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#1

A platformer (with a story)

Archive: 5 posts


Okay, I know the this has been done several times already (see Lockstitch and yu-kamone) but hear me out.

I want to make a special kind of platformer, but I'm also going to try my best to create a scenery that is visually pleasing to the eye. I want it to look like a world of its own. You're going to explore the ins and outs of the world: from the dark but luminous swamps to the the cold but beautiful mountain tops. I'll try my best to create as many different places as possible.

Anyways, to the story part. Not only do I want my level to look nice, but I also want it to be able to tell a story just by the player looking at it. Kinda like the PS3 (and now 4) game Journey, but obviously it doesn't go as deep as that. It doesn't need to have a story if I can't think of one though, but it's a bonus.


Of course, I'm just thinking about this for the time being; I'm not too good with big projects. I might do other levels before this, or even leave it alone completely. But I'm curious to see what you think.

i also did this so i wouldn't forget the idea lol
2014-12-03 05:26:00

Author:
chronos453
Posts: 175


If you manage to pull it off, it sounds promising. You can count on me playing it if you decide to build it 2014-12-03 07:55:00

Author:
blacksackman
Posts: 234


Okay, I know the this has been done several times already (see Lockstitch and yu-kamone) but hear me out.

I want to make a special kind of platformer, but I'm also going to try my best to create a scenery that is visually pleasing to the eye. I want it to look like a world of its own. You're going to explore the ins and outs of the world: from the dark but luminous swamps to the the cold but beautiful mountain tops. I'll try my best to create as many different places as possible.

Anyways, to the story part. Not only do I want my level to look nice, but I also want it to be able to tell a story just by the player looking at it. Kinda like the PS3 (and now 4) game Journey, but obviously it doesn't go as deep as that. It doesn't need to have a story if I can't think of one though, but it's a bonus.


Of course, I'm just thinking about this for the time being; I'm not too good with big projects. I might do other levels before this, or even leave it alone completely. But I'm curious to see what you think.

i also did this so i wouldn't forget the idea lol

Sounds like how every platforming level in LBP should be designed to begin with. Just mess with materials until you find an overall theme that you are happy with. Find a base material to use as supports for everything, find a floor material that sackboy walks on, find a back wall material that looks cool, and find various other materials that will help pull your theme together. Do not forget to use lots of stickers and make sure they look good and benefit the scenery. Also, decorations are great for adding depth to your scenes.

Once you have a cool theme, start focusing on interesting platforming concepts. Lockstitch and yu-kamone are great because they do what any good platform designer does, they keep their levels very focused. They stick to an artistic theme, yet they also stick to a strict concept theme. For example, in one of Lockstitch's levels, you are given a paintinator and all of the level revolves around pushing cardboard pieces around with paint. Start your level by demonstrating your own unique challenge with a simple puzzle/obstacle, then ramp up the difficulty progressively and perhaps add in another variable to make it interesting.

If you want a story without actually using dialogue or captions, write text on the walls or draw pictures like cave paintings.

Finally, make sure you add LOTS of sound effects. Sound effects are critical to making a level feel alive. Music obviously has to match the theme, but sound effects can really add a new depth to the level.


Hope that helps!
2014-12-03 16:41:00

Author:
Nick930930
Posts: 878


Sounds like how every platforming level in LBP should be designed to begin with. Just mess with materials until you find an overall theme that you are happy with. Find a base material to use as supports for everything, find a floor material that sackboy walks on, find a back wall material that looks cool, and find various other materials that will help pull your theme together. Do not forget to use lots of stickers and make sure they look good and benefit the scenery. Also, decorations are great for adding depth to your scenes.

Once you have a cool theme, start focusing on interesting platforming concepts. Lockstitch and yu-kamone are great because they do what any good platform designer does, they keep their levels very focused. They stick to an artistic theme, yet they also stick to a strict concept theme. For example, in one of Lockstitch's levels, you are given a paintinator and all of the level revolves around pushing cardboard pieces around with paint. Start your level by demonstrating your own unique challenge with a simple puzzle/obstacle, then ramp up the difficulty progressively and perhaps add in another variable to make it interesting.

If you want a story without actually using dialogue or captions, write text on the walls or draw pictures like cave paintings.

Finally, make sure you add LOTS of sound effects. Sound effects are critical to making a level feel alive. Music obviously has to match the theme, but sound effects can really add a new depth to the level.


Hope that helps!

Thanks, I'll keep this in mind. I feel that making different environments is doable now that the dynamic thermometer exists. Of course, if it doesn't work out, I can always try to resort to level links.

Furthermore, I hear that you're shooting for a new project. I'll definitely be there to see it happen. :]
2014-12-03 20:44:00

Author:
chronos453
Posts: 175


If you want a story without actually using dialogue or captions, write text on the walls or draw pictures like cave paintings.

Not necessarily. You can also tell a story through events that happen in the game. Things can be going on in the background, characters can be interacting with one another without dialog. You can have a living breathing world that tells a story without a word. It will take some imagination but it could make for a wonderful game.

I've actually been considering something similar: a story-driven game with no dialog, no cutscenes and absolutely no taking control away from the player. The only time the player won't be able to do what they want is when they hit the scoreboard and get stuck there.
2014-12-04 16:55:00

Author:
Sehven
Posts: 2188


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