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#1

Theory for Thermo

Archive: 6 posts


I have a theory for ensuring your level doesn't overheat before you even start building it. But it will only work if you already know in your head how the level is gonna be designed and not just wing it while designing. So, if you know how long it will be, what tools are gonna be used, where emitters are gonna be placed, checkpoints and all that:

1. Quickly build big plain walls in sections & layers with different material (that you're gonna use) and arrange them to the size of your level.
2. Quickly Slap together crappy versions your objects, elevators, etc.
3. Throw all the tools, emitters (with amount & lifetime set of what you're gonna use), sensors, switches, objects, stickers, etc. in a big box & make sure you copy each one to the amount that's gonna be in your level.

This way the game should calculate in all the tools & switches which take up most of the thermometer. It should give you an idea before you start carefully detailing your level for hours/days/months & have the thermometer overheat and have to take stuff out.

It's basically making a rough draft and with some logic you can look at the thermo and figure out where it will approximately be when you finish detailing.
2009-02-22 20:23:00

Author:
Jre
Posts: 43


That is a very good theory, it should work well. I never have a problem with the thermo but this would definately help. Thanks.2009-02-22 20:33:00

Author:
Coxy224
Posts: 2645


I tried making a level that just pops out of my head as i make it, i had a lot of ideas while building it but it just does not fit.2009-02-23 12:43:00

Author:
uzman
Posts: 209


You'd actually be better off making your level, to find out you have to chop bits off...
Making a plan of everything would take far to long and would just waste time imo.
Just split your level in a "to be continued" then drop 'em a key
2009-02-23 15:02:00

Author:
Pinchanzee
Posts: 805


I don't think it's really hard to plan everything out actually. Draw out a basic sketch of your level + challenges & enemies on some paper or on your computer. Even if you can't draw that good I'm sure you can figure out your own drawings & sketches and you should be able to make a blueprint like this. Then when you add in your enemies and objects to get an idea of availability jot down your analysis of how many you can throw in of each. I think that blueprinting, even if you can't think of all your level ideas at once, is a great way to start a level design. If you watch movie behind the scenes/the making of and even games themselves they always have concept artists and sketch artists. Plus making diagrams of your challenges and tools will give you a nice visual to look at and figure out how to (if possible) and different ways of doing it. But I guess it really depends on how creative you are and if you enjoy planning (as I do) or just going with the flow of randomness.

About the tools / challenges diagrams: When solving your problems on paper you must know the settings and limitations of each gadget, gizmo, object, material, gameplay kit, etc. and how they work. Get to know everything in your Goodies and Tools bag. I memorize everything, but I have a really good memory so maybe it won't work for some people. Of course, you may unexpectingly run into some problems when you actually create it in LBP but if you get most of it down some quick thinking usually solves the small problems.
2009-02-24 05:05:00

Author:
Jre
Posts: 43


Actually a pretty decent idea! I think this would only work for certain people, and certain levels really. I probably couldn't hold back after coming up with one part and I'd just start building straight away, then I'd plan out the next section. But if you have a concept, then know what mechanics you need, and what materials and style you're gonna create, This is a good way to evaluate it all.2009-03-04 22:50:00

Author:
Pitcard
Posts: 779


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