm... Using the certain utilities of the train in gameplay elements is difficult due the the restrictive nature of the rails... However, There could be some beat the rolling- log esque puzzles in there somehow. Another idea is having a "Weight" system that restricts access to the next area untill youve got the required amount of cargo in your train. Possibly a broken rail section where you must be able to repair the tracks as your train hurdles down a hill with failed breaks, carrying precious diamonds, an icy mountain-top area where catuion and careful movement must be used to avoid a derail from falling snow/falling trees, ETC These are just some condsiderable ideas to do with trains and luggage, nothing to be taken into account unless you see it fit Hope it gives you something to think about, and I cant wait to see what unique elements of gameplay youll introduce into this original level of yours. | 2012-01-14 19:24:00 Author: grayspence Posts: 1990 |
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