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TQ: Autumn-Mobiles

Archive: 16 posts


This track is another entry in the so-called 'Track Quest' project. Right now these levels are more of a proof-of-concept to see how you like them.

The Autumn Valley is a rather non-specific grove of forest. And you're bringing your tires to it. However, strange gates are built in front of shortcuts, which require certain tasks in order to open them: find them and see if you can complete them.

https://lbpk-production.s3.amazonaws.com/player_creations/82939/data.jpg
https://lbpk-production.s3.amazonaws.com/player_creations/82941/data.jpg
https://lbpk-production.s3.amazonaws.com/player_creations/82943/data.jpg
https://lbpk-production.s3.amazonaws.com/player_creations/82945/data.jpg
https://lbpk-production.s3.amazonaws.com/player_creations/82947/data.jpg

Queue it up for later here: https://karting.lbp.me/v/1mnb

In the meantime, I've made this level nice and easy for you guys. The AI are set to easy, and it's super easy to reach the score requirement to open the green gate, especially playing solo. I'll be making some harder ones later, you watch.
2012-11-22 16:40:00

Author:
neonrage0
Posts: 284


Got qued!2012-11-22 18:21:00

Author:
Unknown User


In my que!2012-11-22 19:09:00

Author:
Unknown User


whats the 'track quest' project?2012-11-22 20:46:00

Author:
TheAdipose
Posts: 533


Looks great, got it queued. 2012-11-22 21:02:00

Author:
fireblitz95
Posts: 2018


whats the 'track quest' project?

Some levels based on something I did in LBP2 called Trek Quest (http://lbp.me/v/0te20-). Mostly just location and level theming. By that, expect a snow track, a seaside castle track, and a sewer track in the near future.
With some others based on levels I never got around to making, but had planned.
2012-11-22 23:19:00

Author:
neonrage0
Posts: 284


Queued! I'll review in game like your other track!2012-11-25 07:21:00

Author:
Manlius10A
Posts: 88


Decent track. VERY well decorated. The soft lighting and the autumn feel & colours go very well together. I understand that this is a 'demo' of some of the logic features and they all worked well.
Out of interest, how did you get the AI to NOT crash into the walls first time, and then go through them when they open? I had an issue with this on one of my levels.
Purely being a bit pedantic here.. but opening up shortcuts which every racer uses doesnt actually benefit the person who opens them. Is there a way to take this logic to the next step and make the door open for the person who picked up the orb, reached score etc, but not anyone else.

Looking forward to seeing more.
Adi
2012-11-25 15:51:00

Author:
TheAdipose
Posts: 533


Out of interest, how did you get the AI to NOT crash into the walls first time, and then go through them when they open? I had an issue with this on one of my levels.

You mean they actually don't? I thought they might still do that.
Each gate has a pathfinder tweaker attached to it, set to obstacle. Because the gate is removed, so is the tweaker, and the AI no longer recognises anything to be blocking the path. You might still see some form in their movement that tells they intend to take the shortcut with the gate still blocking it, and might brush up against the sides trying. But I've seen that just once.


Purely being a bit pedantic here.. but opening up shortcuts which every racer uses doesnt actually benefit the person who opens them. Is there a way to take this logic to the next step and make the door open for the person who picked up the orb, reached score etc, but not anyone else.

That is something I thought about, and there are two things I can say about it.
First is that the shortcuts based on tasks was an idea I kind of 'borrowed' from an older PS2 era racing game. It's a bit obscure, but it worked much the same way except instead of shortcuts it was a path of boost gates. I'm not sure how they handled it, I can't remember too well, and I can't exactly go back to remind myself.
The second is that I suppose I could, with extra effort, attach elaborate sets of logic to the players and the gates so that they remain stood there, and open up if the player has done the task. But I don't think this will translate flawlessly. For example, if the gates dropped down for someone who did it, a passerby might follow them through it with them without having done the task, or attempt to and then have something unideal happen when the gate comes back up.

Whatever I can come up with, I'll build up on the next track, and then come back to this one if it proves to be more successful. Thank you for the input.
2012-11-25 19:55:00

Author:
neonrage0
Posts: 284


looks interesting qued 2012-11-25 20:30:00

Author:
WESFUN
Posts: 1336


I really loved the concept of the gates and I think you pulled it off really well. The track's well laid out and the gates are put in good spots. I think my favorite thing about this track was the fact that the gates really kept every lap fresh; I never felt bored with this track, which is the biggest problem I run into with other tracks. Great job on this and I definitely look forward to your future tracks, especially if you continue to incorporate this idea! Maybe next time, make some really intricate alternate routes. That would be really cool.2012-11-26 05:12:00

Author:
Unknown User


Is there a way to take this logic to the next step and make the door open for the person who picked up the orb, reached score etc, but not anyone else.

Looking forward to seeing more.
Adi

This might be possible by giving the person that hit the trigger a temporary tag via a self weaponizer or similar. And the tag will then trigger the shortcut. Very interesting idea. Maybe I will try it out.
2012-11-26 18:58:00

Author:
Manlius10A
Posts: 88


That wouldn't exactly be a way of doing it, but I'm certain I can figure it out on my own, I just need to theorise a way to make it 100% sure that only people who have done the task can enter. Though I might just compromise and consider the next best thing.

I've been sketching the layout for the next track, I like what I've come up with, I just need to think about these gates.
2012-11-26 19:11:00

Author:
neonrage0
Posts: 284


Other then the Kamakazi AI (which was funny, though) and being so short, I enjoyed it. Reminded me of some of the LBP2 levels I played and some of the earlier racing/karting games. The walls are an interesting concept, not a lot of time to figure some of them out, but I like the idea.2012-11-27 07:55:00

Author:
anarchowolf
Posts: 194


It wouldn't be that bad if others could take advantage of the opened gate, as long as the player who put in the effort was the first to benefit. Maybe there's a key that the player can pick up and drive to the gate to open it, then you know for sure that player will be the first.2012-11-27 23:12:00

Author:
Rogar
Posts: 2284


Reporting back perhaps half a year too late, I've made some progress I'd like people to investigate.

In addition to the version of Autumn-Mobiles located at the top, I have very recently worked on and uploaded this version:
https://karting.lbp.me/v/j456

Aptly named Autumn-Mobiles Redux (because it's a cool word), it's a version of the original that incorporates a redone version of the gates system, using something akin to Adi and Rogar's suggestions. The red and green gates require drivers who have fulfilled the requirement to drive by them to open them, and the blue gate now requires you to shoot a target, which is directly near the gate anyway. In addition, the red gate now takes a red orb instead (found where the red button was last time) that disappears when collected, so only that driver who first found it can be the one to open the gate. Tell me how you find it, and I'll merge/replace the old one with it, depending on the varying critique.

Oh, and one last thing, since the target has an impact sensor to register bouncing rockets, if you're desperate and don't have a weaponator, you can trigger it with your face by ramming into it.
2013-08-01 12:55:00

Author:
neonrage0
Posts: 284


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