LittleCreativeBlock -nounWhen a LittleBigPlanet user has a temporary level creator block. He/She is unable to come up with any designs for a LittleBigPlanet level because there is so much that they can do that he/she does not know what to do with themselves. (also see stumped)
Create TipsGetting IdeasCreate in an Efficient MannerLevel Difficulty and LengthGreat and Bad Levels!Level Creating ResourcesOther User's Tips!
Great and Bad Level's!
Big Ass Dragon Test (Pedobear vs Dragon)
Try to not show the answer before the player knows the question – If you have a simple puzzle in your level, do not show the player the solution before they know what they are trying to solve. Here is a simple example: You have fire in your level, right? Well, imagine you had a pit of fire that the player could not cross. (It is too long to jump safely across) The only way to cross it is to shut it off by pressing a button. Well, where do you put that button? If you put the button right in front of the fire pit, (See ‘A’ below) the player will probably push the button and shut off the flames before knowing that’s what he needed to do. One place you may want to put the button is above the fire pit, on a platform that the player can reach. (See ‘B’ below) That way, the player is more likely to run into the pit and realize he cannot get across. When he finds the button above the pit, he will probably feel more rewarded because he figured it out on his own. This is the basic principle behind building good, rewarding puzzles.
Now I know Sam has said that he is fairly certain that our creations during the Beta are not going to carry over, but for those of you who cannot keep yourselves from building something nice, here are a few tips:
- Test your level - Even if you don't test it a lot(know you dont want to waste your beta time) - but any testing is better then none. It makes sure that your level doesnt start off broken or unplayable. Testing is often the most important part of game design.
- Descriptors - Add descriptors/names to your objects and levels. This helps everyone playing your levels/using your objects to get basic idea of what you are doing/what your object does. The way you change the name of an object is by clicking the square button on it when you are in create mode and then highlighting its name at the top of the Popit and clicking the x button. For levels, you do it either from the pause menu while you are creating the level, or when you are looking at the moon, you can click the square button and change it there.
- Take and Leave feedback - Comment on other players' levels, and ask for feedback on yours. By doing this, you can learn a lot about what your player base likes, and constantly improve. Also this helps get the community more closely knit.
I could go into more detail, but at this time I will leave it at this. Happy creating and keep it up.
Use simple objects to create your more complicated ones.
For example, instead of stamping 5 star shaped pieces into a block (which adds a lot of extra polygons every time it has to calculate a new star), you assemble 5 blocks with one star each into the shape you'd want the monolithic piece to be.
It may sound the same, but it's actually not. The 5 blocks with one operation performed on each of them will have a lot fewer polygons than one block with 5 operations performed on it, because the first operation will be very clean. But for each operation that adds detail/polygons there will be extras that are just kind of hanging around but aren't optimized.
In a 3D modeling program the user would go in and tweak the model and remove extra polygons and such, but that option doesn't exist in the game engines themselves usually. so the trick is to create objects using the shortest and most efficient path possible.
They may not be the prettiest because of the restrictions of the engine, but they should perform better.
*caveat: Since I can't see the wireframes of the level I'm operating on the assumption that they don't have an exceptional algorithm for optimizing meshes after multiple operations. They very well could have something that cleans them up very nicely.
Great Level Creators
- Make it so that you can smear blocks and stuff. Take after the style of a painting program. You might want to look into Adobe Air to code the application. Right now it's just so limited and not very usefull. It's not a new feature seeing as this was on the previous site.
- Change the UI
- Save objects that you've created.
So if your serious about planning your level, take out a pencil and some paper.
Now this is a great idea! It's a great way to get ideas for your creation (thus breaking your LittleCreativeBlock). Make use of this!!! Contribute, otherwise it's not going to help. You don't need to worry about people ripping off your levels or ideas. Let them use it, that way you can have your own version and they can have theirs. Collaborate with people.
This is pretty cool, it's pretty much just a area to post your YouTube videos and the like. While it's not something they seem to have worked on a whole lot it's going to be a good resource. Post your workshops here if you like. I'll try making a few myself (once I get the time).