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#1
Interactivity Switches
Archive: 18 posts
I would like to see some tools expanded or created to allow for additional interactivity. Emotion Proximity Switch: As a default this would be set to off. When on, the switch would only activate if a sackboy was detected displaying the correct emotion. (Sad, angry, happy, scared.) I'm sure it won't be the most commonly used switch, but there are a lot of interesting possibilities with such a device. In addition to the obvious, clever creators could use it to make the d-pad a significant part of the game-play. A further expansion of this idea would be to have the switch detect minimum levels of emotion. In other words it could distinguish between happy 1 and a happy 3. Conversation Tool: This tool would operate similar to a magic mouth except it would give sackboy multiple choice responses. Each response would have its own connection wire just like a switch. The connection wire could be connected to another conversation tool (making a conversation tree) or used like any other switch. This would enable multiple outcomes based on how sackboy responds. EDIT: Another one I forgot to put here is a "madlib" option. Basically it would allow the user to input a text string and then you could call that text string in other dialog boxes. For example, you could ask the player to input a character name and then you could reference whatever they inputted instead of referring to them as sackboy. | 2009-02-22 18:48:00 Author: dcf Posts: 468 |
Both of those I'd definately use! The emotion door sure would bring back memories of Tombi. I could think of a 'drama' level, where you have to change moods to the cues on-stage, or you get fired and another actor is hired. The conversation tree would be awesome too, it'd make the game more immersive. | 2009-02-22 19:09:00 Author: LFF Posts: 434 |
Glad you like it. I would really like to see these added in a Final Fantasy level pack or something along those lines. Basically they are tools for people that want rpg style immersion in their levels. (Of course, I'm sure some people will use the emotion proximity switch to control special attacks, like bombs, in survival challenge stages as well. That's what I meant by it being used to tie the d-pad to game-play. Basically as a side effect to allowing us to have mood levels, it would allow devices to be controlled with the d-pad. In clever hands this would make an extremely powerful tool.) | 2009-02-22 19:38:00 Author: dcf Posts: 468 |
Quick, MM, hire this man! | 2009-02-23 10:09:00 Author: AwesomePossum Posts: 446 |
I like the Emotion Proximity Switch more than the Conversation Tool. With the Emoton Tool, you could make an awesome Super Princess Peach game. | 2009-02-23 12:20:00 Author: Sackdragon Posts: 427 |
i think the conversation tool would be awesome, it would be cool if they added a lot of tools dedicated to making rpg style levels | 2009-02-23 12:37:00 Author: talmasca Posts: 196 |
*Looks at the emotion proximity switch* *reads* *reads again...* *Gets a creative seizure just by the amount of ideas for ingenious contraptions that start popping up in my head* That idea is great, suddenly the emotions don't seem so useless anymore! This is just what we need to compensate for the lack of control options for all kinds of controllable contraptions! *dies* | 2009-02-23 15:41:00 Author: Marklin80 Posts: 458 |
*Looks at the emotion proximity switch* *reads* *reads again...* *Gets a creative seizure just by the amount of ideas for ingenious contraptions that start popping up in my head* That idea is great, suddenly the emotions don't seem so useless anymore! This is just what we need to compensate for the lack of control options for all kinds of controllable contraptions! *dies* Yeah, that's about the reaction I expected from creators who realized they could then use it to power contraptions. I'm glad you like the idea and it's feeding you're creativity. | 2009-02-23 16:04:00 Author: dcf Posts: 468 |
I'd thought of the emotion switch before, but the conversation tool would just be a bit too difficult. You can make one yourself with buttons, you know. A similar idea was the costume tool. It would mean you have to put on a hard hat before going into a construction-site type area and so forth, but would also mean that you have to unlock the costumes by playing the story levels (incentive). | 2009-02-23 18:59:00 Author: dawesbr Posts: 3280 |
I'd thought of the emotion switch before, but the conversation tool would just be a bit too difficult. You can make one yourself with buttons, you know. It is possible to make a conversation tool but the implementation is messy at best. The amount of text is extremely limited and linking a response is non-intuitive. I could, for example, create a room with four buttons and label them A, B, C and D. Then have magic mouths above each button giving the potential sackboy response. Sackboy would step on a button to give the response. This technique would work, but it would be thermometer heavy to make a conversation tree. Furthermore, it requires the conversation happen in a specially prepared area rather than allowing it to occur anywhere. I've made a few posts on this suggestions forum for tools that make creation easier (not necessarily enable new creations). I think ease of creation, and the thermometer, place limits on what people can make. Having a conversation tool, instead of building your own with buttons, magic mouths and mechanical logic gates, is time consuming and requires a level of technical expertise that makes it off-limits to many creators. Ease of creation is really just as important as depth of creation. | 2009-02-23 19:45:00 Author: dcf Posts: 468 |
Phenomenal ideas. Well done. Get this heard. | 2009-02-23 22:04:00 Author: Pinchanzee Posts: 805 |
Yea i like all three of these... good job. | 2009-02-23 22:07:00 Author: Madafaku Posts: 738 |
D-pad idea is ingenious, i'm dying for conversation ability, and final fantasy pack would blow my mind. period. | 2009-06-19 08:08:00 Author: Unknown User |
Great ideas. I would really use them and putting in a name. Man it is becoming final fantasy. | 2009-06-19 09:29:00 Author: robotiod Posts: 2662 |
You should vote for them (02 and 11) on this thread: https://lbpcentral.lbp-hub.com/index.php?t=t=9323 | 2009-06-19 13:42:00 Author: dcf Posts: 468 |
Built in switches in magic mouths would be great. I love this interactive/choice stuff, but it can take a while to make. It would be a handy addition to the create tools. Perhaps a yes/no and and or switch? | 2009-06-19 23:14:00 Author: midnight_heist Posts: 2513 |
*Looks at the emotion proximity switch* *reads* *reads again...* *Gets a creative seizure just by the amount of ideas for ingenious contraptions that start popping up in my head* That idea is great, suddenly the emotions don't seem so useless anymore! This is just what we need to compensate for the lack of control options for all kinds of controllable contraptions! *dies* Perfect response. /agree | 2009-06-19 23:37:00 Author: Walter-Kovacs Posts: 542 |
Hi dcf. The Conversation Tree and madlib options are great ideas. One of the issues I have as a creator is finding the happy median between too many or too few speech popups. I think personalizing the messages would make more popups acceptable by the majority of players. We could then provide a bit more detailed information to appropriately set the stage of a level, without worrying about providing too much information. Personally, I'm an advocate of providing the bare essentials when it comes to popups, so game play is not impeded. So, as a player, this capability would appeal to me. Rick | 2009-06-25 05:57:00 Author: RickRock_777 Posts: 1567 |
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