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#1

Question on Level Keys

Archive: 10 posts


Since I'm working on my first multi-part series of levels, which will total 8 levels in all, I have a question about the Level Keys you get to unlock each level.

What I know is that you get a key the moment you publish a level (let's call this one level 2). This key is then put in whatever level should come before the one you published (let's call this one level 1).

What I'm wondering is what happens if I decide to "unpublish" level 2.

Does the key still remain in level 1 where I put it?
If so, does the key unlock level 2 when I "republish" it, or do I need to replace the key object with the "new" key I receive?
If someone got the key in level 1 before I republish level 2, do they have to go through level 1 again or is level 2 automatically unlocked for them?

Unfortunately, I'm somewhat convinced that I have no choice but to finish all the levels before publishing them. This is really impractical to get feedback and bug reports.

Still, if any of you have more experience than I do with keys, I'd love to get your comments on the issue.
2009-01-02 14:53:00

Author:
Gilgamesh
Posts: 2536


From what I recall, the key from your Popit inventory goes away after you delete a level. Seems like it was not immediate, though, which was confusing at the time. So I'm not 100% sure what happened with the published level I deleted.

However, if you republish a level into the same spot as the previous one, it seems the keys stay intact.
2009-01-02 17:32:00

Author:
Trystian
Posts: 59


You can always republish levels later, keeping all the feedback intact.

Just publish level 1 in its entirety without the key, then after you've published level 2 you can stick the key into level 1 and republish over the same spot.
2009-01-02 17:44:00

Author:
Foofles
Posts: 2278


Well, what I mean by republish is actually publishing the level a second time after taking it down the first time. There could very well be a few week's delay between when I take it down and when I publish it again (the time to make the level, basically).2009-01-02 17:48:00

Author:
Gilgamesh
Posts: 2536


I'm not sure if you could do that, what if you just uploaded a dummy level just so the player can get the key? Just a short "To be continued"?

Or you could always just republish the other levels with the keys... personally I just avoid this mess by not using level keys with my series.
2009-01-02 17:54:00

Author:
Foofles
Posts: 2278


Hmmm... well, I think the easiest thing is to not put a level key in until the next level is good to go.

I haven't tried it yet, but I suspect the levels published are seperate from the levels on your moon, even if they are identical. Level keys only relate to published ones.

So in theory, deleting a level would make the key useless. It might just disappear entirely. If you reposted the same level again, but in an unlocked state, the key would not matter.

If you reposted the same level as locked, I suspect you might need to update the level key in "level 1".

That's all theoretical though. It would not be too hard to make short dummy levels online with a friend to test it all out though.

I did have to publish my "unpolished digestion level" before I got a key to put into the proper level, if that's of any help. You could make a filler level or just leave a planned space for where the key goes in the current level until the actual level is built, though.
2009-01-02 18:12:00

Author:
Elbee23
Posts: 1280


Yeah I recommend not even using level keys. In theory it's a great idea, but in reality it just leads to your level never getting played I know this for a fact because I got like 2 plays in a week when I locked a level of mine about a month back 2009-01-02 18:14:00

Author:
Neverynnal
Posts: 374


Thanks for all the responses.

I suppose I should get used to the idea of not having many plays from the formless masses of LBP if I lock my levels. However, I also don't feel that keeping every part unlocked would do the series justice. I feel it would be fundamentally the same as skipping right to The Collector without going through any of the other levels.

I want people to see the whole picture and get a sense of accomplishment from the journey through all of the levels, sort of like you get in the story mode.

This being said, I suppose I have three realistic options :
1- Getting all the levels done and publishing them all at once
2- Publishing each part in closed beta format and then publishing them all at once when they're done
3- Finding an alternate method of "locking" the levels (such as custom stickers or passkeys) and publishing each one individually
2009-01-02 18:25:00

Author:
Gilgamesh
Posts: 2536


...Try it?
Make some throwaway levels testing it anhd delete them afterwards
2009-01-02 19:13:00

Author:
Pinchanzee
Posts: 805


Well, I don't think it's necessarily a bad thing to lock out parts of a series. You might get less plays, but I think it would encourage people to work harder and give them a sense of accomplishment if all the sequels are locked.

You can mention that sequels are out in the description of the first level, saying the key to the sequels is there, and maybe have a magic mouth near the end highlighting the key. I know if I found a good story level that had something like this, and the sequel was out, I might be more inclined to try harder to finish it, and I know that it would be a satisfying thing to be one of the few who have perservered.

But really, it's up to you as the creator as to what you do. All we can do is suggest and point out what's popular.
2009-01-03 04:35:00

Author:
Elbee23
Posts: 1280


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