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Adventure Mode Assistance

Archive: 3 posts


I'm about to begin creating my first Adventure level.

The problem is I've never done a project on such a huge scale. I've had the idea all planned out in my head and so far I'm jotting down notes for my game plan. It's going to consist of at least seven levels: two cinematics (maybe three if I make one for the ending, making it eight), four platformers, and one level hub. This is where my problem lies.

So far, I've had a pretty solid grasp on logic - I've even gotten so far with my knowledge that I was able to create my very own boss fight. But creating logic that links between levels and logic that enables story progression is completely new territory for me, and it doesn't exactly come with instructions. I don't want to mess this up.

The progression of the Adventure is this: cinematic > hub > platformer 1 > hub > platformer 2 > hub > platformer 3 > hub > cutscene > platformer 4. An example of this would be any of the Adventures presented in the Story Mode, as well as the Red Knight series by o-tera.

I need your help to make this possible. My request is to provide me with any information on how to create a hub-based Adventure. Anything with relevant information will do: send me tutorials from any LBP-forum, send me videos, even your own personal advice will boost my morale.

This will be my biggest project and I want to present it as such. With that said, I will take a very long time in completing it - as a solo creator, I can't just wish for my creations to exist, it's a long and frustrating process. But with the creation of this thread, I will be able to come back here for reference, and it will make this creating process that much less frustrating.

Thanks in advance.
2016-01-27 11:39:00

Author:
chronos453
Posts: 175


Sounds like a very ambitious project indeed! I wouldn't call myself a logic master, but I feel the best way to do this would be with a progression-based hub linked up to a memorizer that monitors the player's progress. I will look into it so I can provide an answer that's less vague and actually helpful--just wanted to let you know that help is (hopefully) on the way.

And on a side note... been trying to get back into Create myself, so if you need help with any of the levels themselves feel free to shoot me a friend request on psn. Current psn I'm using is actually cjf1023, not stryder12 (though all my old levels are on this account).
2016-01-27 15:49:00

Author:
stryder12
Posts: 66


I'd recommend using a memorizer here. You will want to use it to remember which levels the player has completed in order to determine which levels should be unlocked. I assume the first platformer level will be unlocked when the player starts, so you won't have to dedicate any memory towards remembering if it is unlocked yet. For each of the other levels (platformer2, platformer3, cutscene/platformer4) you will need to dedicate some memory.

From what you said in your original post, it sounds as though the cutscene will always be immediately followed by platformer4 (the player doesn't return to hub between the cutscene and platformer4). If this is the case I recommend giving the player the option to skip the cutscene before they actually enter the cutscene level and instead simply loading the platformer4 level. This ensures they only have to sit through 1 load screen if they choose to, rather than 2 load screens + a cutscene. If you really want people to see your cutscene level, you can force them to watch it at least once before allowing them to skip it on later occasions but to do this requires a little bit more memory.

I would be happy to help you as the logic required for such a system is surprisingly simple and can be done very efficiently (requiring only 1 signal to be saved with the memorizer). Feel free to contact me ingame (PSN: Sock_Pasta_Rock http://lbp.me/u/Sock_Pasta_Rock/ ). I also have a blog post which discusses using the memorizer efficiently, if you're interested, but it requires some knowledge about the basics of memorizers.

Blog post: http://www.lbpcentral.com/forums/entry.php?10735-Memorizer-Efficiency-Binary-Data-Compression

Just be aware that this blog post was written before LBP3 so the information about OR gates not being acceptable isn't true anymore. In LBP3 it's perfectly fine to use OR gates for addition and they can no longer add beyond 100%.
2016-01-28 04:27:00

Author:
Seku
Posts: 65


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