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#1

Solar Cube Space Base

Archive: 18 posts


This one came together a lot quicker than expected so.....presenting Solar Cube Space Base

https://lbpk-production.s3.amazonaws.com/player_creations/1608859/preview_image.png (https://karting.lbp.me/v/yhej)

This is a first person mini-adventure. Trapped on the Mars Space Base, you must complete the tasks/puzzles to open the Shuttle Bay doors and escape. Some areas will only become available once the relevant puzzle or task is achieved. No spoilers just a couple of teaser pics. Enjoy!

https://lbpk-production.s3.amazonaws.com/player_creations/1608785/data.jpg

https://lbpk-production.s3.amazonaws.com/player_creations/1608787/data.jpg

https://lbpk-production.s3.amazonaws.com/player_creations/1608789/data.jpg
2015-02-19 17:42:00

Author:
Scorpio1357
Posts: 460


Queued up! Really excited to give it a try!2015-02-19 20:26:00

Author:
StJimmysAdiction
Posts: 388


so do I. First person adventure is what you do the best.

- - - - - - - - - -

So i give it a first go, but didn't have enough time to serach and find evrything. So I quit before the end, but I'll give another go as soon as possible.

First impression: this is very good. At first the labyrinth is a bit confusing. I didn't figure out what to do, but i found how to open the central room. The First Person View is very well done, and the slow really give the feeling to be in the space. (It reminds me Dead Space).

Then i went in the cube recycling room. The Buggy are well done and the view allow to see the box that we are pushing.
Then i went in the charging room. Exceptionnel, i wonder how you made this attraction betewenn the charges and the grue. The only thing that could have been better is the way to move up and down or right and left, because sometimes it allows us to make extra deplacment for nothing. But great.

Then i went in another room where i need the keyboard. I supposed that it was the block that felt in the central room, but i didn't manage to take it: it just staid on the floor. Not sure it was the keyboard card so i search again but found nothing else. This is where i quit.
2015-02-20 13:37:00

Author:
gipsy
Posts: 408


I think you're talking about the bit in picture 3 above.

The cargo bay magnet crane is designed to move that way. Bear in mind that throughout the level you are scored by time to complete. So you need to think strategically, ie what is the quickest way to get all the cargo pods down to the lower section. As a hint it's often better to switch the magnet off and get the crane in position where your next moves are straight towards the open hatch.

I am a little concerned you said you couldn't pick up the cube that dropped in the central room. It's the usual L1 grab button, I haven't changed any of the controls in order to make it easier to play. I'll try it again myself but there were no issues when extensively beta testing.
2015-02-20 15:43:00

Author:
Scorpio1357
Posts: 460


Ok, I'll try again with L1 and let you know if it works.

- - - - - - - - - -

Ok. It works very well.
There might be a problem in the next room, with the colored tints. Once I solve the puzzle, both doors stayed closed... So I had to press select, die and respawn at the beginning to finish the level.
THE last door before the shuttle is awesome. How did you do this effects when it opens. ?
2015-02-20 19:36:00

Author:
gipsy
Posts: 408


Ok, I'll try again with L1 and let you know if it works.

- - - - - - - - - -

Ok. It works very well.
There might be a problem in the next room, with the colored tints. Once I solve the puzzle, both doors stayed closed... So I had to press select, die and respawn at the beginning to finish the level.
THE last door before the shuttle is awesome. How did you do this effects when it opens. ?

Thanks, I'll look at that, could just be a logic glitch, there's a lot going on behind the scenes to make this puzzle work.

Which door? The shuttle bay main door or the very last one that opens to the outside?

If it's the main shuttle bay door, it's called a 'dilating iris' door. Takes a bit of engineering that one! Google it, you'll see what I mean.

If it's the last outer door then its just the door gap filled in with hexagon shapes of the same material as the wall with destroyer gadgets on them. A randomizer then connected to each of the destroyer gadgets.
2015-02-20 19:50:00

Author:
Scorpio1357
Posts: 460


Cool. Didn't understand how to grab cubes the first time, But figured it out 'L1'.
It was cool to play multiple mini games, the crane, the buggy, the mixing room.
2015-02-20 22:49:00

Author:
valious2corvus
Posts: 171


Cool. Didn't understand how to grab cubes the first time, But figured it out 'L1'.
It was cool to play multiple mini games, the crane, the buggy, the mixing room.

I thought that leaving the controls as normal would mean everyone would know the grab button is L1. I guess it could use a prompt on screen maybe? I'll look at that possibility later when I check the logic glitch reported by gipsy.
2015-02-21 06:30:00

Author:
Scorpio1357
Posts: 460


The couple times I played, I didnt run into any logic glitch.
The only thing that had some weirdness was the 'crane', one time one of the red containers got stuck on the lip before the drop, but no big deal I just pulled it back abit then lifted it and dropped it in.
I even tried to 'glitch' out the buggy over the step wall (thats just me).
There were a few things that impressed me,
The four cube docking station that prints out the card, visually very well constructed.
The mixing room, great color puzzle. Reminded me of 'myst'.

Its awsome to see creativity
As long as we learn from what we have done before, we will always reach higher places.
2015-02-21 11:10:00

Author:
valious2corvus
Posts: 171


The couple times I played, I didnt run into any logic glitch.
The only thing that had some weirdness was the 'crane', one time one of the red containers got stuck on the lip before the drop, but no big deal I just pulled it back abit then lifted it and dropped it in.

Thanks, glad you enjoyed it. As for the mixing room logic, i found no glitch either, odd.

The 'weirdness' as you put it, with the crane is designed in. Some of the pods are heavy, some light, meaning you can move quickly with the light ones and almost have to drag the heavy ones to the open hatch. Again this was to promote a little replayability ie remember which are which and therefore finish the puzzle quicker, meaning a higher score. The same applies to the 'buggy' section, the solar cubes are strategically placed so there is an optimum route for getting the required amount in the shortest time.

There really is a small amount of method to my madness, you know!
2015-02-22 09:23:00

Author:
Scorpio1357
Posts: 460


I`ve been holding off buying LBPK to go online since my PS+ version doesnt work online anymore, until I saw your post on reddit about this level. You said on there it was coming out in April. I bought it anyway though, and now am pleasently suprised that its online already. Que-ed2015-02-22 20:49:00

Author:
THE-73est
Posts: 18


I`ve been holding off buying LBPK to go online since my PS+ version doesnt work online anymore, until I saw your post on reddit about this level. You said on there it was coming out in April. I bought it anyway though, and now am pleasently suprised that its online already. Que-ed

That's a different level WIP by AdamsMcwadams that you're talking about, with the preview video. Though, there are many many amazing levels worth it.
2015-02-23 14:37:00

Author:
StJimmysAdiction
Posts: 388


Just got done playing it and my my my! What a fantastic level! Really showing what can be done with Karting! And that Iris •0•/ amazing! I attempted to create it for the Red Planet level but my brain hurt too much. So congratulations for that! I would say edit the world sound so impacts and kart noise are turned down to 0% and tweak the scoreboard settings so we don't get a celebration video in-between the end cut scene and score board. All in all fantastic!2015-02-23 22:10:00

Author:
AdamMcwadam
Posts: 12


Just got done playing it and my my my! What a fantastic level! Really showing what can be done with Karting! And that Iris •0•/ amazing! I attempted to create it for the Red Planet level but my brain hurt too much. So congratulations for that! I would say edit the world sound so impacts and kart noise are turned down to 0% and tweak the scoreboard settings so we don't get a celebration video in-between the end cut scene and score board. All in all fantastic!

Thanks for playing. If you like the 'out of kart' experience, try my Superman (https://karting.lbp.me/v/xcrh) level or The Castle Grounds (https://karting.lbp.me/v/v4oe)

If you want to use the 'Iris door' in your level just message me, we'll get something sorted out.

2015-02-24 01:45:00

Author:
Scorpio1357
Posts: 460


Very cool level! I liked how the recycler sucked up the boxes, and laser bars looked excellent. The color puzzle was my favorite, the rising liquids and mixing was very well done, and the flames were perfect - I never imagined them used like that. The color puzzle did take me the longest though, I had to keep asking my wife what color was what... but that's a personal problem, nothing against the level!

Some simple critiques (as I always like to receive some, to adjust or apply to the next level):


Like what was said above, it would be nice if the kart engine and collision noises were turned off. Instead there could be footsteps and thump noises for hitting the walls.
It would be nice if the walk speed was increased slightly. Felt a touch slow.
I think it would be useful and aesthetically pleasing if the final button was a little bit different from the rest of them. It would help me remember that I had to go back to it, cause I couldn't get to the 'fancy' one earlier.
I would have enjoyed some soft background music. Nothing loud or up front, but something to cover the silence helps draw me in more.
You could add some bounce or sway to the walking to aide in the immersion.
I was a little confused by the POV of the outdoor rover. It made it a little more difficult, IMO, to accomplish the task, and I wasn't sure of a purpose for that specific view.
It's a shame there isn't any real glass material that's transparent. Can you use a super dim hologram to a similar effect? Maybe make it red to imitate a red martian sky through a force field roof?


Another great level from you! It was a lot of fun to play, and it looked fantastic. My critiques are all super minor things, and only food for thought.
2015-02-24 16:43:00

Author:
StJimmysAdiction
Posts: 388


My bad with the kart noise. Missed that completely on my to do list prior to publishing. Oops!

There is a background noise, or should be, it's intermittant on playthroughs I found when testing. Definitely shouldn't be silence. A very low 'energy throbbing' that's just audible, but is there.

l guess it's due to me maxxing out the thermo once again which inevitably causes LBPK to decide it's not going to do something or other. Last time I took the themo this high all the dynamic effects stopped working!

The decision to change the buggy view was necessity. On normal kart view you couldn't see if you still had the cube 'scooped up' as it were. I tried many angles but went back to that eventually.

Interestingly no one has noted that the front of the buggy is actually slightly magnetic, meaning if, once you have the cube, you can drive at a reasonable pace, turn the buggy and still have the cube.

Appreciate all the other comments as usual and thanks for taking the time to play and review.

2015-02-24 17:12:00

Author:
Scorpio1357
Posts: 460


Interestingly no one has noted that the front of the buggy is actually slightly magnetic, meaning if, once you have the cube, you can drive at a reasonable pace, turn the buggy and still have the cube.

I noticed that I could do slight turns with it, it made it much easier once I realized that. Wouldn't have guessed that it's magnetic though! Though, if I turned more than a slow, light angle turn at a time, the cube would fall off the side pretty quick. It was a fun challenge to control precisely.
2015-02-24 17:36:00

Author:
StJimmysAdiction
Posts: 388


Yep, that was exactly what I was aiming for.

Without the slight magnetism the cube constantly flies to one side or up in the air. I had my personal beta tester (daughter) complaining it was too difficult to control.

She also mentioned the 'kart noise' so I'm doubly annoyed with myself for not silencing it before publishing.
2015-02-24 17:43:00

Author:
Scorpio1357
Posts: 460


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