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MASSIVE HELP WANTED: The Game of Chance

Archive: 9 posts


Hello everyone!

I have recently started creating an ambitious project for an entirely new concept in LBP2. The idea of this level is that everything will be randomized except for two things:

1: There are 5 levels
2: The levels increase in difficulty

Absolutely everything else will be up to chance. And by everything, I mean it. Things like:

Level length
Gameplay type
Level Theme

And pretty much anything else you can think of.

You will also be able to reproduce level sequences obtained randomly based on a code system.

My friend PuturosuL and I will handle everything when it comes to the logic side of things, but we will need some help creating "Chunks" for each level type that we can use to render a level of the game. "Chunks" will be defined as segments of a level that have an entrance and an exit, and when a finite number are combined produce a level of the game.

When you are creating a level set for the game, there are three types of "Chunks" the game will require.

1: Checkpoints
2: Short Chunks
3: Long Chunks

If I get a positive enough response from the community, I will post more information regarding the level design parameters. But until then, please post your thoughts on this idea below!



Here are some pics to satisfy your thirst for randomized gameplay action until the level is released:

The code system:
http://i2.lbp.me/img/ft/2827a33d259cbc2a385e1d574b89e7f737287865.jpg

An example level rendered by the logic:
http://i9.lbp.me/img/ft/a5965f5f9febb86832dfda9acac4da5b3d8c3012.jpg

Chunk examples:
http://ie.lbp.me/img/ft/a2eb0b18345951ec7c71468ff5aa48df12da8451.jpg

More chunk examples:
http://i9.lbp.me/img/ft/2f9cf6c8af3d8680e310eecb7f6e8800a7c139bc.jpg
2013-08-15 05:39:00

Author:
Reblskum666
Posts: 39


Wow, this is actually a neat new concept. Kinda like a Random Marathon if the user get's to play different types of levels in a random succession.

I would love to help you guys with it, but I'm stuck making some logic for a PvP level. I am however looking forward to some pics and more info...


...and some pics
2013-08-15 05:47:00

Author:
Alex-Raven
Posts: 147


Wow, this is actually a neat new concept. Kinda like a Random Marathon if the user get's to play different types of levels in a random succession.

I would love to help you guys with it, but I'm stuck making some logic for a PvP level. I am however looking forward to some pics and more info...


...and some pics

Thanks for your enthusiasm I will post some pictures shortly regarding what we have so far, and I really appreciate your feedback

Basically, we have the code system worked out and we have a basic platforming theme created. We also have nine other themes that are not completed so far, but we have a good idea of how they will turn out.
2013-08-16 01:43:00

Author:
Reblskum666
Posts: 39


I'm curious about the scope of these different mini-levels. I suppose you guys are keeping details to a minimum in order to have enough content? That would be a smart move, generally people go crazy with custom stickers and objects, and the price for fancy visuals is usually paid by the players [Framerate drop and long loading times].2013-08-16 02:37:00

Author:
Alex-Raven
Posts: 147


I just added those pictures, so as you can see from above we are not focusing too hard on graphics at the moment.

There will be a massive amount of content in this level so our aim is to provide visuals that are simple, clean, and most importantly cost-effective. The level rendering system will be deleted after the game is loaded to reduce lag, but all in all the level chunks that are being emitted will still not be able to exceed the amount of thermo left after the rendering system is accounted for. I cannot see that happening with to many highly detailed graphics, but that depends on how much the final rendering system takes.
2013-08-16 02:44:00

Author:
Reblskum666
Posts: 39


Holy heck! That was fast!

By the looks of things, this can turn out into something very unique indeed. I'm actually more inclined now to lending a helping hand.
This could expand into a great study as well, since basically you guys are dealing with the core of modular platforming design.
2013-08-16 02:48:00

Author:
Alex-Raven
Posts: 147


This could expand into a great study as well, since basically you guys are dealing with the core of modular platforming design.

It's funny that you mentioned modular platforming, because the whole idea of this came from our experiments with modular logic.

The whole premise is to apply the principles of modular logic designs to a game, then randomly generate that game.

For example, level one could open up with a boss fight, and then when you make it to level five you are playing a maze game. Total opposites can exist in the same playthrough, but for it to work they will all have to have superior design which is why I am turning to the community for help.
2013-08-16 02:58:00

Author:
Reblskum666
Posts: 39


Unfortunately, we have created a prototype machine for the level rendering protocol and a few problems have been encountered. First off, the machine is pretty buggy and secondly it takes up a TON of thermo. With this method it will not be possible to incorporate the amount of content I have envisioned for the level. The new plan is as follows:

Levels will be designed on a MACRO as opposed to a MICRO scale. Each level will have to be totally designed by hand. However, some elements of the hand created levels can still be determined at random. Such as whether certain platforms are accessible during a boss fight for example. The amount of randomization will have to be limited, however, to whole pre built levels. The pro to this is that a ton of content can be incorporated very cost effectively.
2013-08-20 16:40:00

Author:
Reblskum666
Posts: 39


Unfortunately, we have created a prototype machine for the level rendering protocol and a few problems have been encountered. First off, the machine is pretty buggy and secondly it takes up a TON of thermo. With this method it will not be possible to incorporate the amount of content I have envisioned for the level. The new plan is as follows:

Levels will be designed on a MACRO as opposed to a MICRO scale. Each level will have to be totally designed by hand. However, some elements of the hand created levels can still be determined at random. Such as whether certain platforms are accessible during a boss fight for example. The amount of randomization will have to be limited, however, to whole pre built levels. The pro to this is that a ton of content can be incorporated very cost effectively.

I'm bummed to hear that.

Could you explain exactly how the system was set up (instead of giving your own ambiguous terms) and how it affected the game. We could work this out and make it take less thermo.

Also, after seeing the progress on your moon, I have a pretty good idea on how things can get set up properly.
2013-08-21 21:26:00

Author:
Alex-Raven
Posts: 147


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