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Failed Creations/Levels

Archive: 8 posts


This thread is about, quite simply, levels or creations that just didn't work out. Not levels on the back burner, or ones you may come back to, but ones that you wouldn't touch again, but simply look upon with sadness. For example, say you were making this awesome level, and you had made significant progress, maybe even nearing completion, but for some reason you just had to quit. I'm not sure if somebody made a thread like this before, but I'll begin anyway.

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This was the very first thing I really worked on in LBP2 and my very first failed level. It was a tower defense.
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And this was all the logic in the level, not counting the logic of the emitted towers and enemies. Speaking of which:
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These are the towers: (from left to right) the Blast tower, the Bomb tower, the Multi-dimensional tower, and the Gamma Tower.
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And these are the enemies, which I did not give names.
Both these photos were actually from a tutorial part of the game, and the notes were meant to tell you all about the towers, enemies, etc., and how to play. Speaking of which:
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This is a photo of some gameplay. The white circle was actually the range of a tower, and it was meant to appear whenever you hovered your white pointer over it. The white crescents are the Gamma tower's fire. The long bar and question mark on the bottom are simply a HUD telling you how much time is left until the next wave starts, and what enemy is coming next (it was a question mark because the next enemy was a boss).
For a tower defense game, I suppose, it was pretty complex. Enemies had three tiers, which were marked by their health bars. Tiers not only affected how much health they had, but also could affect how fast they moved. Also, certain enemies could only be damaged by certain towers. Multi-dimensional enemies, or triangles and octagons, could only be damaged by the Multi-dimensional or Gamma Towers.
So why did I abandon this? Well, there were a lot of bugs, most notably the following one...
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Which let you build towers even when you had no money and you were on the enemy road.
Also, this was my very first LBP2 project for myself, so my logic was pretty primitive. I didn't know a quarter as much as I knew now about logic as I do now, so the whole game was disorganized, inefficient, and hard to process. If I should ever come back to this project, I would have to delete everything and start over from scratch.

Oh, but that's peanuts compared to my next one. I present to you:
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Mini Checkers. Mini FREAKING Checkers.
Want to know why it's mini? Well here's why.
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Yes, this level was an absolute pain to make. There were parts where I simply almost gave up. To be honest, I started work on this just after I finished my very first movie (I was admittedly more advanced with logic than when I was making my tower defense, but that still isn't much) and I think it was a project too advanced for me. It showed. The months I worked on this were some of the most stressful months of my sack person's 1 year long LBP2 life. 1/8 of the time I spent was actual creating, and the rest was just trying to figure out what was causing bugs and attempting to fix them. There were bugs with the movement, there were bugs with the turn system, there were bugs with the capture system. But most of all? There were bugs with the detection. To detect whether another piece could be captured by your piece or not, a checker's piece used a system of tag sensors that were set to diagonal angles to detect other pieces. One problem-the tag sensors were glitchy as heck. I thought this was a different problem at first, but since the same thing happened with my connect four level (which is not a failed level) I deduced that, yes, the tag sensors were buggy (keep in mind, these were ANGLED tag sensors, you know, the ones that don't detect in a full circle, but in a small slice of it). They would activate even when there was no corresponding tag around, and would not activate even when the corresponding tag was right in their detection range. As of such, I had to use impact sensors instead, hence all those holograms on rods in the picture. However, those holograms on rods drove the thermometer way up and my "normal checkers" had to become "mini checkers". But still, the holograms on rods were so complicated that bug testing them was a nightmare. So...yeah. I was actually pretty much done with this level, and I actually published it, but I deleted it after there were some many bugs (which happened to be game-breaking). I had made a tutorial and all that. Also, there were already FULL-SIZED checkers levels from Alistair and Comishguy which were so much better and bug free and AI-capable than mine that it made me feel pretty pitiful. Also it didn't help that I didn't organize my logic at the time.
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So...yeah. Anyway if you have any failed levels or creations, that's what this thread is for! It would be nice if you showed some pictures, told us about your creation and why you didn't publish it, but oh well, it's your choice.
2012-05-26 15:44:00

Author:
Kalawishis
Posts: 928


https://lbpcentral.lbp-hub.com/index.php?t=65602-Level-Graveyard&highlight=Level+Graveyard2012-05-26 17:39:00

Author:
Valeview
Posts: 1581


I'll get pics at some point, but I was working on a level where you had died, and could go back and forth between the real world and the dead world, using the switching to solve puzzles. It isn't as good as it sounds, and typing this out it didn't sound very good either. It worked fine, then one day it froze at a certain point. And it's froze there ever since. It still does.2012-05-26 18:21:00

Author:
kirbyman62
Posts: 1893


I'll get pics at some point, but I was working on a level where you had died, and could go back and forth between the real world and the dead world, using the switching to solve puzzles. It isn't as good as it sounds, and typing this out it didn't sound very good either. It worked fine, then one day it froze at a certain point. And it's froze there ever since. It still does.

That's a shame, sounds quite Silent Hillesque to me.

I've started a ton of levels and often I know I'll never finish them, doomed from the start. Mostly because I look at the thermometer and think "well I can't possibly finish this without overheating the level." That and I'll have another idea, for a new, better level! I have a short LBP level creation attention span.
2012-05-26 18:37:00

Author:
Ironface
Posts: 432


I never have anything original in my head. Anything.2012-05-26 19:51:00

Author:
Kalawishis
Posts: 928


I started work on a WWE level well over a year ago, but programming the characters' moves and an effective countering system became such a logic headache that I gave up in the end and left the whole project to rot. It's extremely unlikely that I'll ever touch it again.

There's also an LBP2 remake of Space Assassins Vol.1 that is 95% finished, but I ran out of thermo and couldn't put the final touches on it.
2012-05-26 23:21:00

Author:
Ungreth
Posts: 2130


I almost feel like you made this level just for me. I have so many abandoned projects it isn't funny. And some of them have some really good concepts. The latest one to be abandoned was an action game where you play as two characters, one at a time, who have different abilities. One combat oriented, the other stealth. Had a few other action game before that, and the first LBP2 project I was working on was a top down mecha shooter. None of them got past basic mechanics.

And my current project may succumb to the same fate... Only time will tell.
2012-05-27 05:47:00

Author:
SuddenEnigma
Posts: 70


Well, I have about 10-20 levels where I just started on an idea and then just abandoned it. Mini Checkers and my Tower Defense are only notable because I put a lot of work into them and they were both near or at completion.

Although to be honest if we actually finished all our ideas we started out with, we would probably have a bunch of MM picks and no lives.
2012-05-27 14:38:00

Author:
Kalawishis
Posts: 928


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