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Quboid Quest by TheAdipose - Beta - Need Testers

Archive: 16 posts


Hey dudes and dudettes.
I'm approaching completion on my first proper lbpk level and I'd really appreciate a few playthroughs and feedback on things to tweak before the 'proper' release.

This is a platforming single player adventure which is a slight homage to some old levels on lbpk. It will take some time to complete this level so set aside 20 mins or so. I'm hoping this level will show some of the other possibilities in LBPK. If people complete the level and give me full written feedback I'm happy to return the favour with a playtest or a video of their level on my channel.

The level is currently sitting on my planet so go check it out and give me some feedback please!

Beta 2:
Handling of Kart changed to be more 'platformerish'
New camera system which is higher and further back
Camera control and rotation implemented
Short cut added for players who not wish to do the whole thing in one sitting
Magic mouths fixed
other tweaks here and there.
2013-01-06 20:05:00

Author:
TheAdipose
Posts: 533


this sounds incredibly exciting, it'll be the first thing i play tomorrow!!2013-01-06 20:54:00

Author:
Unknown User


Got it Q'd2013-01-06 21:21:00

Author:
ConanUltimate
Posts: 104


I played it just now, but I didn't finish it. I'm not a great karter or platformer, but I'd like to think I'm pretty patient and tenacious, but at the fourth bottleneck where I was continuously retrying my frustration got the better of me. Three of those bottlenecks involved purple blocks, the ones that mess up your controls. Platforming in a kart is awkward enough as it is, but having to learn two sets of controls is too much, IMHO. And making it worse, if I'm not mistaking the controls switch over upon touch, so slowing down in flight means switching break button as you land. The other bottleneck was the first few jumps with the grapple, for some reason it wasn't jumping off the second green block. Maybe speed, or may have been hitting the wrong button though, I'm not sure now.

Another thing I'm worried about is the length. Mooshywooshy's Tropical Branch skill runs offer similar platforming gameplay but it's fun because it's short, it's tempting to give it one more try to better your time. Splitting it up into multiple levels would also help getting back to a difficult section later on without having to start over completely. It would also be nice to know how much further I had to go. I really wanted to finish it, but I had spent... I'm not sure... an hour maybe, and the red globe could still be miles away, I didn't know.

More savepoints might also make it less frustrating, though that basically turns the challenge into "get lucky once". I understand, you want people to become good at the kart platforming in order to beat it, but I'm thinking, is that even feasible? Maybe I'll post my thoughts on this some other time.

Sorry this is mostly negative. I did like the part where you started mixing up the various colours to make us think a bit. If I have scared anyone away now, give it a go anyway, show everyone you're tougher than me.
2013-01-06 23:35:00

Author:
Rogar
Posts: 2284


Hey rogar, thanks for taking the time to play and for your feedback. I built up a bit of a reputation in lbp for making levels that were long and hard... I guess I havent changed that much in 3 years.
I added in a lot more save blocks than I initially started with - especially around the purple blocks. The trick with them is that the accelarate button becomes the brake button when you land, so you just keep the same button held down (if you're using R1 to drive).

If you made it to the grapple hooks then you were on at least checkpoint 12 out of 18.

Do you have any suggestions on what would have made it easier for you? I could just pull out the reverse blocks, or serious reduce their number.

I also want to have a good play with the camera in the level to give the player better views of where they are jumping from and to. Maybe better acceleration would also help the player get more consistant control over their kart. The green block you had problems with I think is because of the downforce being put on the kart, you have to kinda wait a slight second before jumping. -- was it that bit that made you quit?

Did you like the visual side of things? The changes in lighting style and stuff?
2013-01-06 23:45:00

Author:
TheAdipose
Posts: 533


I didn't get very far because your checkpoint blocks don't appear to be working. Might want to fix those.2013-01-07 03:40:00

Author:
IvoYaridovich
Posts: 88


Queued!2013-01-07 06:29:00

Author:
Buttarms
Posts: 142


I didn't get very far because your checkpoint blocks don't appear to be working. Might want to fix those.

Did you fully activate the checkpoints? The fireworks have to go off before they stay 'on'. I probably need to change it so they turn on straight away. This is useful feedback guys.

I think I'm gonna change the reverse blocks by making it only affect steering not stop/go. I'm also gonna look at the overall handling, it still handles like a kart ATM, maybe if I increase friction and things I can get it handling more like a platformer.

Lastly, I think ill make a code or something so players can do the level in 2 sittings.

Level is currently off my earth so I can do some of these updates before more testing. Thanks to the feedback so far.
2013-01-07 06:43:00

Author:
TheAdipose
Posts: 533


I added in a lot more save blocks than I initially started with - especially around the purple blocks. The trick with them is that the accelarate button becomes the brake button when you land, so you just keep the same button held down (if you're using R1 to drive).

Ah, I use X to drive. Well, personally I would drop the purple blocks altogether, kart platforming controls are awkward enough already. But it might be better to get some more opinions first, especially considering my X accelerate button setting. Perhaps including your suggestion to only change steering.

IIRC I quit after I did purple-white-hammer-orange a bunch of times to finally get to blue above, and then died at the next bit I don't even remember. The area before the save point had a bunch of accelerators I think. If that blue one had been a save point I would definitely have continued forward, at least for a bit.


If you made it to the grapple hooks then you were on at least checkpoint 12 out of 18.

Oh, I was probably a lot further than that. If it had said 16/18 somewhere on the screen I might have stuck with it. On the other hand, it might work against you in other areas, cause for a while I thought I was nearly there, when in fact I was probably not even half way.


I also want to have a good play with the camera in the level to give the player better views of where they are jumping from and to. Maybe better acceleration would also help the player get more consistant control over their kart.

Yeah, sounds good. I gave the concept some more thought. It's a bit unfair to compare, but when I think of 3D platforming I think of Mario64. For me the difference is that I felt safe, confident with them. The biggest step towards that would be an automatic full stop when on the floor and not pressing drive or reverse.

Of course, the question becomes, is it really your intention to build a perfect platformer, or do you want to keep the karting aspect of the game. I don't know if it's even possible to get great platforming controls while still feeling like a kart. I've never played any 3D Sonic games, but I assume they're more about speed, they might have some lessons.

Another Mario thought. Right now your level is like one big Bowser challenge. It might help if you balanced it out with some safer, bordered areas, but it would probably ruin your aesthetics.


Did you like the visual side of things? The changes in lighting style and stuff?

Well, it's no Thieves of Ankh Morpork, but it's interesting enough. Might be cool to have some more bigger shapes floating far in the background. I did have the green mist hide my kart a few times but it was no big problem.


Edit: Oh, two more things. I think I got what you were trying to do only in the final parts, where you mixed things up some more. Maybe it would help if you shortened the whole tutorial part to the bare necessities, with many save points and little risk, so players get to the good part sooner.

And a minor gripe, that guy just kept talking as long as you stood there, I don't suppose you could make it possible to click away the message?
2013-01-07 21:58:00

Author:
Rogar
Posts: 2284


Let me know when you get it back up ><2013-01-09 06:46:00

Author:
anarchowolf
Posts: 194


Randomly had a dream that I found this on your Australia but I woke up before it loaded 2013-01-12 03:50:00

Author:
Mooshywooshy
Posts: 28


lol. thats cos im so dreamy

I havent got this back up yet because I'm doing a pretty big overhaul of the gameplay within the level. Annoyingly all of the pieces of the controls I want are in the game, but you cant get them all at the same time. I need a mix of direct control, tank, and normal to get the perfect platformer controls.

I've invented a camera system that works pretty similarly to mario, the player can control it, but at certain points in the level the cpu will move it for you as well.

I've also done a load of mini fixes such as the save points, the everlasting magic mouths and the points given from prize blocks. Hopefully get a second beta out this weekend. thanks for the interest.
2013-01-12 08:01:00

Author:
TheAdipose
Posts: 533


Ok lovely testers, level is back up on my planet with a whole bunch of changes.

Beta 2:
Handling of Kart changed to be more 'platformerish'
New camera system which is higher and further back
Camera control and rotation implemented
Short cut added for players who not wish to do the whole thing in one sitting
Magic mouths fixed
other tweaks here and there.

One or two peoples feedback would be great in case I've missed anything major before posting in the showcase.

Level is copyable as always for people to play with to see how it was done
2013-01-14 16:25:00

Author:
TheAdipose
Posts: 533


I tried my entire lunch break and couldnt finish

The part where you have to jump from reverse block, to white, into mc hammer, and ride the orange all the way up to the top, then fall down onto adiblue block and jump off of red then somehow grapple swing onto red which launches you back and you have to grapple again I couldnt do.

I only hit the first set of jumps after the first grapple once. I had to jump from the adiblue block onto the red jump block with the camera backwards so i could see where I was going, then when it launched me back I couldnt react fast enough to grapple again because the camera didnt really let me see what was going to happen next.

After that no matter what I couldnt get the timing of the first grapple correctly and I would fly off to the right of the 2 red jump blocks or just fly completely over them.

It would probably be less frustrating if the adiblue block after the orange lift through mc hammer was a checkpoint, then I could just jump to my death over and over until I got the grapple right, but having to do the reverse and white and orange lift over and over is a little frustrating (I only got to the level of saying hell, no f words yet but I did rage quit. Possibly because im getting old)

Aside from that I did enjoy most of the level, the green fog was a little distracting at the beginning but it was ok. You've got a great idea here, maybe just make a chain of shorter levels? Not as short as my monkeyball ones, but not super long to where it feels like I am chopping my arm off by rage quitting.
2013-01-14 23:05:00

Author:
Mooshywooshy
Posts: 28


Thanks for taking the time to try it out. That jump is the finish, if you'd hit that it would have sent ya into the sphere. I think thats a good idea about the blue changing to checkpoint - I'll swap it out tonight.

I had a few probs setting up the jump, I had the idea that I want the player to use the same grapple hook twice but its quite hard to predict the angles that the jump/hook will sling the player. I already have 2 blocks there to maximise the chance of the player hitting it. As you, putting a CP in front of it will probably ease that issue.

I dont get why you needed to jump on it backwards? I thought I had set the cam to the close up one at that point. Did I not?
2013-01-15 07:15:00

Author:
TheAdipose
Posts: 533


Maybe it has to do with my force changing the camera on the orange lift block so it would zoom out further but it no did change camera when i jump :'(
I cant believe I was so close to the end! FFFFFFFFFFFFFFFFFFFffffffffffffffffffuuuuuuuuuuuuu uuuuuuuuuuuuuuuuuuuuuuuuuuuuu
2013-01-15 08:04:00

Author:
Mooshywooshy
Posts: 28


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