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#1

More than 4 players playing together at once?

Archive: 4 posts


I got this idea when I wrote a comment in my previous thread "Custom Loading Screens" (I apologize for that comment being too off topic) and ideas started blooming. What if you could play with more than 4 players at once in one group? (Read comment #10 of the other thread for more details) What I'm thinking is that when you play a game such as an RPG or a fighter with one friend or more, at any point in time (or at the end of the level) your friend (Player 2) can step into a machine or step onto a button or something like that and tag sensors will get emitted. In this game everybody will control a sackbot. These tag sensors will then sense the armor, skill level, weapons and play style of the players' sackbot. Player 1 will then receive a code(grid)/pattern, so that next time he or she plays that level, he/she can insert the extremely complicated code(grid)/pattern/ and spawn a sackbot who will act similar to his/her buddy from previously. And visa versa with the other player(s).

This may not mean REAL 4+ multiplayer (sorry for the slightly misleading title) because player 5,6,7 etc. wouldn't actually be there at the same time and won't be able to interact with the others through text and actual human communication. But it does seem to be the most realistic and possibly the only way to do something similar. I personally find it a great concept and see great potential in it. Especially if a great creator (Not me, yet) takes the idea in to hands.

I'm pretty sure that there are so many great ideas involving it that I have missed out. Such as possibly giving the original player more or less XP depending on how his clone has done. Or doing this on Vita (which I plan to do) and getting the memoriser involved for (hopefully) more simplicity and possibilities. Imagine what we could do if we made this a reality. What do you guys think? Are there other ways of doing it? Would it take up too much thermo? Is it even possible? Let me know, I'm curious to what you guys do with this idea (If anything). I thought of the very basic concept. Can you guys please help me expand upon this idea?

Thanks
2013-08-10 20:59:00

Author:
Unknown User


To keep an answer short, one of the "laws" in LBP is that the level can only support the input and output of 4 players in any given running instance of that level. So the level cannot reflect the input and output from other players from another running instance of that level. Basically I see what you want, you want a limited massive-multiplayer online genre, but in both LBP2 and LBP Vita this just is not possible, because the level data is static when published to the community.

Other important notes:

- In LBP 2, the only two types of data from a level to be retained by that player or passed onto other players before they played it, would be stickers using sticker triggers, OR a in-level code entry.
The basics of a sticker trigger sensor is often used to reward players to who choose to replay a level. This is frequently done in Story Mode and some community levels (my most recent level, Little Angel, is an example). However you can expand this where a sticker works sort of like a save file, however you will be likely limited to very few points where a player could start from a different point in the SAME level. Of course if you want to create a progressive save system across multiple levels (with the start of each level being the "save point") just use level keys.

Another way to have a level be customized over a series of plays is to build a code entry system. A code entry system takes a lot of programming on a microchip and uses several tag sensors, tags, and counters. But it works. A code entry could be done by setting up a controlinator that is set to "receiver" and it's inputs are activated by the nearest player (this way a player is not required to enter a controlinator directly). Then have the inputs connected to activate tags, depending on which tag is activated determines if the code continues, or if the entire code resets because of a incorrect input. An easier way is to have a "combination safe" system where dials can be positioned to correct letters, numbers, or symbols. I'd write detailed instructions, but that would take a lot of writing so hang tight on that. Hopefully you can see what I mean.

Video Game Facts: One of the first games to make use of a in-cartridge data battery to retain the random access memory of a game, was "The Legend of Zelda" for the Nintendo Entertainment System. Before then many games with a large amount of gameplay would use a code-entry system that players would enter to regenerate their game data for games that had no way to retain its random access memory. Castlevania (NES) from Konami was such a game.
- In LBP Vita, the memorizer can only affect EACH players individual data, not just the lead player. Also remember the memorizer is only good for saving binary data for each input on that memorizer (binary data is "on" or "off" basically). So the data for each player can not be customed tailored for that player in another player's memorize save file of that level. For example, if a memorizer saved data where player 1 opened a door for player 2, both players leave and player 1 brings in a new player 2, player 1's data would remember to already have the door open for player 2, even though it is a new player 2.

Furthermore in LBP Vita, a memorizer is saved in each player personal save file, and not with the data of the published level. For example, player 1 interacted in a level with a memorizer, however player 2 was not with player 1 when player 1 did so, therefore player 2 would interact the level in the same way as player 1 did and would not be affected by changed data in the memorizer from player 1.
2013-08-11 00:56:00

Author:
WyomingMyst
Posts: 101


This actually sounds really cool and it is an interesting concept, but WyomingMyst is right. Unfortunately because of the way that levels are published, the data contained within them is, as he said, static. It would definitely be interesting to see what would happen if LBP were to take slight MMO twist. I think this thread would've been more appropriate for the suggestions forum, though.2013-08-16 06:50:00

Author:
TheMarker_1
Posts: 10


If you could output the state of the game as a code that players would enter it'd be massively multiplayer, although asynchronous. Probably best suited for strategy or god games.2013-08-16 18:17:00

Author:
Ayneh
Posts: 2454


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