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#1

SHADOW OF THE LittleBIG COLOSSUS

Archive: 10 posts


Hi guys

I'm currently in the process of making a SotC level. I know there are about a hundred of them already, but this one is going to span the entire story of the game, from crossing the bridge to - well, let's just say the "end of the game", so as not to spoil anything for people who have not yet played the game.

The basic level design is pretty much done, and if I can fit it all in without the thermometer exploding you will encounter 4 colossi: the 2nd, 10th, 11th and 16th. They won't be as huge as some of the ones you may have seen in LBP levels, but I'm trying to make them look as faithful to the game while still looking like something that would belong in the world of LBP.

Now, my question is this:

I am working on the 2nd colossus, and I have basically copied the frame of the walking stone elephant with some minor modifications, mainly that it walks a lot slower. It is currently made out of cardboard, which works fine, but when I change the legs to stone it becomes too heavy for some reason. Is this because the pistons are moving too slow? The "stone" elephant is made out of metal and works just fine, so I can't really figure this one out.

I'd make the body out of cardboard, but I already finished the head in stone, and I'm pretty sure that tacking it onto a cardboard body would tilt the whole thing.

Any ideas?
2009-01-10 15:49:00

Author:
AngryPoodle
Posts: 6


You can always change the material of an already made object remember How about making it all cardboard and putting stickers over it?2009-01-10 22:15:00

Author:
ryryryan
Posts: 3767


Yeah I thought about that, but I?m afraid it will not look as good... I?ll give it a try though, and get some pictures as well to show what I?m going for.

I tried making the head out of cardboard like you suggested, but I couldn?t get it to look right...

This is what I?m going for:

http://angrypoodle.files.wordpress.com/2009/01/colossus-2-1.jpg

http://angrypoodle.files.wordpress.com/2009/01/colossus-2-head.jpg

As you can see it's not finished yet, since I want to hold off on the detailing until I can get the friggin' thing to walk right.
2009-01-12 16:59:00

Author:
AngryPoodle
Posts: 6


You can always change the material of an already made object remember How about making it all cardboard and putting stickers over it?
Or just put a 'wafer thin' layer of stone on top of the cardboard layer that you don't want to see.

But judging from the previous picture, I'm not sure if that is a possibility. Well, it could work, but it'd be a little bit less of a 3D face, if you know what I mean...
2009-01-14 00:40:00

Author:
Boo!
Posts: 33


Thanks for the ideas guys, I'll definitely try those if I can't get it to work the way I want. First I'm going to try messing around with some hidden floaty material before I completely abondon my original design. I might have to make an index of the relative weight of the different materials in order to keep the amount of random fidgeting to a minimum. I'll also make some more pictures, this time of the stone gate, the bridge and the temple, which are nearly finished.2009-01-18 11:31:00

Author:
AngryPoodle
Posts: 6


That's one mean-lookin' Colossus you got there. Better make him work right. I wanna fight it. :] Good luck.2009-01-18 16:06:00

Author:
aer0blue
Posts: 1603


hmm. nice face.

I was also making a SotC level series, the wires bug makes too much hard work when i have so little time to create though.

Whats your idea for gameplay, if it doesnt play like SotC then its not a SotC level in my opinion.
I mean this in the most encouraging way possible, but i really hope you don't to use winches/pistons/jetpacks/painfully simple platforming/etc to get up the colossus.
2009-01-18 19:36:00

Author:
accordion
Posts: 76


That's one mean-lookin' Colossus you got there. Better make him work right. I wanna fight it. :] Good luck.

Thanks! I'm doing the best I can, but the walking mechanic is proving to be more difficult than I anticipated... It keeps breaking down at random points, or simply refuses to walk altogether. I haven't given up just yet though!


Whats your idea for gameplay, if it doesnt play like SotC then its not a SotC level in my opinion.
I mean this in the most encouraging way possible, but i really hope you don't to use winches/pistons/jetpacks/painfully simple platforming/etc to get up the colossus.

The general idea was to copy the gameplay for the colossi as faithfully as possible, though not quite on the same scale as the original game, because I don't feel that would translate as well to the world of LBP. So generally: you will have to shoot the 2nd with the paintinator to be able to climb it, blind the 10th to make it crash, use torches to scare back the 11th, and climb the skirt and arms of the 16th.

Let me hear what you think about this. I really liked your SotC level, and I really want my own level to appeal to SotC fans.

Now, a few screen shots of the bridge, temple and the road to the 11th colossus (just remember that this is still very much a work in progress):

http://angrypoodle.files.wordpress.com/2009/01/gate-bridge.jpg
http://angrypoodle.files.wordpress.com/2009/01/bridge-temple.jpg
http://angrypoodle.files.wordpress.com/2009/01/staircase.jpg
http://angrypoodle.files.wordpress.com/2009/01/statues.jpg
http://angrypoodle.files.wordpress.com/2009/01/altar.jpg
http://angrypoodle.files.wordpress.com/2009/01/desert-lake-entrance1.jpg
http://angrypoodle.files.wordpress.com/2009/01/11th-colossus-temple.jpg
2009-01-19 17:03:00

Author:
AngryPoodle
Posts: 6


Looking good so far.
Dont underestimate the power of custom stickers, they are a great way to add a sense of depth to flat shapes.
Have you thought about having Agro always following the player where possible?
Especially the entrance to the shrine, you could simply have a thin layer agro which slides down each ramp and is dissolved/emitted in reverse at each turn.

11, the sand-worm, right? thats a tough one. My idea was to have too phases to the battle occurring in different perspectives. The chase would be out of the screen with a scrolling background, the colossus in the back layer and the player in the front layer.
Hitting the eye would move the camera a new scene to show the colossus hitting the wall, and would then move to a side view so the player can climb and kill the colossus.
It will certainly be interesting to see what you come up with

As for the walking of the colossi, it might be best to have a hidden support structure to make the colossi move, with fake legs that look as though they are doing all the work.

PS: thats a very cool sackboy?
2009-01-19 18:18:00

Author:
accordion
Posts: 76


Well, I've finally finished the basic model for the walking collosus, I decided to go with all styrofoam/sandpaper and custom stickers. It should walk ok now. The thing is, I keep running into some really weird bugs. One is that the game keeps grouping objects so that all of a sudden something that SHOULD be moving will now rest in mid-air with no way of seperating it from whatever part the game decided to glue it to, short of deconstructing the whole friggin' thing. Another is that detaching something non-vital will sometimes make the entire thing collapse for no apparent reason, and yet another I came across just now is that AFTER it had collapsed my structure, it wouldn't rewind to before I removed said object, it just kept rewinding to the moment after...

I'm hoping these issues will be addressed in the mid-Februari patch, but untill then it looks like finishing this one is going to be impossible, so I'll be focusing my efforts on finishing the other collosi and the rest of the level first. If I don't run into similar problems there, of course.
2009-01-22 21:47:00

Author:
AngryPoodle
Posts: 6


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