Home    LBP Showcase / Reviews / Recommendations    Level Showcase    Cool Levels
#1

Dig It! (2 players game) (Spotlighted!)

Archive: 33 posts


Hi guys / gals

This is the second level I made. My first one was a straighforward platformer with some original gameplay but was intended for single player. Now with Dig It! I wanted to make a 2 player mini-game. The digging part in The Banana Horde inspired me this competitive digging game.

Each player must dig down his collumn and reach the end with the best score (taking bubbles). Now that sounds pretty simple but there really is competition between the players and more to the game that just digging. Read on below...

http://i454.photobucket.com/albums/qq262/RangerX_photos/DigIt02.png http://i454.photobucket.com/albums/qq262/RangerX_photos/DigIt01.png




There are blocks of different colors and properties and that will influence the gameplay.

- The yellow blocks are the "normal" and will fall if not attached to some other blocks. If you're not digging carefully and you receive a big pile of blocks on the head you might get crushed.

- The red blocks are like the yellow ones except they don't fall. They also mark the end of digging "sections".

- The blue blocks will put glass blocks in your rival's collumn in attempt to slowing him down.

- The white blocks will spawn bonus bubbles in the bonus room right before the end. Both players can collect those bubbles before crossing the finish line. If you didn't collect much bubbles during the digging, the bonus stuff might turn the match around in your advantage.

http://i454.photobucket.com/albums/qq262/RangerX_photos/DigIt03.png




Hints/Tips:


-If your rival is fast don't let yourself "killed" by the out of screen. You still might turn the match around though because you will respawn for the bonus room!

-If both players get crushed, you both respawn at the beginning of the digging sections. Why not drop yourself in the collumn with the more stuff left to dig?

-If you rival is fast, try to dig the blue blocks so he will be slowed down in-between digging sections.

-You might want to dig for white blocks in priority if you're so sure you're going to collect the stuff in the bonus room before your rival...

-Pay attention to red blocks. They are good indications as to know if you're near the end, the bonus room. Red blocks are marking the end of each digging sections and there's 5 in total.

Video:

YouTube - [LBP] Dig It!




Oh yeah and have fun! Leave me feedback here in this thread because I might want to use it for a Dig It 2!
2009-01-21 17:58:00

Author:
RangerZero
Posts: 3901


soon as i get a buddy on, its 1st on my list to try..and ill leave u some FB!2009-01-21 18:02:00

Author:
Blue_5591
Posts: 11


There's something I might change in the level. I'd like your opinion guys/gals.

I have a delay time when you're about the enter to bonus bubbles room at the end of the level. This delay is there because I wanted a respawning player to have some time to be there when the bonus room becomes available.

While right now it certainly helps a respawning player to have a chance at the bonus, I feel the delay might be too long for someone that is there late but never had to respawn. You know, in the case player X arrives at the bonus room before player Y and this without respawning, I want player X to have a certain advantage over the bonus room by letting him enter first.

In short, the delay need to be long enough so a respawning player is having a chance at the bonus room and at the same it should be short enough so a fast player can snatch the bonus room before the other player's eyes.

Right now i'm thinking about shortening the delay a little bit. What do you guys/gals think?

.
2009-01-21 18:53:00

Author:
RangerZero
Posts: 3901


Looks very cool! Hopefully i'll remember to try it out with my brother tomorrow... :blush:2009-01-21 20:04:00

Author:
Marklin80
Posts: 458


I don't have any friends right now to try it with me, so I'll be searching for people online. I'll give feedback if I find someone.

Right now i'm thinking about shortening the delay a little bit. What do you guys/gals think?

Why not make a Sensor Switch with "Require All" on? With Require All on, you can wait for the other to respawn, plus, you can make the radius be large enough so that if two players are racing there and one is in a considerate lead, he can get there first.

One problem, though. I'm not sure if Require All works if one person is dead.
2009-01-21 22:08:00

Author:
Sackdragon
Posts: 427


Why not make a Sensor Switch with "Require All" on? With Require All on, you can wait for the other to respawn, plus, you can make the radius be large enough so that if two players are racing there and one is in a considerate lead, he can get there first.

One problem, though. I'm not sure if Require All works if one person is dead.

Good idea but it doesn't in the present context. It's the door for the bonus room that dissolve. I need it to dissolve at a certain speed so sackboys respawning right beside it have a chance entering the room at the same time.
But I also want a quick sackboy to actually be able to enter that bonus room before another player (when there's no respawning involved) so that why I can't use "require hall".

Anyhow, you'll really get what I mean once you will play the thing.

.
2009-01-21 23:11:00

Author:
RangerZero
Posts: 3901


It should work with require all if you have a larger radius that covers more than just the floor and also put the checkpoint outside the radius. One player comes in runs to the floor then the other player comes into radius and the floor dissolves before he reaches it and player one falls down first.
Anyway i played the level yesterday and it was great, one of the best minigames ive ever seen, as long as you are two players.
I don't have any suggestions other than that you should make so that the glass isnt loose, it tended to fall down and crush blocs etc. This could easily be done if you make it so that the glass has a thin layer behind it which fits int a hole in the wall where it spawns.
Will add more if i find something else
a strong 4/5 stars and a heart
2009-01-23 12:47:00

Author:
Marklin80
Posts: 458


Awesome. Thank you

I think I solved my problem with the bonus room door. Now there's only like 1 second for it to open. This basically let the time to the respawning player to fall at the same time as another player.

It also let's you fall before another that didn't respawn but came late.


2009-01-23 15:29:00

Author:
RangerZero
Posts: 3901


Alright, bud... here's what I think.

Concept: Absolutely awesome. It's incredibly simple, yet very very fun. I really enjoyed playing this with my wife.

Execution: Unfortunately, not so great. I'm not sure what you did to build this (ie: did you or did you not use camera zones), but I can tell you that when we were playing (standard def, not wide screen, which in lbp actually does make a difference) I could not be all the way on the right while she was all the way on the left. It would start forcing us to come back to the middle since the timer would start counting. That aspect took away a lot from your level and I'd advise looking into it.
You might want to also consider placing checkpoints on the parts where you've sectioned off the level, so that if a player gets squished, it's not game over for them. However, I can see if you don't want to do that. That's totally up to the opinion of how you want the level to play. Personally, I liked having to watch out for the blocks and be careful to not let them squish you.

All in all, I really enjoyed this level. I thought it was creative and fun, and I would certainly play it again if the camera issues were resolved. However, in the state that it's in... it's very unfriendly to us standard def folks.
Hope that helps!
-Inspect.
2009-01-24 13:36:00

Author:
Inspectigater
Posts: 126


It's really bad for SDTV owners yeah. I didn't thought about that one really.

But here I will need to blame the game. MediaMolecule should have put the game in letterboxed 16:9 so you wouldn't lose any details. (like many games out there). It will not be possible for me to reajust. Especially since I feel the collumns are thin enough as they are...

Anyhow, this is great feedback. You made me a realise a little problem with the game . I'm planning making some other 2 players level down the road, one that will scroll horizontally. You won't have problems with that one I guess.
2009-01-24 19:15:00

Author:
RangerZero
Posts: 3901


Are your camera boxes at full extent? (are you using camera boxes?) That could solve the problem if they aren't.2009-01-24 22:55:00

Author:
Inspectigater
Posts: 126


Are your camera boxes at full extent? (are you using camera boxes?) That could solve the problem if they aren't.

Yeah i'm pretty much stuck with the way the level is made right now. It's full thermo + the camera extended to a full 16:9 screen right now. Making it larger wouldn't actually solve your particular problem, it's zooming them out more that could have solved it but right now they are zoomed out at max...
2009-01-25 06:38:00

Author:
RangerZero
Posts: 3901


Some kind Sack buddy finally filmed the level. Take a look!

YouTube - Dig It!


.
2009-02-02 14:49:00

Author:
RangerZero
Posts: 3901


Didn't really want to dig this out from the graves, but I got round to playing it with my brother - and I was impressed.
It took me about 20 plays before I finally decided to just get out of there and heart it in case I got too addicted!
Just great quality fun - and it appears that not many people have left feedback, so I thought I would (mainly as I would love a Dig it! 2).

Pros:
+Great fun with a mate
+Competition!
+Getting a winning streak on
+Just beating your opponent because of the bonus room
+The different types of blocks

Suggestions:
-See if there is a way to have certain rows move about a bit so it's not the same every time.
-More types of blocks (although I do like the current range).

Overall though, it's a great level that I thing REALLY deserves to be spotlighted
2009-04-18 20:06:00

Author:
Coxy224
Posts: 2645


I think it's super cool to make or play some levels that are TRULY 2 players games but I always got the feeling people weren't really playing. I don't know if i'll make a second level of this approach. Or maybe my impression is wrong?

What's more cool to you? To fall on a dedicated 2 players level sometimes or you prefer "single player levels playable in multi" if you know what I mean? (like the story levels).

.
2009-04-19 04:51:00

Author:
RangerZero
Posts: 3901


For me, it's got to be levels that are truely 2 player and I'll tell you why.

LBP is, at heart, a two player game for me. Sure, you can play through the story levels and get what? Like 89-93% of the items, which is great for some people, but I want it all!
Not only this but LBP is always more fun with a friend. I have played countless terrible levels and rated them 1 star, but when I'm playing with my friends - I never rate a level lower than 2 stars because I have more fun with them [just the other day I rated Ramp 5stars].
Levels like the story mode are all well and good - but the two plater sections feel taped on as it is. The only reason I would want to play them is for the prize bubbles. SOmething that few community levels can give away succesfully.
The final reason why levels that are only two player work well, is that the levls are far more unique! You can race against your mates or siblings or be working with them.


And I'm pretty sure that people are playing you level
It has a lot more plays than most of the cool page levels
Anyway, I really hope you make a number 2
2009-04-19 09:00:00

Author:
Coxy224
Posts: 2645


If i'm ever to make a second one, I have an idea for actually emitting the block sections by a random switch so the level is different each time you play.

.
2009-04-19 15:32:00

Author:
RangerZero
Posts: 3901


The original Dig It! level must have gotten its inspiration from either Dig Dug or Boulderdash, anyone agree? Anyone remember those games?2009-04-19 16:11:00

Author:
mindphaser74
Posts: 349


You know from where I got the idea of those digging blocks?
A really awesome platformer game on NES called "Mc Kids". Don't be fooled by the Mc Donald liscence in this game because it's actually a gem. The gameplay is absolutely fabulous.
Anyways, here's a video so you can see the digging block. Go at 3:44 'cause the guy is annoying if you listen to whole thing.

YouTube - M.C. Kids 07 - Rocket Ship Shenanigans

.
2009-04-19 21:41:00

Author:
RangerZero
Posts: 3901


You know from where I got the idea of those digging blocks?
A really awesome platformer game on NES called "Mc Kids". Don't be fooled by the Mc Donald liscence in this game because it's actually a gem. The gameplay is absolutely fabulous.
Anyways, here's a video so you can see the digging block. Go at 3:44 'cause the guy is annoying if you listen to whole thing.

YouTube - M.C. Kids 07 - Rocket Ship Shenanigans (http://www.youtube.com/watch?v=Ham3janCkno&feature=related)

.

hehe... cool game RZ, I never saw this one before. I'll check out your level after hockey tonight if the TV is available.
2009-04-19 23:07:00

Author:
mindphaser74
Posts: 349


My roommate and I played this level last night. We had a lot of fun, but only once we got the hang of not being squishied by falling blocks. The race is very fun, with everyone scrambling for bonus points and setting traps along the way, and trying to get the most out of the bonus room.

My only complaint is that when you get squishied, you have to restart the level. We had to restart twice while we were playing, because once you die, you don't respawn.

Otherwise a very fun and frantic experience. I 5 starred it
2009-04-21 16:41:00

Author:
ReverendWolf
Posts: 21


Ok, dude - I finally went and played this one. I generally don't do 2 player games because I hate lag... but my son is getting better, and I started just going through and playing a whole bunch of 2 player games with him tonight.

This level is a LOT of fun. We just kept playing it over and over - after you play it several times you really start to see the depth you've created. It's such a simple concept, but yet the design gives it a lot of strategy. I will definately be putting this on my perma-play list along with the few other multi-player levels that really work.

Great job! Obviously, 5 stars and a heart.



The original Dig It! level must have gotten its inspiration from either Dig Dug or Boulderdash, anyone agree? Anyone remember those games?

Boulderdash is one of my all time favorites! Oh man, if that ever hits the PS store I'll be all over it like a monkey on a cupcake! I think McKids stole their idea.

So, most likely Dig It! Is the spiritual grandson of Boulderdash! Except with 2 players.... and side by side.... and with point bubbles.... similarity? as Reverendwolf says, you can get squished! .
2009-05-09 04:01:00

Author:
CCubbage
Posts: 4430


Well having played it last night with the Cabbage man I have to say I enjoyed it.

- It`s very well designed.
- The coloured blocks creating obstacles etc were great.
- It`s fun!

What I didn`t particularly like though, was that the person who won the race might not win the competition. 2 or 3 times I was so far ahead of Cabbage that he died from not being on the screen, but because the spawn point is before the end of the race and the dissolve material halts you for a second or two, he was always very close to getting the same amount of points come the end. I`d be feeling pretty agrieved if he`d won by getting more points from the race timer, or because he`d used the sticker switches at the end, even after I`d beaten him in the actual race. I don`t really want to go trying to find point bubbles when I`m racing someone. I'm trying to win a race!

What I was thinking while we were playing last night was that if this is a race, don`t let the losing player rejoin just before the finishing line. They should rejoin after the finishing line, where it`s impossible to get even get over the finishing line. And if it`s a game rather than strictly a race, get rid of the racing checkpoints as they`re turning the level into something else.

I mean this is all personal opinion, but if it were me, I`d have the finishing line where you have the spawnpoint near the bottom and once you`d passed that, you`d land on the scoreboard. That way, the person who performed better in the race will win (unless a close second grabbed more points, which is fine), rather than it possibly being the person who finds a sticker switch (which I think would be a very cheap way to win).

Anyway, while it sounds like I'm having a go at your level, I'm not. It`s very well made, and I hope you make others in the series so it gets 5 stars from me.
2009-05-19 17:53:00

Author:
Matt 82
Posts: 1096


Actually it's not really a race. The better points you'll get are from the bubbles you will collect. In fact, you're supposed to look for scoring more than racing to the end. I wonder if the point came across clear to the players...

The bonus room at the end serves the purpose to possibly revert a match. This balance out when someone dig too quick and make the other player die. If you don't want the bonus room to have much bubbles, don't hit the white blocks and you're fine.

Now this can also become a strategy. You can make so you actually hit all the white blocks and make so you reach the bonus room first -- you will kick some very high score.

If you play against a fast digger, you focus on hitting the blue blocks so it puts ice in the fast player's path. That's how Cuzfeeshe should have tried to beat you yesterday.

Basically, the race points are just a part of the whole game and the possible strategy, it's not the main focus. Try the game again and try to beat some high scores, people got to achieve like 200k points --- i'm not even able to do it myself! lol

.
2009-05-19 18:11:00

Author:
RangerZero
Posts: 3901


Yeah, that`s the thing. I really liked that there was a strategy to it, but the race points pretty much give the impression that it`s a race (as they tend to do). Had we not played that 5 or 6 times last night I would`ve missed all that as all I was interested in was getting to the bottom first.

I think you need to get across that it`s not just a case if hammering R1. Taking away the race points would be my suggestion but it might be a bit too simple.

I think your biggest problem here is with the game design rather than your level. If players didn`t have to share a screen, this level would be incredible.
2009-05-19 18:45:00

Author:
Matt 82
Posts: 1096


If I ever make a Dig It! 2 (I actually have a couple of ideas in the back of the head for it) I think i'll try to make it without the race gate this time. I'm pretty sure half the people missed the point of the game now. :/

.
2009-05-19 19:56:00

Author:
RangerZero
Posts: 3901


Yeah, that`s the thing. I really liked that there was a strategy to it, but the race points pretty much give the impression that it`s a race (as they tend to do). Had we not played that 5 or 6 times last night I would`ve missed all that as all I was interested in was getting to the bottom first.

I think you need to get across that it`s not just a case if hammering R1. Taking away the race points would be my suggestion but it might be a bit too simple.

I think your biggest problem here is with the game design rather than your level. If players didn`t have to share a screen, this level would be incredible.
Awe.... you're just upset because.... YOU WON PRACTICALLY EVERY SINGLE TIME AND MADE ME LOOK LIKE A NOOB!!!!

So your point is that you aren't satisfied with simply winning.... you wanted to win AND trample me into the dirt gleefully. But because I grabbed enough point bubbles to make it a close game, you are disappointed you didn't get that satisfaction.

(I think I was just nervous because RangerZero was watching...)
2009-05-20 13:19:00

Author:
CCubbage
Posts: 4430


I'm pretty new to littlebigplanet. Here's for the delay in the bonus room(edit to make the motor bolt as slow or as fast as you want the delay and place the rig somewhere unseen), you probably tried this.

http://img21.imageshack.us/img21/3316/rig.th.png (http://img21.imageshack.us/i/rig.png/)

hope this helps. Oh yeah and since your lvls have a lot of hearts and views can you stop by my level and give me some feedback my PSN is Tom10116 and my level is called Gadget Mansion (the other level i made is a test)
2009-07-03 10:35:00

Author:
Tom10116
Posts: 1


I'm pretty new to littlebigplanet. Here's for the delay in the bonus room(edit to make the motor bolt as slow or as fast as you want the delay and place the rig somewhere unseen), you probably tried this.

http://img21.imageshack.us/img21/3316/rig.th.png (http://img21.imageshack.us/i/rig.png/)

hope this helps. Oh yeah and since your lvls have a lot of hearts and views can you stop by my level and give me some feedback my PSN is Tom10116 and my level is called Gadget Mansion (the other level i made is a test)

Right now I'm pretty satisfied with the delay I have. Not much tweaking to do with this level anymore. Feel free to try my other levels, there are all other kinds of stuff/experience. I'm particularly proud of Sack's In The City, a freeroaming adventure level. It's pretty unique.

I will try the level you have in F4F soon

.
2009-07-03 20:07:00

Author:
RangerZero
Posts: 3901


Whoah, what a tremendously funny minigame.

I did play it with my lil' sister, ad we definetely had tons of fun. I won all the times because I didn't touch the cubes that generate score bubbles at the bonus room, I just cared for the score I could get by myself; so while my sister rushed to be the first one to get to the bottom of the lvl, I just kept calmed, wich made me victorious.

I did really like this level, as I said. I did heart it and gave it 4 stars, but I would have given 5 if it wasn't because that I had to restart the game many times (wich means it's kinda addicting too, cause I tend to quit levels) because the camera killed my sister many times, and there were no check points. I'm aware that you can't change these facts, but if you really make a digg it 2 (it looked kinda easy to build to me, but I know that apparences do usually fool/lie) I'd love to see those things fixed; that would make it like the perfect level.

What can I say? Many thanks for such a funny level, It really made me had a fun time!


About the F4F, could you do it in my incoming level, Lafarge's request ? I shall PM you when it is released.
2009-07-05 16:03:00

Author:
Keldur
Posts: 628


because the camera killed my sister many times, and there were no check points. I'm aware that you can't change these facts, but if you really make a digg it 2 (it looked kinda easy to build to me, but I know that apparences do usually fool/lie) I'd love to see those things fixed; that would make it like the perfect level.

About the F4F, could you do it in my incoming level, Lafarge's request ? I shall PM you when it is released.

Tks for playing the level! It's cool to see it resurface a bit

For the camera, did you lose your sister horizontally or vertically? There is an explanation for both situation.

If you had problems horizontally, you'd need to zoom out the game in the display options. The game is made for a 16:9 TVset so if you're with a 4:3 TVset you lose image on the left and right side if you don't zoom out.

Getting killed by the camera while you go down is actually normal and "intended". There's 2 possible ways to die in the game, getting squished by your blocs and getting out of screen. Both things have strategies to be avoided.

-If you play against a fast player that tries to get you out of the camera, focus on the blue blocks that will put ice in the path of the other player.
Combine this with digging faster and he might want to revise his strategy.

-The bonus room also exists in case someone dies. If you had some points and then grab alot of them in the bonus room at the end, the score might turn in your favor.

I'm not perfectly satisfied with the Bonus Room system because I don't think it's perfect and offers as much as a reversal of points I would like but hey, I'll take care of that in Dig It Too!

2009-07-05 16:40:00

Author:
RangerZero
Posts: 3901


It was vertically.
If you only had some checkpoints alongside the race, that would be awesome.
2009-07-05 16:56:00

Author:
Keldur
Posts: 628


It was vertically.
If you only had some checkpoints alongside the race, that would be awesome.

In the case of this game here it wouldn't work because the game can't tell wich player just died. You can't have a checkpoint with only player 2 respawning from and another one for player 1. Both players need to stay in there respective collums so I can't even put one in the middle. So in the game here, killing the other player by the camera is part of the numerous strategies to win.

.
2009-07-05 18:41:00

Author:
RangerZero
Posts: 3901


LBPCentral Archive Statistics
Posts: 1077139    Threads: 69970    Members: 9661    Archive-Date: 2019-01-19

Datenschutz
Aus dem Archiv wurden alle persönlichen Daten wie Name, Anschrift, Email etc. - aber auch sämtliche Inhalte wie z.B. persönliche Nachrichten - entfernt.
Die Nutzung dieser Webseite erfolgt ohne Speicherung personenbezogener Daten. Es werden keinerlei Cookies, Logs, 3rd-Party-Plugins etc. verwendet.