Thread: Really Random thread

Well, few things came onto my mind:

In the first area on Veldin we can have Sack collecting Stickers of those parts he has to find. That part would be introductiory and the players will be able to skip it on latter playthroughs.

We can recreate the teleporters from the original trilogy with Wormholes.

Instead of changing powerups everywhere, the powerup switch option should be limited to some stations common around the level. It would make it MP-unfriendly, while my goal is to make this MP-friendly (throw in MP areas, maybe?). Also it gives a slight challenge. Imagine this station (controllable with circle) would be above a gap to which you'd have to swing, but you'd have to glide across the rest of the gap.

In the first area on Veldin we can have Sack collecting Stickers of those parts he has to find. That part would be introductiory and the players will be able to skip it on latter playthroughs.

I'm sorry, but I'm going to have to personally disagree. Here are my reasons:

  • Some players chose not to collect community prize bubbles - If we're going to make collecting prize bubbles an essential part of progressing through the level, then that's fine. But requiring the use of those items to complete the level is going to be difficult for people like myself who don't have their collection enabled. Using prize bubbles for optional stuff though should be fine.
  • They slow it down - Instead of grabbing a component and throwing it at Ratchet, the user will have to stop and go through and pick out a sticker. It will also be ridding them of the experience of doing it all again the second time… which is why they should want to do it a second time.
  • We miss out on using the grabbinators - This is a good chance to use them, but if we use stickers instead then that power-up will have no place.

We can make it so the player grabs them and they teleport over to Ratchet, or so that you use the grabinators to bring them back and forth.

We can recreate the teleporters from the original trilogy with Wormholes.

That is one way of doing it. But this isn't much of a challenge. There are many other ways we could handle this one too.

Instead of changing powerups everywhere, the powerup switch option should be limited to some stations common around the level. It would make it MP-unfriendly, while my goal is to make this MP-friendly (throw in MP areas, maybe?). Also it gives a slight challenge. Imagine this station (controllable with circle) would be above a gap to which you'd have to swing, but you'd have to glide across the rest of the gap.

This would likely be a one time thing, only found on the third path of Metropolis. I'm thinking we could do it in one of 2 ways. The first being that we change the stations at the press of a button (lets say Triangle), or that we change the power-up Sackboy is holding by pressing the button. I think that changing the power-up Sackboy is holding would be way cooler myself, because it would allow for all sorts of interesting combos at any time.

Oh and, yes of course everything would support multiple Sackfolk. And having x2, x3 and possibly x4 areas is not out of the question. But we should make sure we get the basics actually built first.

I dunno, I just wonder how would you like to handle the powerup swapper for multiplne sackfolks.

But yes, the stickers…
I get it. I just wasn't expecting that you want to use Grabinators so much.
Because if not, we could just place tags on the bubbles, so Ratchet would know when Sack finishes collecting them.
Where did we want to use the Grabinators again?

SOMEHOW IMPORTNANT:
I'm getting two level DLC's. Which should I get for this project?
(One of them is Muppets)

Have you already bought the Muppets pack? It really isn't that good if you are limited to two..

Probably the Move.
Either that or the DC Comics pack for the memoriser.

Well, I've already got Move, DC and Cross-Controller (100% pending) packs before. I went for the Attract-O-Gel and the Marvel Pack, hoping for some good stuff. Somehow I'm pleased.

Really?
Marvel Pack is probably the worst LBP1 DLC Pack, both in levels and collectibles.

Really?
Marvel Pack is probably the worst LBP1 DLC Pack, both in levels and collectibles.

Well, and it's pretty dang hard. Yeah, some others would've been better.
Well, as long as RR keeps lasers out of the way, who knows.

We don't need lasers in this game. Bullets work just fine.

My favorite DLC packs in order from best to worst:

Move Pack - 100%
Cross-Controller Pack - 100%
DC Comics - 100%
The Muppets - 0%
Metal Gear Solid - 100%
Pirates of the Caribbean - 100%
Marvel - 100%
Toy Story - 100%
The Nightmare Before Christmas - 100%
The History Kit - 100%
The Incredibles - 100%
The Monster Kit - 100%

You liked MGS over POTC?
I mean, you probably prefer the MGS games over the POTC movies, but I ovrall felt like the POTC pack had the better levels and power ups.
I don't know, MGS just felt kinda sloppily put together. Maybe I have to cut it some slack since it was the first DLC Pack in the game.

I started playing LBP at the time Marvel had just come out (or was coming out). When I decided to pester my mum for enough PSN money for a DLC purchase I immediately wanted MGS. At the time I had no idea what MGS was. I remember trying to piece together the ties between the characters. Thinking Old Snake was the father, and Solid and Liquid were his children who don't get along, because Liquid is so evil.

Anyway, through diving into the community I'd played most of MGS, and a few Pirates levels. But going through the stuff I couldn't use I noticed that MGS had some awesome stuff. There were cool new materials, Plasma and a gun powerup. All would be perfect for my R&C levels! I eventually got Pirates of the Caribbean, but it just wasn't as cool to me as MGS. Maybe it was the trill of MGS being my first pack. Maybe it was because I'd already seen Pirates of the Caribbean, but MGS was totally new. Or maybe because MGS just had more interesting stuff (water was all over the community).

Looking back at it now, is the only way I can determine which is my favorite. Because today my judgment is still effected by my initial impressions.

I regret not going on about this for longer…

It was the opposite for me.

Even though I liked the Paintinator, I was so hooked on water.
One of my favourite things to do with my friends was go to the moon, flood it and see who'd drown first. I don't know why, it was just fun.
The Paintinator, as great as it was, was missing that special something. Maybe it was the fact that I couldn't kill my friends with it.

And even then, I think POTC just had more variety and creativity in it's levels. It also would've helped if MGS had more than just 2 proper levels.

MGS has the better boss though.

But yea, I didn't see water as such a big thing. I mean everyone was messing about with it, and almost every level out there used water. It was great, but to me it didn't seem like I was missing out on water because I didn't own the pack. That and I'd already completed every PotC level at least twice, because everyone I joined was always playing it.

EDIT: It just came back to me, how I got PotC! It was an impulse purchase I made while I was making Novalis. I'd already created Veldin, and was making Novalis (and doing a damn fine job at it too). I'd even carved out areas for the water to be in. Then as soon as I'd finished 2 of the 3 paths I brought the PotC levels, because I knew I had to. I played the water tutorial first, edited Novalis, and then went back and played PotC. It was pretty great. And I spent the rest of the year slowly tweaking the Gadgetron vendor and weapons… too bad it was all for nothing when on the 1st of January I got news that a terrible New Years party saw the robbery of my PS3 emoji