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#1

Spreading fire and electricity!

Archive: 6 posts


I posted this in the "what sort of material would you like to see" thread over in the ideas forum but i decided it deserved its own thread!

Imagine that you are in a house, suddenly a flaming log falls out of the fireplace, then the floor catches fire and the fire starts to spread. You have to get out of the place before the way out catches fire, you run, you swing, you jump but when you finally get to the door its already to late... Later when you respawn the house is normal again, but then a fiery log falls out of the fireplace...

Hope that little teaser has got you all excited .
Well the suggestion is to implement a second Fire hazard and electrify tool.
The fire tool would, when applied to an object make it start burning, but with a really hot blue flame or such. When the object gets into contact with an easily flammable material the flames would spread, of course it would be an option which allows you to adjust how fast they will spread and how long the burning object needs to be in contact with the flammable object.
We also need an option to extinguish a fire, also here with the ability to adjust how fast the fire will get extinguished( it starts at one point and spreads from there)
There should also be a second electrify tool which would overcharge an object with electricity. when an overcharged object comes into contact with another metallic object it would instantly get electrified, until the connection is broken and it resumes to its normal non electric state!
(of course we also need an option to un-electrify objects )
(Im sorry if there was any bad English involved :blush
2009-01-21 16:08:00

Author:
Marklin80
Posts: 458


You can kind of do this already with emitted objects. Have an object that is lethalised (or unleathalised) and then emit the opposite on top it. There are a few examples of this already happening.

I've seen a few levels that do this sort of thing. Voltaire's "Temple of Sun and Moon" is one example, when you get the moon key and bring it back everything stops being leathal.
2009-01-22 02:08:00

Author:
Elbee23
Posts: 1280


Yeah but thats not SPREADING fire and electricity which would be much cooler =D2009-01-22 06:44:00

Author:
Marklin80
Posts: 458


It's still possible to simulate the effect with a chain of emitters. You could use a piston with a magnetic key on it to fire off a sequence of emitters from magnetic keys to simulate this. Certainly, it would be a pain to set up, but if it's done well I am sure it would look great. 2009-01-22 06:46:00

Author:
Elbee23
Posts: 1280


what if threm doesnt allow for fifty different emmiters? This Idea DOES have alot of potential, but it would be abused way to much to make it any fun at all. Checkpoints would eventually end up with fire/electricity under them, and that would just ruin the whole thing.2009-01-24 00:05:00

Author:
DRT99
Posts: 431


Only if the creator is stupid enough to put cloth thats in contact with something that possibly can begin to burn. You could just place some metal glass stone or rubber under the checkpoint and you would never have to worry about that, and there must of course be some way to reverse the effect, like some sort of switch that automatically removes all the fire that wasn't there when the level started or something like that.
Also it would be impossible to do with switches, i wasn't thinking that a whole chunk of material would start to burn everywhere at the same time, my idea was that it would start to burn on some point, or more, and then the fire would start to spread from there. as an example you could have a large floor made out of wood, which burns pretty slowly the floor would catch fire on the far right edge and then the fire would slowly spread to the right from there, until after a while the whole floor would be on fire.
2009-01-24 17:11:00

Author:
Marklin80
Posts: 458


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