Home    LittleBigPlanet 2 - 3 - Vita - Karting    LittleBigPlanet 2    [LBP2] Everything Else LittleBigPlanet 2
#1

Level idea advice. (For those with creator?s block)

Archive: 16 posts


Hi all. *mew

I made this topic because I realize that always coming up with the right idea or making enough concepts for our levels isn?t always the most easy thing especially when you get stuck on something and can?t finish it or come up with a better idea. And sometimes just getting some friendly advice from other creators can really help.

Whether it's small advice or semi-big advice. I think a general topic like this could be useful as I feel it's a bit unneeded to always have to create a whole topic just to get some advice on a small handful of things. And I?m mostly talking ideas & concepts here. This topic isn?t meant for people to figure your logic for you or the details on how to make anything. This again is just a idea & concept sharing topic.

PS: would be nice if there was a more general area to have this topic in as I don't mean for it to be just a LBP2 topic. This topic is useful for any of the LBP games tbh.
2013-09-02 14:46:00

Author:
Lord-Dreamerz
Posts: 4261


These general help type threads are a good idea. Even if someone who didn't ask a question sees this, they might find something useful.

I think I'll start it off with advice for people who don't even know where to start.

If someone wants to create but has a block, its important to make sure they actually do want to create. They shouldn't try to force it because they're more likely to just get stuck or make subpar content. At least in general.

If you do want to create, your likely in your moon, either sitting there

twiddling your thumbs
flying in circles (a personal favorite of mine)
or even scribbling with materials/creating at random

This last one is proabably the best. It's the equivalent of freewriting. Don't worry about whether you think its good or bad. If you have creator's block, you have no idea what could turn into a good idea, so just use them all; make anything you want even if it doesn't seem to lead anywhere. Also, try not to delete much if you can. Sometimes it makes sense to do so, but if you finish an entire object or logic or background art, keep it even if you decided not to use it right away. It's good to see where your thought process has gone.

With luck, eventually you'll create something you can run with.

And I think I'll stop there.
2013-09-02 16:29:00

Author:
xxMATEOSxx
Posts: 1787


Find the things your good at, and try to make levels that use those skills. If you're good at logic but terrible at design, have someone help you with design. When I create with I6v6I, I only make the logic or platform elements (with cardboard) and she changes the material or adds artistic stuff to it. Creating with a friend is much faster and you can share ideas if one of you gets stuck.

Think outside the box. Practically anything is possible in LBP, so don't limit yourself to just making a normal level.
2013-09-02 17:40:00

Author:
dragonboy269
Posts: 172


Actually. Trying things you are not good at yet can help you grow creatively long as you have the time.2013-09-02 18:20:00

Author:
Lord-Dreamerz
Posts: 4261


So..is this a thread where you share ideas for levels or advice on how to create?2013-09-03 02:15:00

Author:
Kalawishis
Posts: 928


I guess kalawishis
As for the getting other people argument, I swing both ways. Personally I believe I have improved so much because I've only done projects by myself; however, I also don't have any levels published so it is slower and creator's block is a complete dead end sometimes.
2013-09-03 03:51:00

Author:
koltonaugust
Posts: 1382


Great thread man! I was considering doing something like this but more along the lines of seeking help. I may do it here. I have this level that I've been tinkering with for a year now and I've just kind of hit a wall with it. I need help with puzzle ideas. I'll post more later when I have the time. I'd like to get some ideas from the gurus and finally be done with this level.2013-09-03 03:51:00

Author:
biorogue
Posts: 8424


So..is this a thread where you share ideas for levels or advice on how to create?

Probably more the first. Like if somebody wants help on the story for the level. Or the gameplay, Or objects. Or the art design. etc. *mew
2013-09-03 04:17:00

Author:
Lord-Dreamerz
Posts: 4261


I feel this topic died off to quick.

Well here I go then.

I been working on and off of a running by foot auto-scrolling action Sonic level for a long while now. But I'm wondering what would be some really cool obstacles. enemies. gismos/gadgets. Power-ups. ETC. for a fast-auto-scrolling level?

Don't get me wrong. It's not that I couldn't think of any. I just couldn't think of enough interesting ones that also works in the level really good. So I don't need basic advice like for example that I should add spike-pads/bottomless-pits. etc. I need more interesting ideas. *mew

PS: If you need more info on behind the concept of the level. You'll have to ask me about it. *mew
2014-01-03 05:52:00

Author:
Lord-Dreamerz
Posts: 4261


Don't get me wrong. It's not that I couldn't think of any. I just couldn't think of enough interesting ones that also works in the level really good. So I don't need basic advice like for example that I should add spike-pads/bottomless-pits. etc. I need more interesting ideas. *mew


Why don't you just use the enemies and obstacles from the Sonic games?
2014-01-03 18:23:00

Author:
Kalawishis
Posts: 928


Why don't you just use the enemies and obstacles from the Sonic games?

Umm. because that's not how level creation or game creation should work. You don't just stick anything in there. A level has to make since and content fit with the theme of the level. Plus it's more then nice to have unique concepts for a game. I'm not trying to recreate a sonic level. I'm trying to make my own. Of course I could just research different Sonic games and copy stuff from them. That's obvious. And some concepts are indeed from the real games in my level. But I want more and other stuff then just that. *mew
2014-01-03 18:38:00

Author:
Lord-Dreamerz
Posts: 4261


Umm. because that's not how level creation or game creation should work. You don't just stick anything in there. A level has to make since and content fit with the theme of the level. Plus it's more then nice to have unique concepts for a game. I'm not trying to recreate a sonic level. I'm trying to make my own. Of course I could just research different Sonic games and copy stuff from them. That's obvious. And some concepts are indeed from the real games in my level. But I want more and other stuff then just that. *mew

Well, my impressions of sonic, in his golden days, sonic was a great platformer. The speed was sort of a reward for getting through the platforming section. Generally, in this game, you could make an enemy that shoots basic projectiles. The dont have to have guide logic, but follow a pattern. Challenges can come from putting the enemy on higher terrain or i general where the player is trying to go.

Try making an enemy that can only be killed with the spin dash. Make an enemy that uses a large shield and can only be hit from behind. Make an enemy that can spin dash like sonic.

Just throwing some ideas out there. Not saying they are good ones or bad ones... lol

One enemy I just thought of was maybe some type of porcupine enemy that can hide in its shell and shoots out spikes. Meaning the player would have to watch for an opening to strike. I think it really depends on if you are giving sonic the homing attack or keeping him classic.
2014-01-04 04:32:00

Author:
Rpg Maker
Posts: 877


Well, my impressions of sonic, in his golden days, sonic was a great platformer. The speed was sort of a reward for getting through the platforming section. Generally, in this game, you could make an enemy that shoots basic projectiles. The dont have to have guide logic, but follow a pattern. Challenges can come from putting the enemy on higher terrain or i general where the player is trying to go.

Try making an enemy that can only be killed with the spin dash. Make an enemy that uses a large shield and can only be hit from behind. Make an enemy that can spin dash like sonic.

Just throwing some ideas out there. Not saying they are good ones or bad ones... lol

One enemy I just thought of was maybe some type of porcupine enemy that can hide in its shell and shoots out spikes. Meaning the player would have to watch for an opening to strike. I think it really depends on if you are giving sonic the homing attack or keeping him classic.

Well like I said. It's a fast paced auto-run & auto-scrolling level. But I agree that having some of the enemies only being kill-able with the correct move is a good idea. And I likely won't be putting the homing attack in the level, Because that skill is mostly meant for 3D-environments. Also I'm a fan of new & old Sonic games. I'm not really trying to make my level based after any single era. It's a bit of everything or kinda it's own thing tbh. Making levels play just like real Sonic games, Especially the classics is impossible in my opinion on this game. LBP2 physics just can't be controlled good enough. And the game can't handle fast paced gameplay very well. For example, If you put a mover on a object and put it above a speed of 10 going left. The object becomes very blurry. This has to do with how LBP2's engine itself handles motion. It overly blurs anything moving fast in it's opinion... Which really isn't very fast at all tbh. Kinda kills super fast paced levels. It's something I hope they fix in future titles. If I remember right, LBP1 wasn't as bad with this.

But I suppose it'll be hard for anyone to help me unless I show-off the concepts behind my level far better. And in that case, I'd be better off making a topic just for it. But I just mainly wanted to revive this topic for the moment. *mew
2014-01-04 13:40:00

Author:
Lord-Dreamerz
Posts: 4261


Well like I said. It's a fast paced auto-run & auto-scrolling level. But I agree that having some of the enemies only being kill-able with the correct move is a good idea. And I likely won't be putting the homing attack in the level, Because that skill is mostly meant for 3D-environments. Also I'm a fan of new & old Sonic games. I'm not really trying to make my level based after any single era. It's a bit of everything or kinda it's own thing tbh. Making levels play just like real Sonic games, Especially the classics is impossible in my opinion on this game. LBP2 physics just can't be controlled good enough. And the game can't handle fast paced gameplay very well. For example, If you put a mover on a object and put it above a speed of 10 going left. The object becomes very blurry. This has to do with how LBP2's engine itself handles motion. It overly blurs anything moving fast in it's opinion... Which really isn't very fast at all tbh. Kinda kills super fast paced levels. It's something I hope they fix in future titles. If I remember right, LBP1 wasn't as bad with this.

But I suppose it'll be hard for anyone to help me unless I show-off the concepts behind my level far better. And in that case, I'd be better off making a topic just for it. But I just mainly wanted to revive this topic for the moment. *mew

Cant say I built any platformers, but I think whatever you decide will work out. Sometimes speed doesnt have to be literal in video gaming, it could be a simple illusion.


https://www.youtube.com/watch?v=hggkkmR3puE#t=5
Space Harrier comes to mind.

I think if you want to do more abstract ideas with sonic, it would probably have to be an illusion. For instance, maybe after certain platforming parts, you could make an illusion that sonic just burst through an open field at high speeds, and then goes to the next platforming section. Even though programming wise, the player doesnt actually move anywhere.

The difference I remember between Sonic and Mario is mainly Sonic's platforming was all about momentum and speed+ everything else Mario. As long as the player feels like they are sonic, in some kind of way, then I think even the most ardent sonic fans would be pleased.

I would agree, the homing attack was more a 3D mechanic. I found it odd Sonic 4 tried to incorporate it. I dont think that entry was that successful though.

Anywho, sounds great man. I hope you finish it!
2014-01-04 23:56:00

Author:
Rpg Maker
Posts: 877


I think if you want to do more abstract ideas with sonic, it would probably have to be an illusion.

Illusion is exactly what i'm going with. my level works like this level below except the character is automatically running instead of automatically flying.


http://www.youtube.com/watch?v=-T-38GF8s8g
2014-01-05 05:58:00

Author:
Lord-Dreamerz
Posts: 4261


Sounds sweet man, I cant wait to see it!2014-01-06 17:27:00

Author:
Rpg Maker
Posts: 877


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.