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Workflow

Archive: 6 posts


I would be really interested in knowing a few things from 1st tier reators:

What does your workflow look like? Do you build all the gameplay elements in white matter and then come back with materials and gravity tweakers, then decorate?

Or do you work on the look as you go?

Or do you work in sections?

Or something else entirely?

I have had a real problem finishing levels, even after working on them for weeks or even months. I feel like I get too mired in aesthetics early on, and I run out of thermometer (and often mental energy) before I get to the actual scoreboard. It's frustrating.

So I would love to know how everybody works and maybe something that you used to waste time doing but have since moved past.

Thanks!
2014-10-27 16:48:00

Author:
Treppemanss
Posts: 26


Moved to Everything Else.2014-10-27 17:21:00

Author:
Lady_Luck__777
Posts: 3458


id would also like to know from some better creators. i dont consider my self that great but to answer some of yours questions i start any idea by planning out what the final product needs to accomplish. during create mode i focus on the gameplay first then the decorative stuff after everything is glitch free.2014-10-28 01:20:00

Author:
Razortehkill
Posts: 173


Well I am sure you know that everyone has their own unique workflow, or in some cases very similar, but:


"The tank must work right before using it in the level." If your logic and mechanics of gameplay aren't going to work, then the whole level is essentially screwed. I say test out everything you need first, and make sure it works, but leave yourself room for improvement or (In some cases), a need to remove something.



The level itself, as in the world they will move in (The design), really depends on your own rhythm of developing/creating.

- Some do it as they go in a linear fashion; like make each next section in order.
- Some do it as they go, but jump back and forth between sections.
- Some plan out everything before deciding what will be the final setup.
- Some make a bunch of pieces and then fit them together; sometimes not using all the pieces.
- In cases of a group project, their flow or choices depend on the other creators.
- Some use a combination of all or some of the rhythms.

There's really all kinds of attack strategies you can go for, and each of these that I mentioned have different versions and directions they can move in.



There's a lot that goes into making these levels as well. Granted, not everything is taken into consideration in the levels in LBP, as not everyone feels that everything is needed.

- Music
- Aesthetics
- Mechanics
- Story/Theme
- Audience/Players
- Opinions
- And some other stuffs.



Anywho:
For me, I tend to work out any of the logic that will be used, then test and refine it, but I keep it in a very basic state before applying a theme or look to it (Though with some idea as to where I want to take it). That way it's just the wires, gears, and cogs before I stick a Chuckie Cheese or Freddy costume on it. I also like to get some testers to try it out to see if it's something they would like to use, and if it feels comfortable.
I personally jump around between all the different ways of rhythm, but my main way is as I go, and in scattered pieces that I may or may not use. Though I usually try and make a piece fit without resorting to forcing it in.
And then I start changing things around and work on the aesthetics. Maybe use the corner editor to move this here, add in this doohickey there, make this section longer or shorter, move this section over here because it works better with the gameplay rhythm, so forth and so on.
The choice of music though, is random for me. I tend to pick a song and start creating with the music that will be in the level playing. Though that song may change from time to time to get a feel of change. I tend not to make my own music since it takes up a lot of time for me, and I rather like messing with the sliders on the music the game already has; sometimes just using only one of the sliders because it makes such a different feel than if all the sliders were used.
And then after all that, I bring in more testers like an kind of Beta, and then get some input there.
And then blamo! Published!


Keep in mind that I am in no way some dude with a degree on this stuff, or someone who has a ton of experience with game development (Which has a lot to do with level making). Most of what I say is my opinion and from observation, so it should be taken with a grain of salt. I could be wrong in a lot of places.
2014-10-28 07:19:00

Author:
Devious_Oatmeal
Posts: 1799


I hear from a lot of good prolific creators that they reuse stuff they find when messing around. Whenever they find something fun gameplay-wise, they make it modular and use it in a level for later. That definitely speeds up creating if you ask me. But then again, I don't have any levels that I'm proud of published sooooo...2014-10-28 09:13:00

Author:
koltonaugust
Posts: 1382


I'd give some useful feedback but I improvise my levels which never get published because I can't finish them. Because I'm lazy, logic is always functional though. Except my new turn-based strategy level, I broke the path-finder via doing nothing to it. Odd, things sometimes just break which means I need to redo the logic. 2014-10-28 13:31:00

Author:
SEWO97
Posts: 637


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