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#1

Sensible Suggestions For LBP3

Archive: 26 posts


I started one of these in the LBP2 forums and thought it would be a good idea to do the same here. We see lots of great suggestions but some are clearly not that easy to implement. I want 'what appear' to be simple additions. Nothing ground breaking or off the wall, just simple tweaks to existing features or features that could be added without drastically changing the game. Here are my three examples:

1/ An On and Off for sound effects on all things in the game (such as magic mouths or music), and an output on each so that we can add our own sounds if we wish. There is nothing more irritating than having to listen to exactly the same sounds over and over again, and nothing more soul destroying than to watch a gifted artist lose the mood because of no fault of his/her own.

2/ Add square zones to sensors as a choice, allowing us to alter the four sides as we wish, rather like we do when we set the zones up for cameras.

3/ An infinite setting on ALL sensors, not just the broadcasting chip.

4/ A camera setting that keeps Sackboy at the centre at all times. Essentially it would appear as if the level was moving and Sackboy was animated but stationary.

5/ A text option in the paint utility (with a variety of fonts). I can then decorate it how I want, create a unique frame or even decide on the shape of the sticker. All I have to do then is place it on the Sticker panel and I'll have full control how I want to tell my story.

6/ Add a 'keep settings' option in the community level section, instead of us having to hit R3 and untick everything once again. I don't want and will never want to play MOVE levels and I certainly no longer want to play LBP1 levels.

7/ In the options section, add a 'don't save progress' option in the Adventure section, or better still, add an option that pops up just before you enter an Adventure map so that we can pick and choose easily and don't have to delete yet another save because someone wanted the 'publish Adventure' pin but for some odd reason didn't think of deleting it once they had it. I'm really getting tired of having to sift through what is to be backed up and what isn't when I go to PS+.
2014-10-30 11:02:00

Author:
GribbleGrunger
Posts: 3910


I thought everything had an infinite range in LBP2. Like the tag sensors. I use it all the time. Maybe it just hasn't been used in the Beta.2014-10-30 11:36:00

Author:
Devious_Oatmeal
Posts: 1799


I thought everything had an infinite range in LBP2. Like the tag sensors. I use it all the time. Maybe it just hasn't been used in the Beta.

For some reason they are missing in the BETA....
2014-10-30 12:38:00

Author:
James-p
Posts: 286


4D graphics?2014-10-30 16:40:00

Author:
SEWO97
Posts: 637


For some reason they are missing in the BETA....

Maybe they just haven't implemented it into the Beta.
2014-10-30 23:28:00

Author:
Devious_Oatmeal
Posts: 1799


4D graphics?

Tesseract shaped materials
2014-10-31 03:15:00

Author:
amiel445566
Posts: 664


Tesseract shaped materials

Yes.
2014-10-31 14:57:00

Author:
SEWO97
Posts: 637


Yes.

Isn't the 4th dimension time?
2014-10-31 15:10:00

Author:
dyna
Posts: 260


Isn't the 4th dimension time?

Yes. 3 of the dimension are up down, forward backward, left right and the fourth is time. I believe. I'm not a scientist but I was doing some research a little while back on this subject. If LittleBigPlanet could break the 4th dimension and provide us with almost unlimited time in existence we could create levels forever without the concern of... you know, the inevitable, the morbid unfortunate mishaps of evolution and existence. Oblivion.

But I believe in cinema 4D is the ability to smell of the environments of the scenes in film. I was watching a documentary or advertisement about it somewhere. Like IMAX but... more technologically advanced in terms of screening film. That reminds me Interstellar, Nightcrawler and Birdman are all coming out very soon!
2014-10-31 16:04:00

Author:
SEWO97
Posts: 637


Group Publishing2014-10-31 17:03:00

Author:
RockSauron
Posts: 10882


Group Publishing

As an example mutliple people make the level so it shows the names of all the contributor and creators?
2014-10-31 17:25:00

Author:
SEWO97
Posts: 637


As an example mutliple people make the level so it shows the names of all the contributor and creators?

Yes. :kz:
2014-10-31 18:29:00

Author:
RockSauron
Posts: 10882


That might get ify. How would the game know whether to add a player as a contributor? What if they add just a sticker to your level? The best solution I can see is a menu allowing the publisher to define who contributed. But even that's ify.2014-11-06 18:29:00

Author:
Bonnell7
Posts: 100


That might get ify. How would the game know whether to add a player as a contributor? What if they add just a sticker to your level? The best solution I can see is a menu allowing the publisher to define who contributed. But even that's ify.

Manually add the names. Simple. With direct links to the planets of the contributors.

It could be built upon through the use of a time tracker which show the amount of time spent per player in the level. The amount of content created by each user in percentages maybe, and some other things. But this features seems like it could be very complex for the developers. But they kinda' built a game engine within a game engine rendering and game where you create games... That's complex.
2014-11-06 20:29:00

Author:
SEWO97
Posts: 637


That might get ify. How would the game know whether to add a player as a contributor? What if they add just a sticker to your level? The best solution I can see is a menu allowing the publisher to define who contributed. But even that's ify.

Manually add the names. Simple. With direct links to the planets of the contributors.

It could be built upon through the use of a time tracker which show the amount of time spent per player in the level. The amount of content created by each user in percentages maybe, and some other things. But this features seems like it could be very complex for the developers. But they kinda' built a game engine within a game engine rendering and game where you create games... That's complex.
2014-11-06 20:31:00

Author:
SEWO97
Posts: 637


That might get ify. How would the game know whether to add a player as a contributor? What if they add just a sticker to your level? The best solution I can see is a menu allowing the publisher to define who contributed. But even that's ify.

I suppose the only real iffiness there is that who decides on which names get put on the contributor's list? And you have issues like the right amount of credit.
2014-11-06 23:02:00

Author:
Devious_Oatmeal
Posts: 1799


I suppose the only real iffiness there is that who decides on which names get put on the contributor's list? And you have issues like the right amount of credit.

Ppppsshhh. My post. ^ ^ ^ ^ ^ ^
2014-11-07 01:00:00

Author:
SEWO97
Posts: 637


Ppppsshhh. My post. ^ ^ ^ ^ ^ ^

Heh. I read your post, and it still doesn't solve the issue. It swings the ideas in the right direction, but if the machine is left to decide, then that poses problems all on its own, unless the system can cover all variables.



Manually add the names. Simple. With direct links to the planets of the contributors.

It could be built upon through the use of a time tracker which show the amount of time spent per player in the level. The amount of content created by each user in percentages maybe, and some other things. But this features seems like it could be very complex for the developers. But they kinda' built a game engine within a game engine rendering and game where you create games... That's complex.

Someone could just stick around in a level and do nothing for hours, or what they DO do is not actually done in-game. Say, working a problem out in your head, or writing something on paper while away from the game. Which I do myself in deciding how some things will work. Personally, I don't have all day to spend in front of the game, so work outside of the game is my next choice.

The amount of content they have put into the game does not equal the amount of time or result that is actually in the game. For instance, one logic system can go a long way, but that logic system may not be as abundant in a level as say, the level layout itself. You could look at the talents that both have offered and try to weigh them, but that just isn't possible.

A percentage that is something like, amount in level vs time spend also does not work, in case someone would try to offer that argument. Again, the examples above make it impossible to be applied.


Although, I am just talking about a more in-depth look at giving credit in a game. It would only be necessary if the ones in the team butted heads, which does happen in actual game development. Though luckily, we do not have the burden of money weighing us down.


Now... I would suggest a credit page that is editable in that the creators can choose a percentage that is not dictated by a program. You know. They agree on how much work each player put into the level in their respective categories. Although I like to think that most, if not all, of the levels made by a team are actually made with people who would not be so petty as to need those percentages.
2014-11-07 01:49:00

Author:
Devious_Oatmeal
Posts: 1799


Someone could just stick around in a level and do nothing for hours, or what they DO do is not actually done in-game. Say, working a problem out in your head, or writing something on paper while away from the game. Which I do myself in deciding how some things will work. Personally, I don't have all day to spend in front of the game, so work outside of the game is my next choice.

The amount of content they have put into the game does not equal the amount of time or result that is actually in the game. For instance, one logic system can go a long way, but that logic system may not be as abundant in a level as say, the level layout itself. You could look at the talents that both have offered and try to weigh them, but that just isn't possible.

A percentage that is something like, amount in level vs time spend also does not work, in case someone would try to offer that argument. Again, the examples above make it impossible to be applied.


Although, I am just talking about a more in-depth look at giving credit in a game. It would only be necessary if the ones in the team butted heads, which does happen in actual game development. Though luckily, we do not have the burden of money weighing us down.


Now... I would suggest a credit page that is editable in that the creators can choose a percentage that is not dictated by a program. You know. They agree on how much work each player put into the level in their respective categories. Although I like to think that most, if not all, of the levels made by a team are actually made with people who would not be so petty as to need those percentages.

I wrote quick solutions. If I have it some dedicated and pretious thought I think I could come up with something that's idealistic, for someone else to make of course. Much like you idea in the final paragraph, though not what I meant but I did previously write: 'do it manually'.

I'd just like to say. I improvise my levels... Even the platformers. My conclusion from this is, that's why I've only published 2 levels both of which were released in 2011 I believe.
2014-11-07 02:16:00

Author:
SEWO97
Posts: 637


Custom tags.
The ability to assign custom animations to the d-pad. Animations could be saved to the popit like a costume.
2014-11-07 02:51:00

Author:
Reef1978
Posts: 527


I wrote quick solutions. If I have it some dedicated and pretious thought I think I could come up with something that's idealistic, for someone else to make of course. Much like you idea in the final paragraph, though not what I meant but I did previously write: 'do it manually'.

I was building on a manual input system since manually putting a name on the credits list would be something I would assume have to happen.

It would be nice to see those idealistic ideas, rather than quick solutions that you'd just wave off.
2014-11-07 02:55:00

Author:
Devious_Oatmeal
Posts: 1799


I feel as if this would help in the making of HUDs:

A camera setting that keeps Sackboy at the centre at all times. Essentially it would appear as if the level was moving and Sackboy was animated but stationary.
2014-11-07 08:05:00

Author:
GribbleGrunger
Posts: 3910


5/ A text option in the paint utility (with a variety of fonts).

The possibilities would be endless with this. You could write text onto any sticker you wanted; create your own frames for the text; Animate the text or something in the text (like a blinking X); make thought bubbles, speech bubbles, shout bubbles; place pictures within the text; change the colour of the text on the fly easily ... This would be infinitely better than either the Magic Mouth or the Text tool.
2014-11-08 15:12:00

Author:
GribbleGrunger
Posts: 3910


I feel as if this would help in the making of HUDs:

A camera setting that keeps Sackboy at the centre at all times. Essentially it would appear as if the level was moving and Sackboy was animated but stationary.

That would be the follower on holo with a set Movie Camera, but there's that veeeeerrrry teensy tiny lag when Sackboy moves.

And yes. it does help a ton with HUDs.
2014-11-08 15:38:00

Author:
Devious_Oatmeal
Posts: 1799


6/ Add a 'keep settings' option in the community level section, instead of us having to hit R3 and untick everything once again. I don't want and will never want to play MOVE levels and I certainly no longer want to play LBP1 levels.

7/ In the options section, add a 'don't save progress' option in the Adventure section, or better still, add an option that pops up just before you enter an Adventure map so that we can pick and choose easily and don't have to delete yet another save because someone wanted the 'publish Adventure' pin but for some odd reason didn't think of deleting it once they had it. I'm really getting tired of having to sift through what is to be backed up and what isn't when I go to PS+.
2014-12-09 09:39:00

Author:
GribbleGrunger
Posts: 3910


Rumble tweaker to make controller vibrate. It would be analogous, being able to tweak the intensity. It could be placed directly on controlinator or on an object and have an affected range. This tweaker would add engagement and depth to the player experience. I cannot think of any reason not to implement it. Other games have vibration with different intensities, so should not be a development issue. If people don't like it, they can turn vibration off in XMB. With every implementation, make it an option, for options make everyone happy.

Another addition. Advanced look at rotator. It would also look at an object in the z axis. I do not expect this to be implemented, z axis rotation for objects has always been restricted. I just want an object like the swivel light to point at something flying around and shoot various projectiles at it that don't just point at its x,y position in the level.

Unrestricted Sackbots. Why you even restrict anything on lbp beats me. A sackbot should be able to do everything sackboy can do. And more. If you don't want to have sackbots do everything, add "player controlled sackbot", which does everything a sackboy can do, with the condition that this sackbot must be controlled by a player to do anything. If not controlled, it is reverted to regular sackbot status. I envision two microchips, one for each mode. Development here is just either lifting restrictions (I give a standing ovation for making water proof sackbots!!) Or adding the new sackbot.

Assign player specific sensors. Detect "player 1/2/3/4" or any combination of these. Development seems pretty self explanatory. Also add player specific controlinators.

Add team versus level support. If any of you have ever played a team vs level you know how much fun it is. Add support such as team selection and spawn points for teams. As of right now we must use limited sackbots for these types of matches, meaning we can't use all of the nice new power ups like the boost boots or the pumpinator. Also include team scores, where the players on a team have a combined score. Development here just seems to be a matter of getting it done, no difficulty, just some tweaks here and there to add the functions to the UI.

So, what happened to the tutorials? I see the popit academy, but that's for stuff we already know how to use or a couple of new things. Where are the tutorials for the other new things like the broadcast microchip, or the advanced in/out mover? It seems like there wasn't time to implement our beloved tutorials where we have our narrator show us the ropes of a tweaker with Millie the Cow or that stunt bear thing in a whimsical way.

Option to organize tools your own way, or make it vanilla, or keep it the way it is. I don't really like the way the tools are set up (danger tweaker separated from other tweakers??) And I like the way it is set up in lbp1 and 2 (vanilla). But that's just me. Seems simple to innovate.

Option to turn off universal controls in create (that thing where if one player presses l3 it goes to preview for everyone or if the host hits r3 everyone's camera is locked).

Option to hide objects and search bar for objects. Players like me who have objects all the way from lbp1 have a nice collection of objects to sift through. Let us hide objects or search with criterion like : from lbp1,2, or 3, layer thickness, animated.
2014-12-10 04:54:00

Author:
modernknight
Posts: 13


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