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What do you guys think
Archive: 5 posts
-------------------------------------------------------------<Background>------------------------------------------------------------------------ About 2 years ago I helped my friend lordnoodles by making the logic behind a level which randomised changed each playthrough. Here is the finished concept https://www.youtube.com/watch?v=4KYyfzJSehc well due to some issues with the level generator and thermeter, We decided not to expand the concept into a full level atleast not how it was going to be done. ------------------------------------------------------------------------------------------------------------------------------------------------------- Without giving too much a way, I was thinking of my next entry into my series will involve a non linear level which will let you explore an area and use certain power ups to find the quickest way through the level and find some collectibles and gain more points. Do you think that a level like this will be improved with a more randomised layout like the one in the level above or would it be better to let the level just stationary allowing for more idea of what will come within the level so they can practice to improve their score rather than get lucky? | 2014-08-18 12:14:00 Author: Jonarrthan Posts: 310 |
I like the random idea... But only if the difficulty and score potential remain fair. Like in the beginning of the level all the randomized elements are easy to play through with the same max point potential. Then in the next section the randomized elements can be equally more difficult.... | 2014-08-19 01:59:00 Author: one-mad-bunny Posts: 334 |
It would pretty much be the same difficulty level through out where each platform can manuplated in a certain way to allow you to get to higher ground faster or get more prize bubbles or otherwise. I don't want the level to be like straight for forward linear.So I am not so if I was going to divide difficulty I would probably use it only to make shortcuts more of a gamble. Something like a simple monster piece you can avoid easily but by killing it you gain more ground (bad example but hopefully I will mix up mechanics). | 2014-08-19 16:46:00 Author: Jonarrthan Posts: 310 |
I tried the level, it's cool as an experiment. I don't think it works very well in that set-up though, because it becomes a matter of luck getting the easier/faster obstacles for a faster finish (once I started with 2 grapple swings and another easy one, I thought I was so lucky but then the fourth block turned out to not have been emitted, game over ). But it could really help replayability for an exploration/search type level by changing the goals and correct routes every time. Provided the gameplay is interesting enough to want to replay, of course. | 2014-08-20 13:13:00 Author: Rogar Posts: 2284 |
That was do to an allinement issue and is almost impossible to fix in that level. This level won't have that issue due to how I intend to set up the environment and how the blocks will interact. | 2014-08-20 22:46:00 Author: Jonarrthan Posts: 310 |
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