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#1

New Level: Labyrinth

Archive: 8 posts


Thats right!
The wait is over, uploaded and ready to play.
A remake of an old classic.

Labyrinth (https://karting.lbp.me/v/xsfl)
https://lbpk-production.s3.amazonaws.com/player_creations/1576497/preview_image.png
A game of skill.

One player, 5 minutes. One objective, reach the goal.

Selectable controls, toggles or 6-axis. Select controller 'style' by pressing 'right on the d-pad'.
Extra points available the further along the path you go.
Built in 'furthest point death markers'.

-Special thanks: To those that have shared their knowledge and ideas.

Stay inspired.
2014-11-28 01:12:00

Author:
valious2corvus
Posts: 171


Looks awesome, queued!

-hyper
2014-11-28 03:08:00

Author:
hyperdude95
Posts: 1793


Looks to be an excellent Mini-Game
Queued
2014-11-28 07:48:00

Author:
gipsy
Posts: 408


Great idea, enjoyed immensely......constructive criticism follows, just my opinion.

You need feedback through the controller for a game like this, ie as you get closer to falling through then a 'rumble' through the controller maybe?

The question you asked regarding the 6 axis controls being 'touchy' I now understand. These are analogue controls, unfortunately the movement you have set is digital via the the hinge motors, not your fault by any means, just the way LBPK interprets the signals. There are ways around this through logic set ups. Adjusting this would make for a more 'fluid' motion and a far better player experience.

My only other thought and one of your ideas......this minigame is an ideal platform to do an Easy, Medium, Expert series?
2014-11-28 19:35:00

Author:
Scorpio1357
Posts: 460


I didnt even think about the 'rumble effect'. Hmmm, is it possible to add the rumble effect to a non-kart object?

I was thinking about making it 'easy, medium, hard', it would have been different table-tops or changing. But when I tested 'the original layout'. I realised it was hard/extreme to beat. I could have created 'new tables' but I tought the original design stood on its own.
Thats why I added the 6-axis, was suppose to be like a 'skill select' master or student.
If you guys like the concept, I might do another.
"Labyrinth" was a side project, but It would be quick enough to create more Just change the 'inner table'. Adding what 'improvements/different levels'.
2014-11-29 10:49:00

Author:
valious2corvus
Posts: 171


I didnt even think about the 'rumble effect'. Hmmm, is it possible to add the rumble effect to a non-kart object?

I was thinking about making it 'easy, medium, hard', it would have been different table-tops or changing. But when I tested 'the original layout'. I realised it was hard/extreme to beat. I could have created 'new tables' but I tought the original design stood on its own.
Thats why I added the 6-axis, was suppose to be like a 'skill select' master or student.
If you guys like the concept, I might do another.
"Labyrinth" was a side project, but It would be quick enough to create more Just change the 'inner table'. Adding what 'improvements/different levels'.

With the 'menu' system you were talking about you could make this a choice at the beginning of the level and have the same table but with more holes filled in for the easier modes.
2014-11-29 11:15:00

Author:
Scorpio1357
Posts: 460


Selectable game menu, totally slipped my mind.
Before it was loaded, I was thinking about having it split-screen 2-players also with two seperate tables. But shelfed it due to the size of the ball in the 'half screen'.

Maybe I should create another... "Labyrinth, the goblin-trials".
With new tables for, young one(easy), student(medium), teacher(hard), master(extreme).
If its one player it wouldnt be that hard to have a 'select screen'
Intro 3,2,1, go. > Cam1-select screen', switch after select to cam2/3/4/5 for game.
If you guys want 'the extras', just let me know. I'll incorporate into next.
2014-11-30 10:11:00

Author:
valious2corvus
Posts: 171


Played it! Very well put together. It is quite difficult, I only got to halfway once, and never finished. I should retry. The toggle controls worked best (6axis was all or nothing, quite difficult in a game that requires fine touch - I wonder if its possible to hook up analog power level input for 6-axis controls?). I also liked that the holes caught on fire when I fell in them, reminding me that I've messed up there before.

As for the suggested rumble, it could be a nice addition, but I never felt that I needed it to help me. Would be really cool or even preferable, but not make or break. Also, the difficulty scale would be pretty cool. It would definitely need to start easier than that one. One of the things you could do to increase difficulty would be to remove the path line so we would have to find the correct, or easiest path on our own.

Cool idea, and well executed. Good job Val.
2014-11-30 18:21:00

Author:
StJimmysAdiction
Posts: 388


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