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#1

Procedurally generated level

Archive: 12 posts


Hey, I got an idea for a future project I thought I'd run by you guys who are old in the community and knows what's out there.

The idea is to create a level that evolves in different directions as the player make choises throughout the course using emitters. For example the player might encouter a creature/enemy and get's the choise to let it live or die and depending on the choise the level changes. Perhaps like to reflect the moral of the player. So there is going to be a story of sorts, but I still want to keep it a fun platformer and not an RPG.

So what I'm wondering is if anyone knows if this have been done before and if so help me find those levels to look for inspiration
2015-12-31 15:12:00

Author:
JL - wopdido
Posts: 56


Well, I'll be honest, most of these projects with this idea generally fall flat due to it becoming hard to keep track of what's getting emitted and making it actually fit together. I can't say it's a new idea, but I can say I've never seen it done. If you want to attempt this, realize that it's a lot more than casual creating and get really boring during the process due to a lot of tedious wiring and capturing. However, if you still want to attempt this (why not? You can always decide to work on something else if it's not appealing!), I wish you the best of luck as these projects always seem the most interesting to me!2015-12-31 20:39:00

Author:
koltonaugust
Posts: 1382


Haha. I must say this triggered me alot. Never seen it been done, you don't say? Almost feels like I found my holy graal in this medium Well well, this is surely a project for the future then as I'm busy with another level at the moment. But I guess it's a good thing. Sounds like it wouldn't hurt to be more familiar with the tools before taking this on. But as Barny Stinson would say "Challenge accepted!"

Happy new year btw! :tophat:
2015-12-31 23:41:00

Author:
JL - wopdido
Posts: 56


Then I'll keep my fingers crossed for you and wish you a lot of luck for this project!
Btw! A Happy New Year!

Many greetings, Jürgen^^
2016-01-01 01:15:00

Author:
CuriousSack
Posts: 3981


Could possibly be made easier if you think in terms of pre-made "chunks". The level would then spawn a random chunk containing a flat path, enemies, traps, obstacles, etc and fit them together like lego pieces.2016-01-01 03:26:00

Author:
gdn001
Posts: 5891


I just remembered that there was one level I could point to that was a solid, quality platformer that randomly put its pieces together. Overall it was pretty average and short, but it was a neat concept that I wished had been taken further. I believe it was something called random platformer but since that is a really generic title, I could not reproduce it. It definitely was posted on this site, but with all the problems this site has had in the past few years, I doubt I could find it if I tried. I'll let you know if I remember anything!2016-01-01 03:57:00

Author:
koltonaugust
Posts: 1382


Could possibly be made easier if you think in terms of pre-made "chunks". The level would then spawn a random chunk containing a flat path, enemies, traps, obstacles, etc and fit them together like lego pieces.

Yes. And in some parts there could just be emitted different content in the chunks depending on the players choises, so the entire level doesn't have to be emitted. Could also use something like floating islands so that the pieces doesn't have to fit in perfectly...hmm. Well the goal here is ofcourse to top Telltale games first season of The Walking Dead. The choises will matter!
2016-01-01 08:28:00

Author:
JL - wopdido
Posts: 56


Sure i'll he- Oh, wait, I have no clue what I'm doing!
And I joined LittleBigPlanet Central in October 2015.....

I'll wish you luck though!
2016-01-03 08:01:00

Author:
Sir monacle
Posts: 4155


As someone who has tried to make a procedurally generated level, I'll offer the best advice that I can. First, make sure that you cover ALL possible outcomes. When working with random outcomes, assume that ALL possible outcomes WILL happen, that way you will be sure that your level will never fail (even if something seems like it probably won't fail, but it can, assume it WILL). Next, keep everything organized. This is a given, and should be practiced in every level type, but in pocedurally generated levels especially so. If you lose your organization, then the level will fall apart the further you develop the level; put a lot of effort into this, because every ounce of effort you muster for organization will be effort well placed. Finally make sure that you are commited, because procedurally generated levels take monumentous amounts of time and effort, make sure you're committed! I hope this helps you out on your journey, best of luck!2016-01-03 08:29:00

Author:
amiel445566
Posts: 664


I personally have discovered the importance of being organized as I'm probably going to have to restart a level I've been working on (restart is a bit of a harsh term since I have all the logic, I just have to reorganize it into modular pieces) because I have too many wires and emitters separated and not labelled!2016-01-04 01:04:00

Author:
koltonaugust
Posts: 1382


Hoping this goes through! I always wanted to make a level like this but never had the time. Definitely following this project!2016-04-26 22:03:00

Author:
SilverTriforce7
Posts: 183


Hoping this goes through! I always wanted to make a level like this but never had the time. Definitely following this project!
Thanks mate
Unfortunaly I've not even done with my current project "Big Boy Pant's"
Got a new job that is eating up all my time. But once I'm more settled in I'll return and finish it and perhaps even continue with this idea
2016-04-27 06:33:00

Author:
JL - wopdido
Posts: 56


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