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#1
Difficulty settings for levels.
Archive: 15 posts
I posted this on the official forums, but didn't get any feedback. I figured I'd run it by you guys, and see what you all thought. One idea that I thought of would be to give the player the option to play a certain level at varying difficulties (Easy, Normal, Hard, ect). Give them the option to play through the level on "Beginner" or "Practice" where all the checkpoints have infinite lives. The checkpoints could be set to a certain limit based on the difficulty levels. The levels could also possibly work differently under different difficulty levels. For example, there could be different traps and obstacles, and different prizes available for the different difficulty levels. Of course, the creator could be given the option to set what levels of difficulty that they want to provide to their levels, if they decide to design their levels to include various degrees of difficulty | 2009-02-03 08:50:00 Author: DarkDedede Posts: 672 |
A lot of these suggestions, including this one, can be worked around quite easily. This one can be done by just publishing several levels, one with "levelname - easy" next one is "levelname medium" etc. It's not perfect, but it's functional. LBP is for a big part creating and coming up with workarounds, the switchery in the game would be easier (for me) if I could just program C++ code... But that's no fun. MM knows this and will ignore a lot of suggestions because you can work around it. It might not be perfect or the official way but it's functional. These workarounds also inspire a bunch of new levels/ideas. I think MM will mostly focus on stuff that will increase your options, like giving us a new switch which opens up a lot of options rather than piece by piece solutions for problems. But that's just my idea on it, don't misunderstand me, these suggestions are fun to read but a lot of them can be worked around, or even give rise to new ideas. | 2009-02-03 12:07:00 Author: Wyth Posts: 263 |
I saw a level online (sorry I forgot it's name) where you chose the difficulty, music etc. at the begining and then it changed based on that. I have no idea how they did it but it worked pretty well. | 2009-02-03 12:09:00 Author: Coxy224 Posts: 2645 |
couldn't you attach things to a switch that would set it in easy, medium or hard mode? things would move faster and platforms would become thinner and you would get less lives by flicking the switch. it would take a while to do but it would definitely innovative. Good idea! | 2009-02-03 12:12:00 Author: muttjones Posts: 843 |
If you had enough thermometer space, theoretically you could make 3 seperate versions of the level, all conected together with pistons. Then, you pull a switch which makes the pistons move down and stop at the appropriate level. It would only work for small levels though. I'm using the above concept on my new level "Dr. Spectacular's Level Randomator" so that you can have a different level each time.... | 2009-02-03 12:15:00 Author: Coxy224 Posts: 2645 |
If you had enough thermometer space, theoretically you could make 3 seperate versions of the level, all conected together with pistons. Then, you pull a switch which makes the pistons move down and stop at the appropriate level. It would only work for small levels though. I'm using the above concept on my new level "Dr. Spectacular's Level Randomator" so that you can have a different level each time.... A separate level idea would be pretty cool, but you'd have to keep the levels similar in some way so people can get a similar score at the end. What would also be a good idea is a varying plot. Same level but different missions maybe? | 2009-02-03 12:22:00 Author: Breezy-The-Pro Posts: 134 |
See what I meant above? All kind of neat solutions/workarounds/entirely new ideas popping up as I type . This stuff is great | 2009-02-03 13:41:00 Author: Wyth Posts: 263 |
You could do like what Mm did with the VR Training in the MGS Pack. If you put the sticker down at the start of the level, it activates certain hazards and different enemies than you'd normally be facing. | 2009-02-03 13:44:00 Author: Ace Posts: 118 |
Yeah, what Ace said is exactly how this would be done the easiest way i think.. You could do it in a slightly different way, which would let you begin in an elevator, then you go up and the difficulty increases... (So, you have a few near identical levels above eachother, and the one you enter will activate all the traps/musics/thingies with a sensor switch) You wouldn't have a lot of lag either this way, since all the mechanisms won't work until AFTER you're in one of the 4 "levels" This way, you wouldn't only be alot more stylish than publishing 4 different levels, but you would save space for 3 more, awesome, cool, extremely original levels! | 2009-02-03 16:04:00 Author: ThommyTheThird Posts: 440 |
A separate level idea would be pretty cool, but you'd have to keep the levels similar in some way so people can get a similar score at the end. What would also be a good idea is a varying plot. Same level but different missions maybe? You could easily do that with one level, just have different speech bubbles (for the different missions) and then you pull along something with a mag. key to activate the different missions. | 2009-02-03 18:10:00 Author: Coxy224 Posts: 2645 |
A lot of these suggestions, including this one, can be worked around quite easily. This one can be done by just publishing several levels, one with "levelname - easy" next one is "levelname medium" etc. It's not perfect, but it's functional. LBP is for a big part creating and coming up with workarounds, the switchery in the game would be easier (for me) if I could just program C++ code... But that's no fun. MM knows this and will ignore a lot of suggestions because you can work around it. It might not be perfect or the official way but it's functional. These workarounds also inspire a bunch of new levels/ideas. I think MM will mostly focus on stuff that will increase your options, like giving us a new switch which opens up a lot of options rather than piece by piece solutions for problems. But that's just my idea on it, don't misunderstand me, these suggestions are fun to read but a lot of them can be worked around, or even give rise to new ideas. Kind of an arrogant response if you ask me. If you don't like my idea, there's no need to be such a killjoy about it. I just made a simple suggestion because I thought it would be a nice way to save publishing space, and would give the levels some replay value. I know that this suggestion probably won't make it to the game, but you have no right to make these suggestions seem worthless in any way. You're idea isn't that much more practical. We currently only have 20 spaces to publish our levels. I don't think too many people would want to waste the space provided to us for multiple versions of the same thing. As for the switch work around, as it may be the obvious way to go, I think that it would only make the levels a lot more complicated. Plus the levels would be cluttered with wires. Since we don't have any way to add notes or comments to our stages as we are working on them, I don't think that a couple extra options in the "tweak" menu would be that horrible. Suggestions are ideas that we have that we think would make the game more convenient for use. Workarounds often times make things more complicated and inconvenient when they shouldn't have to be. | 2009-02-04 05:24:00 Author: DarkDedede Posts: 672 |
I did it in my Bring On the Wall level. It's a rubbish level just meant to have a bit of a laugh at the show. Depending on whether you choose easy/med/hard you get harder obstacles but as difficulty increases so does the points given; so no matter the difficulty you have a shot at the scoreboard. | 2009-02-04 07:19:00 Author: Shermzor Posts: 1330 |
Woops, I didn't want to come over like that, I see that I did though... It would indeed be nice and I really do want to emphasise the merit of this discussion and this topic. The posted suggestions are great ways around it and will probably make great, replayable levels . It's just more that these topics do turn out to be more like idea topics than suggestion topics, they do start of with a suggestion and everyone jumps on it with different solutions, which is great . As for the merit of a solution given by MM vs a workaround, I'm mostly a supporter of the workarounds, as I've said, workarounds open the way for expirimentation and great ideas. If there's too much built in, the easy to learn, hard to master thing goes down the drain. But your mileage may vary. Tl;dr Didn't want to be a killjoy, I enjoy workarounds (for a bit at least) but if you don't, be my guest. Ontopic: the elevator solutions seems the most effective, because you can fix your level in place wich is a lot nicer to the thermometer. It does have all kinds of disadvantages due to background and vertical headroom. | 2009-02-04 07:31:00 Author: Wyth Posts: 263 |
On the level I am currently working on, "The Good Ship Prometheus", I'm considering building in a "hard mode" version of the level. The plan is for the level to be a top down shooter like Space Invaders or Galaga. Depending on thermometer space, I'll either have a sticker switch or a level key which will unlock a harder version of the same level. You need to be able to finish the level without your ship blowing up to get to that point though. I know some people appreciate hard levels. It's through reading the different threads on this forum that I've come to realise this. Hopefully what I will end up with will be able to cater to both the casual and more skillful players at the same time. Things like more enemies, less ship health, a higher enemy rate of fire, less power ups, those are the ideas that I'm hoping to incorporate into hard mode. But a top down shooter is very different to a side scrolling platformer. It's much more about enemies and their health, than the ability to make precise jumps. It's therefore easier to scale up in difficulty. :blush: It would be kind of nice to incorporate some sort of difficulty select automatically, but building a level from scratch and planning ahead should allow me to do this without having an MM work around already in place. | 2009-02-04 13:08:00 Author: Elbee23 Posts: 1280 |
DIY Not hard at all I've got a normal and hard mode in my latest level that the user decides when the enter the level, it emits obstacles, destroys magic mouths along the way (setting them on dissolve material) that are for easy or hard difficulty. But you can do anything really, speed things up, dunno, anything. Some people build different routes for hard and easy, i think it seems more professional if the level changes around you and one button press.. | 2009-02-05 22:00:00 Author: Pinchanzee Posts: 805 |
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