This was briefly, and graciously touched on by TheGreatDave in the Edge thread, but I have my hands on the magazine myself now, and there's more info and enough new stuff to come back to it..plus Edge features/previews are pretty great!
Edge again refers to it, as they did in their first preview, as the PS3's most important title. It looks like they paid a visit before E3, so things like AI brains didn't seem to be on the agenda, but they go through and explain certain things that none of the media at E3 adequately did. They were shown some of the more advanced stuff. They start by saying MM has been successful in creating a good modelling tool that's also friendly and 'empowering'. Everything is physical/mechanical, everything is mapped to physical objects.
e.g. If you want text in your level somewhere, you just open the Popit, select a mouth, and stick it wherever it's needed, and add your text. So you can use this for hint boxes, stories, cut-scenes etc.
Adding music you add a music box. There was some confusion about music and sound editing possibilities from the E3 coverage, but this seems to be how it is according to Edge: the options on music boxes are to control the song, the audible range, and the volume level of each of the instruments in the music. However, you can also have music boxes that just play a given sound effect. For example, Edge describes granite whoopy cushions that sound a fart when jumped on.
Scripting is object based too. As Edge says, this is where LBP could have risked losing a lot of players - "the boss battle where people get stuck on and just give up". But, they say, it's not - it's simple stuff that can let you trigger enemy attacks, locked door behaviour or NPC behaviour. Switches are the main object for scripting. They give an example of a basic Zelda style puzzle made in 15 seconds - a switch tied to a motor. Flip the switch and motor can raise a locked door.
However, there's more kinds of switches than just manual. Motion sensitive ones can act like more conventional passive triggers. E.g. you could have an enemy drop down from the sky when you pass a point - all this behaviour control by cogs and pistons linked to the switch.
There's a lock-and-key switch based on stickers. Use the right sticker(s) to flip the switch.
There's magnetic switches. Which is totally new to me. You have a pair of switches that can be split between two objects. The switch only triggers when they're brought together. As Edge says: "in a single move, the colour-coded keys and gateways of Gauntlet and a hundred other RPGs are suddenly brought within reach".
As Edge says, simple building blocks, the complexity that can emerge from which is 'staggering'.
One example of the magnetic switches: finding a baby belonging to a meerkat blocking a door. The mother and the baby both have either parts of the magnetic switch. Find the baby and bring them together, and the switch triggers, activitating pulleys which take the mother into a standing positiion and opening a door at her feet.
The mechanism for chaining levels together is also revealed - keys. When you build a level, a key for that level is added to your inventory. If you want to link that level to another you're building, just place the key at the end, and players will be warped from one to another. The capability opened by this is pretty great also, in that it needn't just be warping players from the end of one level to the beginning of the next. You could have worlds of multiple depth..e.g. have a key to a doorway of a house, to warp your players to another level representing the inside of the house.
Like TheGreatDave mentioned, the team has apparently implemented RPGs, complex platformers, hub worlds, puzzle games like Tetris, and even a rudimentary homage to Outrun. Edge says if you know what you want, and you can think of a way of implementing it mechanically, you can probably do it in LBP.
Popit they say is the perfect interface for all this, taking only a couple of seconds to find anything you need at a given moment.
They address the issue of 'creative freeze', people just having a brain freeze in the presence of the possibilities offered by the tools. Mark Healey says he thinks it's less intimidating that MySpace, and that they haven't come across this problem in Beta testing. They say part of the reason for the craftworld aesthetic was to welcome imperfection.
Edge describes its own efforts with 5 minutes using Popit..a rudimentary assault course made out of rock. As they say themselves, their results were hardly brilliant, but they say they could have happily messed about in it for hours. The emphasis in the create mode is on enjoyment rather than speed, even for those not very good with it.
For those wonder 'WHERE'S MY READY-MADE GAME?!?', Edge says this was the real surprise for them on their visit. From what they played, they say it should be a 'devestatingly effective' 2D platformer out of the box, even if not very revolutionary. They say the mix of precision jumping and simple physics is very reminscint of 16-bit gaming. They had relatively low expectations for this part of the game, but they walked away with the impression that they had been playing with the 'purest' 2D design since Super Mario World.
They talk about the company for a bit, the team, their reaction to the expectation and pressure (Healey says "I don't think that's really true", when asked about the PS3 being tied to the fate of PS3), the way there seemed to be a hint of "lottery winner's confusion" among a team almost surprised by what they've created. However, Healey cautions "The game hasn't even been released yet - it might be crap. Never one to believe in Hype myself"
Edge concludes that the game may well even outshine Spore in terms of ambition, that it could be "that special game that finally demonstrates that control and freedom don't always have to be at odds".
Nice. Can't wait to try it out in October.Oh my GOD. Sony's done it.
My wife has been asking me about LBP a lot lately, and aside from DDR, Rock Band, Bubble Bobble and Katamari, she's not much into games.
I don't believe in LBP
I mean it looks okay but I was playing The Incredible Machine in 1992 ya know
Game looks fucking amazing.
Nice. Can't wait to try it out in October.Oh my GOD. Sony's done it.
My wife has been asking me about LBP a lot lately, and aside from DDR, Rock Band, Bubble Bobble and Katamari, she's not much into games.
watch this sell less than 50k worldwide, its going to be outdone by No More Heroes and Etrian Odyssey 1, two much better games
watch this sell less than 50k worldwide, its going to be outdone by No More Heroes and Etrian Odyssey 1, two much better games
Are you high?
I liked LittleBigPlanet better...when it was called HARLEY'S HUMONGOUS ADVENTURE!
(http://i34.tinypic.com/iql9qf.jpg)
owned
thats true actually! But really this is Sony, online sharing etc. will not be accessable and have a broken interface. Basically you cant count on any functionality here. Sharing custom levels is a cool idea that would add to longevity but we cant count our chickens you know
I don't really go in for what it will do for console sales (i'll leave that to those hyping home and second rate fpses), but from what i've seen it looks to be years of pc building tools in a convenient package. If the tools are as robust, and more importantly if the thing gets serious support from sony devs. we could years of 2d paltaforming ahead. or it could be a collosal boondoggle that is unusable and absolutely no fun, but i'd rather err on the side of optimism when it looks like the dev. gives a fuck about doing something interesting.Game looks fucking amazing.
See, I trust your opinion, but I don't see what's so awesome about it. It's a cool level editor with physics and a Littles aesthetic, which is definitely cool, but where's the revolution? This seems like a 50k underground indie sensation to me, not the great white hope of Sony's console.
if sony fucks up the sharing part they have doomed this game
I liked LittleBigPlanet better...when it was called HARLEY'S HUMONGOUS ADVENTURE!
(http://i34.tinypic.com/iql9qf.jpg)
owned
looks amazing, is that an old shareware game?
if sony fucks up the sharing part they have doomed this game
think about it
home
can you trust the legacy of Krazy Ken?
I'm worried about the cutesy aesthetics getting tired after a while. If you could replace the assets with custom art then I'd see it as more of an Infinite Fun Generator. With only burlap sacks and wooden blocks I don't see Super Mario Bros. 5 coming out of this.
I'm worried about the cutesy aesthetics getting tired after a while. If you could replace the assets with custom art then I'd see it as more of an Infinite Fun Generator. With only burlap sacks and wooden blocks I don't see Super Mario Bros. 5 coming out of this.
With the PS EYE, you can import anything. :)
From these relatively simple components the team has already made RPGs, complex platformers with numerous stages and hub worlds, and puzzle games like Tetris. It’s even made a version of OutRun, which simulates the changing road ahead by moving about a set of painted strips of wood on hinges.
this sounds pretty coolQuoteFrom these relatively simple components the team has already made RPGs, complex platformers with numerous stages and hub worlds, and puzzle games like Tetris. It’s even made a version of OutRun, which simulates the changing road ahead by moving about a set of painted strips of wood on hinges.
I'm worried about the cutesy aesthetics getting tired after a while. If you could replace the assets with custom art then I'd see it as more of an Infinite Fun Generator. With only burlap sacks and wooden blocks I don't see Super Mario Bros. 5 coming out of this.
I'm worried about the cutesy aesthetics getting tired after a while. If you could replace the assets with custom art then I'd see it as more of an Infinite Fun Generator. With only burlap sacks and wooden blocks I don't see Super Mario Bros. 5 coming out of this.
With the PS EYE, you can import anything. :)
you guys should read that edge article, this game sounds fuckawesomei assumed it was only in their mag because the neogaf thread had a large, paraphrased OP with no link. stupid neogaf :duh
http://www.edge-online.com/magazine/things-make-and-do-littlebigplanet
For me, i really hope you can customise jumping behaviour , gravity etc. I just want to recreate Manic Miner in the engine :hyper
:bow hey hey 16k :bow2
sigh, i guess i could always do it in XNA :hyper x infinity.
You can only program for iPhone from a Mac? Really? That's....actually I guess that's totally Appleish.
One thing I don't really get about this game: the aim seems to be some sort of Neverwinter Nights/platform hybrid, with one DM character who makes the level. However, it also seems to be the case that everyone can edit the level on the fly. If so, isn't everyone just going to cheat their way through every level? Sure, cheating can be fun but it'll get old fast. Surely there is some way to lock out the editing function? But if you do that, it becomes a much more conventional experience for the non-DM players.
Two years later, PlayStation 3’s most important title is being built by a team of just 27 in a small office above a bathroom store
I don't get the deal about this game.
So you can make platforming levels. Yay
I don't get the deal about this game.
So you can make platforming levels. Yay
I don't believe in LBP
I mean it looks okay but I was playing The Incredible Machine in 1992 ya know
:rock, lets do this Patel
did you not like the incredible machine or what? because i did, and LBP looks way more awesome. so fuck yeah.I don't believe in LBP
I mean it looks okay but I was playing The Incredible Machine in 1992 ya know
:rock, lets do this Patel
im on board. This game is for newb tards that never played TIM and wanna play with dolls.
I don't get the deal about this game.
So you can make platforming levels. Yay
Oh and what code could the home guys possibly have?you can use photos on your hdd for posters/pictures in your Home apartment.
brown sugar cinammon pop tarts are awesome
brown sugar cinammon pop tarts are awesome
They do, best flavor. I had some for breakfast. :drool
But will the game support transparencies in images?
That doesn't look bad. My biggest concern is that if I want to get a picture of something through Google Images and put it on the game, that would take effort. I can't point the camera at my PC screen to get a clear picture, so I would probably need to print it. That is a pain.well, i misread your comment as 'google maps' and made a comparison for you. i still think it offers a decent idea of what images on a computer screen look like in general. i didn't print this out -- just pointed it at my monitor (which reminds me i need to get a usb extention cable from monoprice). this time, all the camera settings are at default. results can probably be improved--this was just a quick test with zero preperation etc.