Home LittleBigPlanet 2 - 3 - Vita - Karting LittleBigPlanet 2 [LBP2] Ideas and Projects
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Printz Diaries 2-B. Progress, ideas, general musings :)
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http://i1128.photobucket.com/albums/m489/psnrialrees/d8007578478c020e1040442ad250084e864b5cb7_zps5623cc df.jpg Yup, I'm making a project thread again :3 I should probably explain. For those of you who don't know, Printz is my long term LBP project, where I made the challenge to myself waaay back when LBP2 was released to make a level series based around satirising fairy tales. I'm a few levels in, but the project needs a good kick up the rear end. I started a project thread for Printz 2 about 3 years ago. I published it last week. But whilst I was keeping the project thread up to date, posting snippets of my progress here and there... it kept me going. Progress only slowed to a grinding halt when frustrating and apparently unfixable bugs occurred, or when I stopped posting updates. You guys are my accountabilibuddies. So, whether anyone actually reads this or not, this is a thread I'm going to keep adding to to actually spur me on to finish the end of Chapter 2... before LBP3 comes out, and hopefully in far less than 3 years When the time comes I'm also going to make sure I release the level locked for Beta testing. It's a step I missed out this time round, and I ended up with way more bug fixing to do than I thought I would. Lesson learned - never forget a Beta. I may ask for help at some point in the thread, but it's likely that I'll just be using this as a place to share techniques I've used, should you be interested in them. I'd like to see more Point & Clicky goodness in LBP, so I figure sharing is caring Yes. There will be spoilers. But any story spoilers will be put in hidden boxes so that you don't need to spoil a single plot point. I will also be sure to not reveal any puzzle solutions outside of spoiler tags. The Story So Far... So far in Chapter 2, Printz has managed to find his way through Cinderella's ruined Mansion and find a functional elevator. He has no idea what lies beyond, and absolutely nothing on his person to defend himself against any varmints that might be roaming beneath. His only weapons are a sarcastic Fairy and a wooden sword with a blunt end. It's up to the player to help him make use of the various junk items he finds, and save Cinderella! Progress Here's a list of to-do items for the level, in no particular order. It'll probably be added to and struck out as time goes by.... Clean up Cursor & Boundary Logic using lessons learned from Chapter 2-A (throw move controls out of the window) Build a Boundary which will act as a template for all screen displays, with all of them remaining the same size and dimensions, to avoid funky camera & cursor issues. Write puzzle progression & solutions Create all inventory item Icons Write item combination logic - all possible combinations and non-combinations Block out level layout using template grid setup (each screen the same size) Test Printz's movement and ensure that change of material will not affect the logic. Then write movement logic for whole level. Check camera transitions and cursor movement & restrictions in line with Printz's progression around the level. Test. Test. Test. Begin Visual design, including placement of items Write Item acquisition logic. Test. Check blocked areas of level. Test logic. Write Dialogue for gameplay. Script Cutscenes (There will be much more of those in this level than Chapter 2-a!) - try to keep them skippable. Record dialogue. Program cutscenes, dialogue instances and sackbot acting. Level ender, etc. BETA SFX Chips to be added here. Music Sequencers to be made here. Final Check. PUBLISH That's quite a list. thankfully a little tinkering over the past week or so has already crossed a few items off that list, and I hope to write up some tutorials for anyone who is completely lost on the idea of how to make a sixaxis cursor work well in lbp2. I don't claim to know it all, but I have learned an awful lot from my mistakes in Chapters 1-2, and I think I have some tips that might be useful, from a P&C perspective Teaser the First... I've managed to get all but three of the inventory items created. There are actually far more items than this image shows. The current count is 18, with three to go, including all the possible combinations of the items already made. Phew! I really like the cartoony look of the items so far, already prefer them to the style of my inventory in the previous level. I think they seem clearer, more defined. Anywho, I'll just pop this here. Hopefully back with more news.... SOON! http://i4.lbp.me/img/ft/b04fd2af803984a8c7bc4787521333b5de1f302c.jpg | 2014-06-25 15:05:00 Author: rialrees Posts: 1015 |
I'll so be following this till the end! Keep it up ria, you can do it! -hyper | 2014-06-25 21:16:00 Author: hyperdude95 Posts: 1793 |
Wow, ria, this is amazing! I'm totally enthusiastic! And I will pray that your endurance will never fade! Many greetings, Jürgen^^ | 2014-06-28 07:16:00 Author: CuriousSack Posts: 3981 |
I have a weekend off this week, with my daughter travelling to west wales with her grandparents. That equals lots of fun creation time for me and radio_statik (for those of you not in the know, he's my husband, and co-creates Printz with me. Well... he helps a bit ). So far today we've finished the combining logic for the inventory, and improved on the combine UI. Previously, we had a rotating icon which was supposed to indicate two items rotating around..... but it looked like a loading cursor to many people playing. Taking this into consideration, we've adjusted the inventory: http://i9.lbp.me/img/ft/159ca857098d64231e165878a02d91fe0913eb68.jpg Now whenever two items are selected for combining, using the appropriate cursor, a nifty little drawer slides out with a big red button inside. Can't get too confused by that, right? let me know if you think this is an improvement! With the inventory done (all bar three items anyhow) and the cursor and bounding box logic practically completed, I had to capture them into my popit earlier to back up in case of mishaps. When I selected it.... well it surprised me just how easily one can fit quarter of a thermo on one screen XD http://i3.lbp.me/img/ft/03324469a36fe2b27d46175e6bd40b12d66a9a25.jpg Lots more creation likely to happen this weekend. Now we're starting to plan and block out the physical layout of the level. Tonight, fuelled by many relaxing beverages, we're likely to make a head start on the script. Fun times! | 2014-06-28 13:46:00 Author: rialrees Posts: 1015 |
The basement / dug hideout is starting to slowly take shape now. We have 6 main areas for the level, and the gameplay itself is pretty much set in stone, apart from a few minor decisions to make regarding the specifics. I've tried to be a little more hands-on with the visuals this time. Statik usually does the pretties, and I do the stuff you can't see (for the most part, although we have always both had a small hand in everything for Printz, right down to the music.) but I really feel the need to explore my abilities a little more. Believe it or not I've never been very good at the visual aspect of lbp creating - I can make a basic object, and made many of the objects in the last level, for example the elevator and it's nifty little gate... thingy. But when it comes to placing decorations, and basic design..... bah. I know what I want, and where I want it, but I'll be sat for hours trying to figure out how to make it look pretty! Quite proud of my efforts this time though. Here's a voodoo shrine I've cooked up over the past few days - I especially like the candle shelves on the walls: http://i7.lbp.me/img/ft/967c21fdb6ed6b5bfa832401c661ed1ab81f3119.jpg Meanwhile, Statik and I put our heads together to come up with the basic design for a partially flooded area: http://i0.lbp.me/img/ft/39080e8c81a7b827b08671b461dc2eae7fc48f92.jpg Here's the area with the guideline box showing. It's at its most basic here, with the general layout and stone decorations literally plonked wherever we think they'll look good (and cover our sins). http://i7.lbp.me/img/ft/07772ed439ec6959133fbba201932b5e62e77494.jpg Slightly less basic here, getting a feel for the eventual lighting in the level - although this is still far too dark, and we need to figure out some way to fill the grate at the back (preferably without using cascade layers..... but it'll probably end up that way). This was the first area where we reached this point of 'semi-done'-ness. At this point, we understand what the lighting will look like, and the feel we want to go for in the rest of the level. Now I'm working on a few more visuals, and slowly getting to grips with how I'm going to get Printz moving around the level. If any of you played the Monkey Island games, you may remember a boss fight with LeChuck where you are zapped at random to another screen in the series..... Yeah. I'm going there. wish me luck! | 2014-07-01 17:48:00 Author: rialrees Posts: 1015 |
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