The power pulse from the hovercraft turns on a magnetic key, which is detected by a sensor in the door logic, if the player is close enough. On the circuit board, the sensor is on the right edge of the circuit board, shown above. While this sensor is activated, it triggers the three timers, just to it’s left. The timers count up from 0 to 1, 2, and 3 seconds. As each timer reaches it’s limit, it triggers a magnetic key, and a sound generator. Each of the magnetic keys trigger, wirelessly, pieces of sticker panel attached to the top surface of the door. The first one lights up the two outermost pieces, the second one lights up the next two pieces, and the third one lights up the middle piece. These are only in place to give the player a visual clue that the door is charging and will open or close soon.
This is a recording of my thoughts and observations as I develop my levels for Little Big Planet. I don't know how long it will take, but it is certainly a work in progress.
Saturday, September 8, 2012
Someone’s Knockin’ at the Door, Somebody’s Ringin’ the Bell
The power pulse from the hovercraft turns on a magnetic key, which is detected by a sensor in the door logic, if the player is close enough. On the circuit board, the sensor is on the right edge of the circuit board, shown above. While this sensor is activated, it triggers the three timers, just to it’s left. The timers count up from 0 to 1, 2, and 3 seconds. As each timer reaches it’s limit, it triggers a magnetic key, and a sound generator. Each of the magnetic keys trigger, wirelessly, pieces of sticker panel attached to the top surface of the door. The first one lights up the two outermost pieces, the second one lights up the next two pieces, and the third one lights up the middle piece. These are only in place to give the player a visual clue that the door is charging and will open or close soon.
Saturday, September 1, 2012
And now for something completely different…
No, this isn’t going to be a blog about anything Monty Python, I just had an idea for a new level, and decided to run with it rather than do additional work on part 2 of my Yeti level. This new level is going to be a versus level, for 1-4 players. Yes, I know it’s kinda hard for a single person to play a versus level, but I figure if I design it right, and by right I mean that a player can pick their starting position, a player could practice each path.
That being said, the idea is to create a maze with 4 sections that dump into a central location. Each section will be the same, except that they will be mirrors of each other. Throughout the mazes I am placing doors that the players have to open. I want to add some element that lets a player close a door in an opponent’s maze to slow them down. I think I will make this element in such a way that it slows them down on their own path, so they need to choose between possibly slowing down an opponent, or just charging forward. We’ll have to see how that goes.
The Vehicle
I started by designing the vehicle the players use. I settled on a hovercraft, and wanted to use repulsors for steering them. The final design looks a little like this. Somewhere between the X-Men and Green Lantern logos, and the player sits in the middle. The materials I used are a pebbled dark brass for the top layer, freaky clouds for the internal pieces, and sticker panel for the repulsors, which are arcs on the outer edge of each quarter. At the tip of 4 points I placed small LED lights. The cool thing about this design is that I can change the basic color of the LED lights, the sticker panel repulsors, and the freaky cloud pieces. This enables me to make a different colored hovercraft for each player. That will give the players a clue as to which part of the maze they are in. The other clue will be the position of the starting box.
The Logic
I made some simple movement logic using the controlinator, in case I wanted to add some features the players can access by pressing one of the buttons. Starting with the picture on the left, you see the controlinator setup. In the upper, right-hand corner, I placed a microchip where I put the elements that will always be on. The first object is a game camera, used to control how much of the surrounding maze the player can see, Below that is an anti-gravity tweaker. I use this because the game will be a top-down perspective, it allows the hovercraft to move around easily. One of the settings, dampening is set low so the vehicle will slow down gradually if the repulsors are off. The last element is a gyroscope, to keep it pointing up. I also added a material tweaker on the “freaky cloud” pieces, and set the bounciness to about 30%. This makes the hovercraft bounce off the walls when it hits them.
On the left-hand side is the logic that turns on the magnetic keys that trigger the movement, and lighting elements. The player uses the left joystick, or directional buttons to steer the hovercraft. Each of the magnetic keys triggers one or more of the magnetic sensors on the 8-way movement microchip, in the center picture, and the repulsor microchip, in the right-hand picture. The 8-way movement uses simple movers to move the hovercraft in a single direction, or diagonally, at a set speed. I’m thinking of adding a boost powerup, that would increase the movement rate for a short period of time. In the right-hand picture, I use the magnetic sensor to turn on a sound generator to make the crackling electricity noise, a lethalizer to add electricity to the repulsors, and set the sticker panel (repulsors) to on and light up brighter.
The last piece of logic on the controlinator is a magnetic key and a sound generator attached to the “X” button. Pressing the “X” button will trigger all 4 directional magnetic keys, which turn all 4 repulsors, a magnetic key which turns on the 4 small LED lights, and plays a pulsing sound, which plays in addition to the crackling electricity sounds. This also has the effect of stopping the hovercraft in it’s tracks. This “pulse” is how the player will trigger the door switches in the maze.
That is all I have planned for this weekend. I might put the hovercraft on my “CommToad’s Creations” level in case you want to get a copy and play with in on your moon, or even use it in your levels. If you have any suggestions for additional functions, let me know. That’s what LBP is all about.
Thursday, August 30, 2012
The Good, The Bad, and the Beta
Hey there everyone, I thought I would share some of my thoughts on a recent Beta test I had the privilege of being part of. This wasn’t the first time I got to be part of a beta test, but the first time I actually enjoyed the game. The game I got to play with this time is Little Big Planet Karting. Yep, I know what you’re thinking, another go-kart racing game. This one is a little like Mod Nation Racers, in that you can build your own tracks (levels), and publish them for other players to enjoy. It takes many elements from Little Big Planet, like characters, themes, and design tools. Since this was a beta, I’m not sure if the tools, materials, stickers, etc. we got to use will be in the final game, or if there are things they didn’t show us. Guess I’ll have to wait until November to find out.
Anyway, the game play was pretty standard go-kart racing. Accelerate, decelerate, drift through the corners, and gather/use a variety of weapons. One neat feature is that you can create your own weapons. It’s similar to LBP’s creatinator where you create an object, and set that as the “ammunition” for your weapon. Also, you can use some of the weapons to defend yourself from incoming attacks. Defending was something I had a hard time doing, probably due to poor “twitch” skills.
On the development side, laying out the initial track is pretty easy. Your tool is a giant paint roller and you draw the track. In addition to making left and right turns, you can change the elevation and put inclines and declines on your track. Once the track is drawn, you can modify the terrain, add water, objects, and obstacles. My biggest problem was that since I was working in a fully 3-D environment it was harder to place and manipulate objects. Requires a completely different mind set than in the mostly 2-D world of LBP. There is a grid you can use to align objects, but it is doesn’t always line up with the track. This made placement a little tricky sometimes. One suggestion I read in the forums was to build all of your objects first, then lay down the track. It makes sense, but would require more planning than I’m willing to do.
You also have most of the logic tools from LBP available, this allows you to create interesting traps, or customize the driving experience for the players. Again, since it is a fully 3-D environment, it was trickier to work with the circuit boards.
Overall, it was a good experience. I’m looking forward to this game and have pre-ordered it already. I may not do as much designing as I have in LBP and LBP2, but I look forward to playing community levels and tracks from others. Based on what I saw in the beta, there are some talented folks out there.
The one thing I hope carries over is the costume I used during the beta period, it was aptly titled, Bacon Beard. I let you wonder about that.
Tuesday, August 21, 2012
Sack in the Saddle Again…part deux
I was reminded yesterday that it has been a year since I posted anything on this blog. Time flies when you’re having fun. Fun, like playing Skyrim, Batman: Arkham City, and participating in the LBP Karting beta testing. I’ll say this about LBPK…it’s going to be alot of fun! I had a chance to play tracks from the story line, and some from some great level builders. We also had a chance to build our own levels with a sample of tools and materials that will be in the final game. The interface was a little tricky since you are working in a full 3-D environment, but I was starting to get the hang of it right before the beta ended.
Since my last post here I have made some progress on the conclusion to my Yeti level in LBP2, thanks to a video on the LBPlanetorials YouTube channel. He talked about modular level design and it enabled me to break my level down into small manageable chunks. It also showed a technique for building without gluing. Makes it easier to rearrange pieces of the level without alot of fuss.
I am about 60% done with blocking the level in, and about 50% done with the details on the sections that are blocked in. In this part of the level I am including the grappling hook to give the player a way to avoid some, but not all obstacles. One of the techniques I am using to make design easier is using gravity modifiers (with dampening set to 100%) to keep pieces from moving around without gluing them in place. It’s easier to switch stuff around this way. Also, using a piece of sticker panel, with a gravity modifier attached (and dampening set to 100%), as a surface to attach things like pistons, cameras, etc. I can move those things around easily too.
Well, rest assured I am back to working on this level, but keep in mind I just got Tiger Woods 11, and Kingdoms of Amalur: Reckoning, so I might be a little distracted.
Sunday, August 14, 2011
Multi-floor elevator with controls
Let me start by giving a huge thanks to DEFCON01 who’s Youtube video showed me how to build the original elevator in LBP1. Without that start, this would not be possible.
Really, all I did was translate that design into something using the LBP2 tools. With the new tools I was able to create a design that only involved one moving part, the piston that raises and lowers the elevator car. Everything needed to make this elevator control fits neatly on a single microchip.
You might recognize some of this design from my previous post about elevator logic. I just added 2 AND gates, 2 timers, a directional combiner, and a sound object.
Starting on the left edge are the tag sensors. The blue one activates if the elevator is at the top floor, the purple one activates if the elevator is at the bottom floor, and the green one for all floors in between. In this picture, the purple one is activated. You can see that the NOT gate’s output is off, therefore the first AND switch cannot close and complete the circuit to move the elevator down. The blue one is not activated, so it’s NOT gate output is on and the first AND gate is awaiting input from the elevator’s “up” grabswitch to close the circuit and move the elevator up.
In the center is an OR switch with input from all of the tag sensors. When one of the three sensors activates, it sends a signal to the reset switch of both timers. This sets the current value of both to 0, and starts a 2-second interval where the output from both timers is turned off. This turns off the input to the second set of AND gates which cuts off the signal to the elevator’s piston. This stops the car long enough for the player to let go of the switch and exit the elevator car. This time can be adjusted by tweaking the settings of the timers. The other function of the OR gate is to trigger the sound object which makes a nice elevator “ding” tone.
The last element here is the directional combiner. The up grabswitch is connected to the positive input, and the down grabswitch is connected to the negative input. The “Input Action” on the piston is set to Forwards/Backwards, which gives the up and down movement based on which grabswitch is used.
Saturday, August 6, 2011
Elevator logic
I worked a little on my elevator logic this morning and came up with the following microchip.
Starting at the top, I have a blue tag sensor attached to a NOT logic gate, which connects to the AND logic gate. The other thing connected to the AND logic gate is the grab switch for the “up button” in the elevator. The purple tag sensor is attached to a similar NOT, then AND switch for the “down button” in the elevator. The green tag sensor is used to stop at all floors in between.
To create the stopping location for the elevator, I placed a blue tag at the top floor, a purple tag at the bottom floor, and green tags at all floors in between.
Basically, the NOT gate is used to make sure that grabbing the up or down button will always work, unless the elevator is at the top or bottom floor, respectively.
The OR logic gate is connected to all three tag sensors so that no matter which sensor is activated, the elevator will stop.
All this work got me thinking of something another player asked in one of the forums, how do you make an elevator call button? Give me something to think about for improving on the design.
Friday, August 5, 2011
Taking a Little Break
Well, since I seem to have a case of trigger finger in my thumb, and it is encased in a brace for the next 1-2 weeks, I won’t be doing any actual building on my levels. It’s a shame because I just picked up LBP2 and the design tool are incredible. In addition to the new tools, I can also access the add-on packs that came with the Game of the Year Edition of LPB1.
With all of that, and a punch list of things to fix in my first level, I decided to update that level and republish it in LBP2.
I am already making good use of the circuit boards as a way to clean up the design and take advantage of the updated logic gates. Other new features that I like are the material movers and sackbots. With these features I can create doors that slide between the three layers, to add a little depth, and replace the cardboard and sticker characters I currently have.
The elevators are getting a major upgrade to ones that have up and down controls that the player has to trigger, instead of proximity sensors that sometimes make the elevators take off without the player.
This will most likely push the work on my second level to the side for a while, but I think that updating my first one, will be worth the effort.