Home    LittleBigPlanet 1 - PSP - Tearaway -Run Sackboy Run    LittleBigPlanet 1    [LBP1] Everything Else LittleBigPlanet 1 [Archive]
#1

Online create: What will you do?

Archive: 32 posts


Thread title spells it all out. I've heard some interesting ideas here and there about collaborations with people you know or don't know, and I'd like to hear them... and maybe get some new ideas.

Me? I've been building a level with a friend of mine across town, but our schedules are pretty tough to coordinate being in the same place physically. Once we get online create, it's going to be much easier to work together when we both happen to have a little free time.

I'm also likely to invite some creators in to help with bug fixing when they've playtested one of my creations.
2009-02-06 14:30:00

Author:
Risen
Posts: 251


I'd imagine it would be very difficult without microphones. Creating is hard enough on your own without typing in every thought you have about improving the level.2009-02-06 15:01:00

Author:
wexfordian
Posts: 1904


I'd imagine it would be very difficult without microphones. Creating is hard enough on your own without typing in every thought you have about improving the level.

Why does everyone refers to mics?
I would Only create online with people that have their PS3 close to their PC, so we can chat.
waaay easier then mics tbh.
2009-02-06 15:37:00

Author:
oldage
Posts: 2824


I would invite someone to a robot contest.

We both build a robot/contraption from scratch in a fixed amount of time and then pit them against eachother, either in an obstacle course or one-on-one fighting.

That could be pretty cool.

LBP Robot Wars!
2009-02-06 15:55:00

Author:
Gilgamesh
Posts: 2536


Haha, that is an awesome idea! I love it!

Keep 'em coming.
2009-02-06 16:08:00

Author:
Risen
Posts: 251


Personally, I'm just looking forward to being able to create with a friend in general. I've got some good ideas, but friends usually help them see themselves to fruition. Additionally, being able to create with a friend will allow the two of you to create in ways that you're good at. For example, I could work on movable objects and terrain while my friend works on scenery and puzzles. Being able to put these two things together on the fly while being able to discuss direction of the level will provide a much much higher quality of levels and in my opinion, a much more fulfilling creation experience.2009-02-06 16:16:00

Author:
Inspectigater
Posts: 126


In a similar vein, maybe an LBP Junkyard Wars.

Have a bunch of random pieces, wheels and switches lying around the level. Players have to assemble a vehicle using only the pieces found in the level to accomplish a given task.

Once the time's up, both players get in their vehicles and the first one to finish the course and complete the tasks wins.

Hmmm... I didn't think much of online creation at first, but this could open up a whole new aspect of fun for LBP creators.
2009-02-06 16:17:00

Author:
Gilgamesh
Posts: 2536


In a similar vein, maybe an LBP Junkyard Wars.

Have a bunch of random pieces, wheels and switches lying around the level. Players have to assemble a vehicle using only the pieces found in the level to accomplish a given task.

Once the time's up, both players get in their vehicles and the first one to finish the course and complete the tasks wins.

Hmmm... I didn't think much of online creation at first, but this could open up a whole new aspect of fun for LBP creators.


Oh sick. That would be totally awesome. I would totally be down for that... and quite possibly will hijack that idea and use it among my friends.
2009-02-06 16:20:00

Author:
Inspectigater
Posts: 126


If Nev and I ever recoup from our project, I want to do another one... I'd like to handle whatever TheGide wants me to do for Shadow Moses using this feature... I would like to work with anybody, really. As of late, I haven't had much level ideas of my own and have taken to just making machines and objects. When someone approaches me with an idea I get a huge creative burst and can bang out something awesome in a matter of hours, so I'm looking forward to getting some coop going on... and hopefully some friends allowing me to lend my hand to their work in the final stages of development.

It's also going to be great to compensate for your strengths and weaknesses using someone else. "hey I can't figure out how to do this, come show me" and bam - you've got an awesome set of switch boxes and logic gates in place.

...I gotta warn you guys though, that having more than one chef in the kitchen and trying to divvy up responsibility and credit, and agree on what's good and what's not is probably going to be a big pain.
2009-02-06 20:28:00

Author:
Unknown User


I'm glad that you point out the importance of complementing strengths and weaknesses.

I find especially after weeks of creating something it's very hard to be objective of your creation. Something about seeing it day in day out you numb over to the feelings it evokes when you play it. I honestly can't tell what's fun or annoying about my levels because I'm so used to them like a worn in pair of shoes.

Anyways, regarding shadow moses, I'm reaching that point where I need someone else's opinion on what should stay, what should go, and what simply needs some work. A level is a continually evolving concept, and nothing feels better than scrapping a mediocre section and replacing it with an awesome section. I don't believe in settling with good enough, which is why I take and give constructive criticism where I see fit even on things that are already incredible.

I suppose part of this lies in my desire to publish a popular level even just once.
2009-02-06 20:45:00

Author:
Thegide
Posts: 1465


Soo does anyone know forsure if each player will get their own screen in create mode? if not online create will be a bust.2009-02-06 20:45:00

Author:
Madafaku
Posts: 738


I'd look for someone to help me with switch mechanisms in my Dwontown level. Speaking of which- Anyone up for that?2009-02-06 20:56:00

Author:
Nukemgreen
Posts: 71


Soo does anyone know forsure if each player will get their own screen in create mode? if not online create will be a bust.

Yeah, I hope so. It's going to be completely useless otherwise. The only way it would help is for being able to go in and rewire switches that were deleted by capture bugs that shouldn't be happening to begin with.
2009-02-06 21:14:00

Author:
Unknown User


Why does everyone refers to mics?
I would Only create online with people that have their PS3 close to their PC, so we can chat.
waaay easier then mics tbh.

I think because most people can talk much more clearly and quickly than they can type. You can say a lot more to convey your thoughts through a mic than a keyboard. If I had to stop to read your text every time you say something, it's going to cut down on my create time and I'm going to quickly become annoying.

As for the whole "create with others" thing, I'm not sure that most creators would be capable of doing it. It's not easy to co-create because ego's often get in the way. If you can find someone who is willing to bend to the will and ideas of others or if you find someone who is like-minded I could see it working... otherwise......
2009-02-06 21:19:00

Author:
Rustbukkit
Posts: 1737


I forgot another huge advantage this will offer is the ability to test/tweak multiplayer areas, and I think you will see a lot more quality/complex multiplayer challenges being offered as a result.

Right now trying to make any x2 x3 or x4 area requires a lot of guesswork, then trying to snag someone to help you test it out. A real pain if something requires a lot of minor tweaking.
2009-02-06 21:25:00

Author:
Thegide
Posts: 1465


Yeah, I hope so. It's going to be completely useless otherwise. The only way it would help is for being able to go in and rewire switches that were deleted by capture bugs that shouldn't be happening to begin with.

That's not necessarily true. There's a lot of little things that if you're being clever about it, can cut down on create time significantly. For instance (mind you this is for local co-op and wouldn't work as well for online create) one of the things I like to do is load up a guest profile to co-create. The guest can act like a clipboard for all sorts of stuff because it gets cleared when the game is turned off. But there are certainly things that would be more useful with another person to help. We're just not used to thinking in that light since we haven't had it as an option.
2009-02-06 21:55:00

Author:
Inspectigater
Posts: 126


Yeah, but if it's not seperate screens you aren't going to be able to control the camera correctly to adjust anything as needed and the players will have to be right next to each other at all times in order to see anything.

Try it by yourself with two controllers and see what I mean.

Camera zones are also not handled true to play when a 2nd controller is present in create mode - it never helped in SEMINAL GEMINI for me to plop in a 2nd player in create mode as the camera would just ignore the presence of another player and never pan or zoom accordingly. It needs to function as if each player is in their own game for this to truly open up some new possibilities.

Any benefits of cocreation, outside of testing a 2x mini-game and some AND switches are null if people can't spread out and do their thing.

I wonder also, how pause and rewind functions are going to be handled... I know that it's somewhat a given that both players deciding to cooperate will be on the same page or same level of understanding when it comes to the creation process. It could really slow the flow of things to have to decide and approve as you work along, or what and when to save and when to enter play mode and exit etc

I wonder if any creations together can be later handled by yourself... or if the shared file is off limits until both players are present. If one person keeps the file, or if it does allow for solo work by both, how the other player will be able to update the changes to their file when meeting back up...

Because of all these complications, and how quickly it's being delivered as an option... I don't think it's going to be much different than turning on the 2nd controller in create mode. Unless this is something they've already been investing time into since the inception of the final build and just had to keep testing (ala the paintinator) then I'm not going to expect too much out of the first version of online co-create.
2009-02-06 22:12:00

Author:
Unknown User


I wouldn't use it.
I use rewind too much.
And it's a gimmick.
Team creations are usually rubbish.
It's like cancelling out different styles of creating with each other.
I'd prefer bringing my work together with somebody else who does half the level seperately tbh.
2009-02-07 00:00:00

Author:
Pinchanzee
Posts: 805


^the entire story mode is a team creation. Neverynnal and I did a pretty fine job of co-creating a level IMO. Neither of us stepped on each others toes or had conflicting ideals though. The whole project was pretty much "yeah, that looks great" for whatever the other person was doing. No ego-wars, but we did it like you said - separately and through an amalgamation.

I'm pretty sure that on-the-fly rewind/forward, pause, and save issues and prioritization would be pretty difficult to manage though. If nothing else, I'm hoping it makes the implementation of each other's objects and contributions easier. No need for copy-lock-key-publish systems, or long unintelligible descriptions of how something is supposed to be connected.
2009-02-07 00:50:00

Author:
Unknown User


I'm going to author ALL block graphics for my levels, then bring in everyone from my PSN friend list that are great visually to go crazy and make it look good. Then I'm going to publish it under my name.

Ok, get ready OCK, Thegide, Takelow, and Aer0blue for some major construction where you do all the visual work and I get all the credit! (man, you guys are gonna regret those friend requests...). I'm just gonna sit on the couch and watch it all happen.

(by the way, you see my avatar to the left? That's my best art work. It's called a "Feeshe"
2009-02-07 00:51:00

Author:
CCubbage
Posts: 4430


Hmmmm... artwork and platforming are not my strengths, but complex switching, story writing and thinking outside the box is...

I'm not sure how much I would use online create mode though. It would be helpful with real life friends, as you would know each other outside of online experiences.

I could see online create being helpful to show works in progress without having to specifically design everything backwards to show something half down. If a level is in play mode, then you need to walk to the design, the camera is fixed, you can't edit on the fly if someone makes a suggestion or a quick bug appears.

I can see it all be quite handy for showing works in progress. But I don't know about it's usefullness in designing full levels outside of people you can communicate with in real life. The amount of communication you need to design a full level is quite a bit. O_o
2009-02-07 14:55:00

Author:
Elbee23
Posts: 1280


just like they did in the vids before LBP came out, i would screw around with physics at first.. just to have fun ... but when it comes to creating levels with two people, i think it would be pretty tough because some people would just screw around with an obstacle your making because he/she doesnt want to get serious with it yet... btw if your both making a level, who does the credit go to when you publish it? does it show both names when its out on the "planet"?2009-02-07 23:10:00

Author:
Noremac469
Posts: 143


What I am most interesting in finding out is how publishing a co-creation will work. It would be amazing if it were published under both authors names and if someone plays the level on one authors name then it automatically updates the level file on the other authors name as well. Both players would be able to move, copy, republish the level as they see fit. In other words, the level would truly be a shared file where both authors are given equal credit/reward by those who play/heart the level.



Team creations are usually rubbish.

I have to strongly disagree here. It's like Ninja said, every story mode level is a team creation. Seminal Gemini (a co-creation between Neverynnal and NinjaMicWZ) is one of the top 10 levels I have played in LBP, period. I am currently working on a co-creation myself with another talented forum member so let's see what happens. I can promise you the level will be anything but rubbish
2009-02-08 01:01:00

Author:
OCK
Posts: 1536


I would make love, of course. Cookie to whoever gets the reference.2009-02-08 03:51:00

Author:
Sackdragon
Posts: 427


I get the feeling that 2-3 man/woman partnerships are going to be on the rise when it hits. The creative will hook up with the logical where each one overlaps one of the other's weaknesses to provide a better overall level that either one could produce alone.2009-02-08 05:49:00

Author:
Voltiare
Posts: 646


I agree, I can definitely see creative+mechanical teams propping up. As Ock mentioned, would the level appear on only one moon or both? When published, would it have both authors credited, and appear in both of their "my levels"? This'll come up a lot, could be the cause of some strife.

For me, I can see myself utilizing it to show off how things were done. I love getting a glimpse at some of my favorite levels behind the scenes. Being able to go into create mode with someone else, in THEIR level, and showing off all the mechanics and behind the scenes goodness would be great.

It'd also be good to get help on certain tricky mechanics. If I can't get something to work, if my logic gates are screwy, I can go online and do a big conversation to work out and troubleshoot what's wrong, or I can just bring in one of the wizards, and get things working right away.
2009-02-08 11:30:00

Author:
Teebonesy
Posts: 1937


I expect it will be exactly like local co-create. Any additional features are welcome but not necessary.

I actually use the lack of camera adjustment for the other players to my advantage in a local co-create session. Sometimes you don't want the camera to zoom to fit what you are working on. The solution? Have the other player do it!

At any rate, local co-create definitely requires a lot of communication and cooperation for it to work well and I expect nothing different from online co-create.

Unless they take features from local co-create out, there's no possible way it will be worthless.

Also, I want a cookie!
2009-02-09 17:47:00

Author:
Risen
Posts: 251


As far as who the credit goes to, I'd be very surprised if it was any different from what we have now. The host will likely be the one who gets the credit for publishing the level. The level will likely be stored on the hosts moon, and only people invited to the hosts game will be able to create with the host. I imagine it'd be exactly like playing a level on your moon with a friend online, except it's in create mode.2009-02-09 18:09:00

Author:
Inspectigater
Posts: 126


Exactly. And only the host can rewind, save, etc.

Grid settings and front view might go that way, too... but those could easily be per-console as well.
2009-02-09 18:22:00

Author:
Risen
Posts: 251


Grid settings and front view might go that way, too... but those could easily be per-console as well.

I would imagine grid/front view would be console independent, but that could again hang heavily on weather each console got their own camera.
2009-02-09 19:27:00

Author:
Inspectigater
Posts: 126


I really pray for independent viewpoints... why else would it have taken so long to get it working if it was essentially just online "play" mode but in create mode?2009-02-09 19:36:00

Author:
Gilgamesh
Posts: 2536


Last year in my programming class, we had to make a simple platformer game in groups of two.
I was one of the weakest programmers in my class, but one of the strongest artists.
Fortunetely there was someone who was the complete opposite (strong at programming, weak in art), so we decided to work together on the project.

It worked out well, we got an A+, and the teacher used it for the school showcase. Just an example of how group work can benefit a level.


As for my views on online create, I feel you would need mics/laptop/keyboard to make it work efficiently. And I am curious on how MM will tackle the credit for the level. Maybe a "dual" author level?
For example a published level would contain links to both authors. I think that would solve the credit problem nicely.

I think co-op will be most useful for "help".
Building something for the first time can be rather daunting. The first time I tried to build a car, it was an epic fail.
If a experienced creator could jump in and build one along side you, it would save loads of time.
2009-02-10 10:52:00

Author:
midnight_heist
Posts: 2513


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.