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#1

Priortizing Creations & Ideas

Archive: 12 posts


With the rate of new ideas sprouting up in our heads, I have been thinking that once we finally get LBP running, we will not know what to create first.

I mean.. I could be creating something & suddenly get an another project & abandon my old project for the new one. I, for one, do NOT want to abandon projects, I want to work on one project & complete it best to my ability, & THEN, and only then, move on to the next.

I have decided it would be a good idea if I made a list of the top projects that I want to complete. I will work on the list from #1 down, not skipping any.

So join me in making a list of YOUR top projects that you want to work on when you get LBP. Of course, you can edit the list as much as you want before the release, but when LBP comes out, it would be a good idea to STICK to the list so you do not get overwhelmed.

Is this a good idea or would the list fall apart? I think it has to do a lot with willpower, which I have a lot of, fortunately.

I will work on my own list in this post, just let me gather my projects into one giant list & then I will start prioritizing.

MY LIST
(Prone to Change):
1. LittleBigResort (https://lbpcentral.lbp-hub.com/index.php?t=t=755)
2. LBPC Adventure (https://lbpcentral.lbp-hub.com/index.php?t=t=723)
3. LittleBigCavern (https://lbpcentral.lbp-hub.com/index.php?t=t=765)
4. Escape from Skull Island (https://lbpcentral.lbp-hub.com/index.php?t=t=863)
5. LittleBigOlympus (https://lbpcentral.lbp-hub.com/index.php?t=t=1025)
2008-08-21 19:25:00

Author:
Unknown User


I could be creating something & suddenly get an another project & abandon my old project for the new one. I, for one, do NOT want to abandon projects, I want to work on one project & complete it best to my ability, & THEN, and only then, move on to the next.

Yes, this is the only way you are ever going to get any bigger project done. Ever. Most will fall into this pit and create bunch of levels halfway, but never really finish them. It's important to understand that the final touches will be the least interesting, starting up creating a level is the easiest part. Therefore you really need to set your mind into only working one one specific project at a time.



I have decided it would be a good idea if I made a list of the top projects that I want to complete. I will work on the list from #1 down, not skipping any.


I suggest you'd just set your mind on #1 and make a plan on creating that level in separate stages, such as:

Planning:
1) Level concept (including objectives, scoring)
2) General layout
3) Level flow (where you need to go first, second etc until you reach the finishline - are there specific points where the theme / functionality of the level changes? Where will the checkpoints be?)
4) Platforms, the route the player travels in more detail (also elevators, doors and such)
5) Obstacles and challenges
6) Enemies? Boss Fight?
7) Decorations, setting the proper theme & atmosphere


Creation:
This should follow pretty much the same order as the planning stage above, but this time in the editor. Though focusing on one checkpoint section at a time might be more enjoyable and you get the feeling of completing something more often. Also, this way you can check if a specific section feels right from the get-go.


Testing:
Do a lot of testing. Get a friend or two to test regularly as well, because you're bound to not notice some stuff as you're the creator.
2008-08-21 19:47:00

Author:
Linque
Posts: 607


Advice

Wow! Thanks from all the great advice, I definitely respect you for all those amazing levels you have planned out. I can tell you know what you're talking about. I will do everything you said, although not in this thread, because that would probably take too much space. I could probably do that in all the individual threads I have posted in my list.

Also, do you have a list or is it 'just' Cruel Contraptions & Treetop Escape?
2008-08-21 20:02:00

Author:
Unknown User


I'm only focusing on those two levels until both are finished.

I do have plenty of other ideas in my head though, but I won't make a lot of plans for them yet as it's too soon to say if I ever get to creating them. Here's a few:

Abandoned Mine:
- Player ventures into an abandoned mine. Highlights include collapsing roofs, mine-carts, broken & crumbling bridges, flaming pits and conveyor belts / mine elevators.

Puzzle level:
- Unknown theme, emphasis on mind-bending puzzles and contraptions. A lot of tricks with switches and levers, a lot of secrets that you might miss even though you're able to finish the level.

Combat level:
- Four(?) unique and complex bosses, nothing else. I have a lot of boss ideas in my head that I want to try to realize.

Theme levels:
- I have plenty of themes I'd love to make levels for, but I'd have to think of an unique premise for each one. I don't really like making homage levels or versions of levels from other games - I want to be able to say that the idea for my level is mine and mine alone. Also, thinking of a good premise takes a bit of time, so I don't have any planned yet other than the two I posted about and the one I described above.


So yeah, I've got plenty of ideas about what I want to do, but I'll stick with #1 and #2 now.
I've not really chosen yet which of them I'll try to make first. Good thing is I've got a pretty good plan for both already, as there's been quite a lot of time waiting for the release (and I have to thank the now ceased to exist LittleBigFan's level creation competition for pushing me to actually start planning this early on).


EDIT:
And of course the list I posted about the planning/creation stages is just a kind of a guideline, everything seldom goes exactly like on that list, but the important thing is to have some kind of an idea about what to do at what point and how to proceed, and not just randomly start to create stuff. If you're creating an object or a boss or something like that, you don't need such a plan, but a whole level needs to have some sort of a systemical approach, no matter how boring it might feel.
2008-08-21 20:41:00

Author:
Linque
Posts: 607


It's good to organize, but I'll most likely go first with the easiest ideas. I don't want to start am ambitious level when I've only had the game for two weeks.2008-08-21 22:46:00

Author:
aer0blue
Posts: 1603


Yeah, the first thing I will do is play through the story, and then I will experiment A LOT, & then I will work on my projects. It is foolish to dive deep into a huge project when you aren't even familiar with the tools yet. 2008-08-21 22:48:00

Author:
Unknown User


Exactly. I do have several other ideas that are pretty simple, though. Some of my first ideas that I came up with before triggers were official... So basically, many things'll be mechanic.2008-08-21 22:50:00

Author:
aer0blue
Posts: 1603


Yay for LittleBigResort!! i named it that!! :kz:2008-08-22 00:25:00

Author:
Gondito
Posts: 1082


Good idea Marino! I think I'll make my list... now.

1. Sack Carnival: I'm going to make a bunch of rides, and then stick them in a lobby type level, it'll be fun!

2. Boss Prototype Level: So I can learn to make awesome bosses!

3. LittlebigOlympus: This is such an awesome idea I cannot express it in words.

4. LittlebigOdyssey: In all honesty, I cannot wait to make this series of levels. Greek Mythology is awesome!

3. LittlebigCavern: Thought I'm only a small portion of this project, I still can't wait to play and build it!
2008-08-22 01:02:00

Author:
Code1337
Posts: 3476


Little Big Cavern will be my #1 project at launch...

Mainly due to the fact that in order for all the participants to build and create their sections I must complete the frame...

Once I complete that then I will wait for the LBPC community to finish their parts of the level...before I add the content for the passages...

During that time I will catch up with...Escape from Skull Island... and help wherever I can...
2008-08-22 03:03:00

Author:
Noonian
Posts: 523


This is actually a great idea for me cause I have multiple levels I've become tied in with ... So of course I'm going to run through the preset campaign levels... then experiment and make some levels... going in this order (for now)

(this is prone to change)
#1~ Sack Carnival/ LittleBigResort (If Marino wants me to help, I'm not sure yet... it's up to him )
#2~ Boss Prototype level (beginnings of LittlebigOlympus bosses, and practice for making awesome bosses!)
#3~ LittleBigOlympus (basically my first two listed ideas are practice for familiarizing myself with the game, this is my first major level/project.)
#4~ LittleBigZones
#5~ LittleBigCavern (I'm only a small part of this... but yeah looks really fun and I can't wait to help build and play it)
2008-08-25 03:31:00

Author:
DarkGod13
Posts: 302


This is a great idea for those who can handle it. I found out after 26 years of life that I may have ADHD which would explain why I find it difficult to stick to one thing before moving onto another(and why I need to constantly be doing something). I only have 2 must builds but, I'm gonna have 3 levels in progress simply because, I'm gonna make my own discoveries that wont fit into either of my levels so, those discoveries/ideas are going into my idea garage level for later. This idea garage level may never see the light of PSN but, we'll see.2008-08-25 06:46:00

Author:
1000101
Posts: 192


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