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LittleBigPlanet 3 Game Jam (New Create Mode Info)

Creaking

He touched the black heart of a mod
attachment.php


So Sumo just revealed a Game Jam they're holding this weekend (11 community creators getting hands on time with the game to see what they can come up with. The results of the LBP2 jam showed up in a trailer later on). During the jam, the creators are allowed to reveal a bunch of the new tools that they're working with, which is pretty exciting for anyone interested in the create mode.

I'll be posting any new information here, but to follow the jam yourself, you can check out the official LittleBigPlanet twitter or try at any of the following

@StevenIsbell
@SarahWellock84
@gevurah22
@jackobviously

@rialrees (Best source of new info so far)
@Sackinima
@itsChimpanzee
@Shropshirelass2
@DeKa1357
@radio_statik
@glitchfish
@SpaceMonkey187
@scarybiscuitlbp
@R2ooD2

You can also search around using the hashtag #lbp3jam
_____________________________________________________________
Now, for the new stuff
_____________________________________________________________


  • "Collectibells" appear to be a form of currency used to buy costumes. Perhaps its so that you can focus on getting the costumes that you want when you want them rather than having to wait until you reach the level where you can earn them. However, these are usable by creators as well, as a form of in-level currency. Great for RPGs! [LINK]
    Spend your hard earned collectibells on new costumes in the shop! #LBP3JAM
    Bxa2OrDIcAALxSR.jpg:large
  • Player score can also be used as currency, and you can create your own custom Shop Stall (and buyable items) as seen below.


  • You are able to play as the new characters while creating [LINK]
    Building with mah buddy swoop #LBP3JAM
    Bxa7EZmIQAAI9la.jpg
  • Localized Water (as a material) might be a thing (uncertain whether this is legitimately locally placed water, or a material that has been tweaked function like water, which might be just as good). Short video in the link. [LINK]

    UPDATE: It sounds like it is indeed the second case [LINK]
    Currently making a water object you can swim in! It's possible with logic! People will be so happy! #LBP3JAM
    This means that it'll take a little more effort to create, and might not have the nice splash/ripple effects, but you'll be able to "swim" through any material you like. Maybe even objects.

  • The Interactive Live Stream Sensor lets people who are watching someone streaming in a level affect what happens. Since it's just a sensor, whatever happens is fully tweakable by the creator. [LINK]
    Can't play with this yet ofc, but oh the possibilities.... #LBP3JAM interactive livestream sensor
    Bxb519mIQAEShbU.jpg
  • There is a new animation-based tool called the Character Rotation Tweaker, apparently allowing for top-down gameplay without the use of controllinators [LINK]
    And err, you wanted a top down sackbot / sackboy, right? #lbp3jam
    Bxb5RvPIYAALklc.jpg:large
  • Decoration Mounts (briefly mentioned during the Gamescom create mode demo) allow you to tweak decorations through various sizes/shapes/animations [LINK]
    Decoration mounts are now in the game, in a variety of shapes and animation types, stretch rotate etc! #lbp3jam
    Bxb4hwVIEAAlrtR.jpg:large
  • You can make and track "quests" using a new tool/feature called the Organisertron [LINK]
  • There is a new Object Saver tool that will save the state of a specific object when you leave a level, keeping it exactly the same for when you return.
    As well as the memoriser, we now have an Object Saver tool, which will save the state of any object it’s placed upon. Say you move a piece of grabby sponge, leave the level, and come back. If this tool is used, it’ll be right where you left it. (Source)
    Object saver saves the state of an object when you leave, like memorised item on your return to the level #LBP3JAM
    Bxb8Od3IMAABtv7.jpg:large
  • You can easily set materials to be Dynamic or Static (physics/no physics) This is a returning feature from LBP Karting and LBP Vita [LINK]
    Anyone see this one yet? Static / dynamic coming to a ps4 near you :)
    Bxb8jiXCQAAE2Ou.jpg:large
  • There are several new tweakers, including an Opacity tweaker and a "Shardinator"
    Tweakers, tweakers everywhere... Gravity, opacity, material, physics, attractor, destroyer, shardinator #lbp3jam
    Bxb9XPSIYAA3gLv.jpg:large
  • There are tons of new "Effects"-type decorations, such as water, smoke or fire.

    Bags of effects to play with, opaque, transparent, all colours! Beautiful! Water, smoke, fire, etc #LBP3JAM
    Bxb96zpIEAEFNvQ.jpg:large

    Can't do these justice without animation, but here's some effects #lbp3jam
    Bxb-7DUCYAAyPst.jpg:large
  • There are new 3d shapes under objects that can be merged and recolored to give the player some ability to make their own custom-built objects.
    #lbp3jam goodies bag now includes 3d shapes to make your own custom objects. All recolourable and mergeable!
    Bxb4B0oCUAE_d9X.jpg:large
  • Decorations have a similar group of recolorable basic shapes

    Recolour able decorations, all shapes you can imagine :) #LBP3JAM
    Bxb_gnbIYAEqnri.jpg:large
  • There are a plethora of new materials, including a Fog Material

    #LBP3JAM DAT SASSY FOG MATERIAL ^-^ #Ohmy!
    BxcC6QVCMAAsuKT.jpg:large
  • There is a new tool under logic called a Wave Generator.

    This tool will output an analogue signal which oscillates from +1.00 to -1.00, at a speed and frequency you control. No more fiddling with timers! What’s the point in that, you may wonder? I’m sure others can answer this better than I, but a few thoughts that come straight to my mind include easier visual and audio effects, utilising dimmer input settings on lights, audio objects etc. (Source)

  • There is another new logic tool called the Broadcast Microchip, allowing you to make logic once and send it wherever else you'd like throughout your level. It can be sent to a specific character, a tagged item, a character within a certain range, an item within a certain range, etc. Endless possibilities. Can be used to send logic directly to the player without having to use a Sackbot (as we know, Sackbots don't play well in water). Will clear up a lot of wire clutter.

    New broadcast microchip. Make logic once and send it anywhere in your level :) #LBP3Jam
    BxcD4BGCIAAVvRJ.jpg:large
  • There's an Advanced In/Out Mover allowing for smoother movement of objects between layers. The exact nature of how this works is unknown at the moment, but it sounds like it will open up a great number of options for 3D platforming gameplay.
    Advanced in out mover lets materials glide smoothly through layers - and I LOVE IT
    BxcEMTXCIAA48IM.jpg:large
  • Looks like a metric ton (or should I say tonne?) of new content. Here's a look at some new foliage decorations, a section which is more than double the size it was in LBP2 even with all of the add-ons. Also note that everything marked with a color-wheel can be recolored.

  • Lots of new objects as well

  • There's a new race-gate specifically for top-down levels

  • Lights appear to have been moved from the Goodies Back to the Tools Bag, and there look to be quite a few new types, including what looks like a Plasma Globe!

  • The Sackpocket (a feature that is supposed to let Sackboy store and switch between multiple gadgets such as the grappling hook and creatinator) looks like this

  • The Gamescom demo showed off an Animation Tweaker, but we didn't get to see what it's options looked like. Here's a screen of that.

  • L3 activates Preview Mode when creating. No need to go into the start menu anymore.
  • R3 activates a Static Camera when creating. Static as opposed to one that follows the pop-it/pop-it cursor.
  • All tools from LBP2's DLC are available (This includes PS Move support, Custom Sticker Creation, Vita Cross-Play support, DC Comics cape and wall-jump tweakers, the Muppet's Attract-O gel & Attract-o Tweak, etc.) All of the Vita versions new tools are available too (save perhaps for some controller-related tools)
  • There is a new tool called a Force Chip that can attract / repel anything you wish.

    The new Force Chip can attract / repel items (whenever I say items, you may as well insert characters / players / tagged objects) at will – very handy for boss battles, special effects, and I imagine some very cool gameplay mechanics.(Source)
  • There's a new "State Sensor" that can more easily detect what a player is doing, letting you assign certain occurrences to a player walking/swimming/jumping, etc.

    The new state sensor will sense a players activity. Are they walking, swimming, running, grabbing? No more guessing or using fiddly controllinator signals to find out! (Source)
  • There is an Object Animation Tweaker that will allow you change an animated object/material's animation speed setting to more than two values. Here's hoping it also lets you tweak transparency/color/brightness.

    Another little one, which I have only played about with briefly - The Object Animation Tweaker can be placed on any animated material or animated object for you to tweak the animation speed etc. (Source)
  • The Dynamic Thermometer is a creator-activated setting, which tells the game to only load what is on-screen (meaning that it is up to the creator to keep the level functioning with this method enabled)
  • Building off of that, there is a tool called the Permanency Tweaker which tells the level that a specific object is always active, even if it's outside of the screen-space.
  • There is also a tool called a Preloader which lets creators guide the level in knowing which objects to load first, so that there are no issues that spring up from loading too much at once, or loading objects in a catastrophically wrong order.
  • A similar tool called a Loading Linker lets the creator tell the game which objects should load together. The preloader lets you determine the order in which objects load, and the Loading Linker lets you load two or more objects at once.

    The four above tools all fall under the tool bag category "Infinity Levels" and are all geared around saving space to fit as much content in a single level as possible.

    Soooo, how about them infinity levels? The term is a slight misnomer, as explained by StevenI in another thread the infinity levels are possible because of the new Dynamic Thermometer. By turning on a Dynamic Thermo, you tell the level to only load what is currently on screen (and you can set loading area sizes and shapes, choosing from standard rectangles to long rectangles, squares, etc) – this opens up the crushing limitations many of us face when we just want to squish all the logic, assets and pretties we can into one tight space. I don’t think many have had the chance to play with this feature extensively enough yet, but here’s the gist of it.

    You turn on Dynamic thermometer, and select your loading area. Now, bear in mind that when you do this, objects off-screen are not ‘present’ in the level – much as though they are being streamed to the player’s system. So if you’re working with wireless logic etc, you’ll need something to help you… There’s a tool for that!

    The Permanency Tweaker can be used to tell a level that an object is ‘always on’ – say you have a logic epicentre, filled to the brim with broadcasting chips for that yummy wireless logic awesomeness. Pop a permanency tweaker on it and the level will always listen. Without the tweaker, if this logic centre were off-screen, it would be ignored.

    The Preloader is also a very handy tool where you can select items which should be loaded before the player arrives at them. A complex object, for example, or… You know, I don’t know. I’m hoping someone else can shed more light on this one – but my guess is it will help the creator to reduce lag incurred by streaming a supermassive section as opposed to getting it prepped beforehand.

    On a similar tangent, the Loading Linker is a tool which feels like an advanced glue tool – using it, you select pieces of the level which belong with each other, so that they always load together. Just imagine a character that you’ve lovingly crafted from materials is loaded, but only one half shows up at a time! This just won’t do – using this tool will (I presume) ensure that materials that belong together, stay together.(Source)
  • There is a Gameplay Tweaker

The Game Jam is over now, but there might be a little bit more info leaking in from the community forums (these are community members, after all.)



You can catch up on other LBP3 info Here or Here OR for the most comprehensive list (and probably the best written one as well) you can check out this thread on LBP Central


________________________________
Extra Stuff
________________________________

Some footage of a game-jam level in progress. 9 hours in.

Footage of someone else's level. Crab-killing snowman in a 3d environment. 12 or so hours in.

Banana Nunchucks! As promised at Gamescom.

Big and Little Toggle looking good on a bike. Shows off a few of the effects decorations down by the wheel.

Short clip of an old-school looking level. Shows off the faked localized water/swimming through materials.
 

gofreak

GAF's Bob Woodward
So people can make TwithPlays... stuff with this. That's awesome.

Other livestream-related toys could be cool too.
 

TheSeks

Blinded by the luminous glory that is David Bowie's physical manifestation.
Fog material has always been there, hasn't it?
 

Creaking

He touched the black heart of a mod
Fog material has always been there, hasn't it?

Nuh-uh. Unless it was in LBP-Vita (the only one I'm unfamiliar with). There was a fog generator tool, but it was kind of limited in it's use.


Edit: Out of room in the OP, so I'll add this here.

lbpcentral.com member and Game Jam participant rialrees was kind enough to write a wonderful summary of the features she was able to check out.

BxalkxjCMAAggXC.png


The LBP3 Jam is over, and we’re all starting to get back to our daily routines now (yawn) – But there’s so much to tell you all! As it happens, the good folks at Sony have allowed us to share any details about Create Mode that we can find, and so I’ve tried my best to summarise as many of the additions to the game as I can below.

Create Mode Rehaul

With 16 freshly laundered layers to play around in (Now with that clean linen smell), you’ll find a small shift in the feel of create mode. For the most part, it still feels very much like LBP2… but a few things have changed. For a start, the popit has a new layout, and some of your most used gadgets will have been moved to the global section. Don’t panic! They’re all still there.

Navigating through the 16 layers can get a little tricky, but there’s a handy tool for that – when hovering, you can use the shoulder buttons to pop back and forth between the layers (working close to the layer you’re editing will help the camera to focus on you properly). You can also use the L3 button to toggle preview mode, and the R3 button to activate a static camera, as opposed to the default which follows the popit.

Many of the vita tools are there, including Dephysicalise, static / dynamic materials, memoriser etc. All of the DLC pack tools are also there, including move, cross play and marvel. (You can even use Move paint with the dualshock controller now – squeee!)

And the thermo. Oh my, the thermo. We’ll get on to dynamic thermometers later, but I can tell you that the standard thermo already feels like a mighty improvement over LBP2. I built my entire level for the jam (which was admittedly pretty small and simple, but would have taken maybe 4-5 notches in LBP2 with sackbots etc) in under a single notch. Yup. I really think it’ll take a long, long time before we see any problems there.

Summary:

- Handy new controls for navigating create mode.
- Vita logic, and all DLC pack tools included.
- Thermo, what thermo? I didn’t even look at the thermo!

Super Logic

Starting off the barrage of new tools, let’s talk about the Broadcasting Chip. This handy little microchip acts like any other, except that it will transmit anything you place on it, wherever you want. Send the logic to a character, a tagged item, an item in range, a character in range… the possibilities are endless. You want a player to have superpowers, for example, but don’t want to use a sackbot? That’s cool, whip out a broadcasting chip and send the powers directly to them! This tool is going to be as much of a game changer as the memoriser.

Another handy dandy tool is the Wave Generator. This tool will output an analogue signal which oscillates from +1.00 to -1.00, at a speed and frequency you control. No more fiddling with timers! What’s the point in that, you may wonder? I’m sure others can answer this better than I, but a few thoughts that come straight to my mind include easier visual and audio effects, utilising dimmer input settings on lights, audio objects etc.

A couple more to chew on – The new Force Chip can attract / repel items (whenever I say items, you may as well insert characters / players / tagged objects) at will – very handy for boss battles, special effects, and I imagine some very cool gameplay mechanics. The new state sensor will sense a players activity. Are they walking, swimming, running, grabbing? No more guessing or using fiddly controllinator signals to find out! As well as the memoriser, we now have an Object Saver tool, which will save the state of any object it’s placed upon. Say you move a piece of grabby sponge, leave the level, and come back. If this tool is used, it’ll be right where you left it. Another little one, which I have only played about with briefly - The Object Animation Tweaker can be placed on any animated material or animated object for you to tweak the animation speed etc.

Some small but incredibly handy tweaks to pretty much everything in create mode – Every tweaker (to my memory) now has an analogue input (as well as the standard on/off input), allowing for even more fine-tuned tweaking than before. Oh and pistons have outputs. Analogue outputs, which will send a signal depending on the pistons position at any particular moment. Want to synch a vertical platform with an in/out platform? Piece of cake.

Summary:

- Broadcasting chip is so much awesome.
- Wave Generator does away with fiddly timer fussiness.
- Using the Force Chip to feel like a Jedi.
- State Sensor senses what… state you’re… in?
- Object Animation Tweaker adjusts animation speeds and settings on materials and objects
- Object Saver makes for a very useful shortcut for Arrr-Pee-Gees.
- Sooo many little additional tweaks my mind has just melted. I’m sure I haven’t included them all.

To Infinity And Beyond!

Soooo, how about them infinity levels? The term is a slight misnomer, as explained by StevenI in another thread the infinity levels are possible because of the new Dynamic Thermometer. By turning on a Dynamic Thermo, you tell the level to only load what is currently on screen (and you can set loading area sizes and shapes, choosing from standard rectangles to long rectangles, squares, etc) – this opens up the crushing limitations many of us face when we just want to squish all the logic, assets and pretties we can into one tight space. I don’t think many have had the chance to play with this feature extensively enough yet, but here’s the gist of it.

You turn on Dynamic thermometer, and select your loading area. Now, bear in mind that when you do this, objects off-screen are not ‘present’ in the level – much as though they are being streamed to the player’s system. So if you’re working with wireless logic etc, you’ll need something to help you… There’s a tool for that!

The Permanency Tweaker can be used to tell a level that an object is ‘always on’ – say you have a logic epicentre, filled to the brim with broadcasting chips for that yummy wireless logic awesomeness. Pop a permanency tweaker on it and the level will always listen. Without the tweaker, if this logic centre were off-screen, it would be ignored.

The Preloader is also a very handy tool where you can select items which should be loaded before the player arrives at them. A complex object, for example, or… You know, I don’t know. I’m hoping someone else can shed more light on this one – but my guess is it will help the creator to reduce lag incurred by streaming a supermassive section as opposed to getting it prepped beforehand.

On a similar tangent, the Loading Linker is a tool which feels like an advanced glue tool – using it, you select pieces of the level which belong with each other, so that they always load together. Just imagine a character that you’ve lovingly crafted from materials is loaded, but only one half shows up at a time! This just won’t do – using this tool will (I presume) ensure that materials that belong together, stay together.

Summary:

Infinity Levels – are they infinite? In physical space… No. They still use the same building area as other levels on LBP3 (which does feel substantially bigger btw… that might be my imagination, so not confirmed yet) But with the dynamic thermo and the infinity level tools, you will be able to squeeze so much more epic into your levels!

Adding Some Character

Yeah, we’ve all heard about the new characters, and we’re pretty familiar with their abilities and how many gameplay ideas their existence is already bringing to the table. But how will it all work??

To be honest, every scenario I can think of about how to change characters, using their abilities etc, is doable in so many ways. So many tweakers, it’s incredible. The only way I can cover this section without going crazy is to list them.

The Character Change Gate is a level-link type object where one character enters, and emerges morphed into the character of your choice. As another option, you can use the character tweaker, which does the same job, but without the visual door-like effect of the change gate, allowing you to insert your own custom animation, cinematics, or whatever you choose.

The Gameplay Tweaker allows you to fine tune the abilities of a character – so you can refine whether a player can climb walls etc. Perhaps you want to use LBP3 to create an old fashioned LBP1 level? None of those fancy powerups and new-fangled things? Use this on a broadcasting chip and take all the new stuff away!

The Kill Tweaker… Oh poor poor sackthing. The kill tweaker does what it says on the tin. Gas don’t kill people, tweakers do. It’s just a logic piece which will allow you a lot more fine control over when a player dies. No more invisible death gas etc – the other nice thing is that you can customise the death animation, either using the presets, or perhaps your own animation created with…

The Character Animator.

Oh my. This is… I have to stop myself from drooling. At first, this too sounds amazing. Then, you pop it on a sackbot and open it up, and it’s beyond your wildest imaginings. Every. Animation. Every single one – swimming, dying, climbing, emotions, layer shifting, jumping, running, EVERYTHING. It’s all there, and it can be combined with rotation on any one, or a combination of the three axes.

Yes. Your sackbot / players can walk in topdown. No, you don’t need a controlinator. Yes, your characters can walk with their back to the screen. Yes, you can move them.

This tool. This tool is …. *cries*

On top of all this… Say you don’t want to use Toggle, swoop, oddsock. Say you wanted to use your own character, with their own custom costume and abilities. Like those amazing sackbot superhero demos that we see everywhere. You can capture a character of your own, and use them as if they were toggle etc – game sensors will pick them up, character change gates will work with them. Heck, you can even tell a checkpoint to spawn a player as that particular character. Amazingness.

Summary:
- Character Change Gate – Swapping clothes, superman style
- Character Tweaker – A sneakier costume swap
- Gameplay Tweaker – The creator giveth, and the creator taketh away
- Kill Tweaker – A million ways to die
- Character Animator – for cinematic loveliness, and gameplay wonderfulness

Making an Adventure

A big change to the way that people publish levels has arrived in the form of the Adventure Crater. When you pop into your moon, you will notice a few craters that look different to the rest. When you open them up, you’re invited to create a mini-map, in which you can place multiple levels, linked together as a cohesive whole (no word on level number limitations at the moment, I have the number 10 in my head but please wait for confirmation from someone with a better memory!) Not only can you create a whole story in these adventure craters, but you can create and track your own custom quests, with the help of the new Organisertronand quest tools.

Creating a quest in your organisertron can be done in any level, but when it’s done in an adventure crater, the quest can be tracked across multiple levels. Yes, your RPG dreams have come true.

Quests can be activated, completed in their entirety, or completed in stages by assigning objectives to each ‘mother quest’ (my term, not LBP’s :) ) All this is triggered by the use of the Quest Tweaker, and quest destinations and guides can be activated with the Quest Tracker (which can even guide you to a level link if your destination is in another level). When quests are activated and completed, they are displayed with a popit-like notification (which can be automated or activated with the triangle button) which both looks very neat, and is accompanied by a cutesy drum roll sound which I just love. Players can also refer to the quests they have active at any time by referring to their organisertron during gameplay. (Overwhelmed yet?)

Add in to this, the new Sackpocket feature, which has many uses, but I fancy it as an RPG style inventory. Grant your players items along their journey and demand they use it when necessary. Items in the sackpocket can be used as powerups (held in the players hand), or selected as an item for use. The Sackpocket Sensor will help you determine which items your players are using at any given moment, to activate other logic in your level.

Give items to players either using the Sackpocket Pedestal (a powerup-style pedestal which will show your custom item) or with the sackpocket tweaker for sneaky logic only item acquisition. As far as I can see at the moment, the sackpocket was limited to 5 items at the time of the game jam. I couldn’t see if there was any way to extend this inventory further.

Another handy addition for all gameplay, but especially RPG style, are the new Collectabells. A score-bubble-like item which once collected, does not reappear, this non-farmable currency can be used at a Collectabell Shop in return for item purchase or prize selection – it’s a swap, use it for whatever you like. Perhaps a potion shop? An Inn? A weapon store? Your imagination is key here. You can also use scores as a currency, but bear in mind that score is not persistent, and will be farmable by players.

This one is a bit of an odd one out, but I’m going to go ahead and pop it here – The Progress Board logic tweak is a new form of scoreboard. As well as the traditional scoreboard we all know and love, you could also use this tool to display a fancy drop-down screen, which will tell players any statistics you choose from the selection – score, % of items found, collectabells picked up, etc.

Summary:

- Adventure craters – Make a story fit all neatly on your earth
- Quest Tools – Arr You Pee Geeing Yet?
- Sackpocket – Your friendly LBP-ish Inventory
- Collectabells & Store – Because an RPG isn’t complete without a weapon shop
- Progress Board – Finishing in style

Getting Around

Phew! I’m starting to need a few shortcuts here. Little Help?

LBP2 brought us the grappling hook, The Vita Crossplay DLC brought us the teleporter, and now LBP3 has a whole host of new travelling gadgets to keep us zooming and spinning around levels in a super sleek style.

The new Velociporters are a (Gulp, I’m going to have to say it guys, I know it’s been a while but…) Portal-esque device which will allow players to enter one side and exit the other, while maintaining their movement speed and trajectory.

The Bendy Rails, as already seen, allow players (and objects) to move smoothly along a vector-like curve of your choosing around your level. Wanna make a rollercoaster? Go ahead and use the bendy rail to make your track, then use a Rail Hook to attach your carts to it. If you’d like players to dangle from the rail using a strange helmet like device, you could grant them a Hook Hat, which players can attach and detach to the rail at will, making for some very awesome gameplay possibilities.

The new layer launchers we’ve already seen in action – a fancy bounce-pad style mover where the target can be set to whatever part of whatever layer you choose. Too much fun. The slide we’ve also seen – the depth of the slide and the material used can be adjusted to your liking, and the speed of the player’s movement, and how much control they have whilst sliding, can also be adjusted.

The Advanced In/Out mover allows you to move objects smoothly between layers – IE, no more pop-pop-pop, just a smooth transition from your starting layer to your chosen destination layer. The other settings for the mover are as you would expect by now – speed, etc etc.

Last but not least, there is a Character Teleporter, which when activated will zap your player or chosen character from one end of your level to the next, logic only, allowing you to insert any animations or cutscenes you choose.

Summary:

- Now you’re playing with Velociporters
- Bendy Rails – make your rollercoaster dreams come to life
- Movers and Launchers Galore to explore the full depth of your levels
- Character Teleporter – poof! Where’d you go?

All the Shiny Things

That’s just so not it. There’s so much more, some of which you guys saw us tweeting the other day, some other stuff I can’t even remember now.

I can’t go on. I’m 3000 words in here and I haven’t even covered half of what I’ve seen so far – I’m really hoping that my fellow jammers will descend on these threads and help fill in any blanks that my frazzled brain has left out.

To summarise, I really hope that this little (pah) guide has helped fill in some of the blanks of knowledge about the new create tools, and maybe start a little discussion as to the possibilities. I’ll hang around the threads as much as I can, and I’m sure the other jammers will pop by and answer any questions too – please have at it! We’re officially allowed to talk about anything in create mode, the only subjects we absolutely cannot cover (so please don't ask :p ) are:

Music & all things audio - I can only think of one thing I can say – The audio objects in create mode are gone. They’re not there any more. They were replaced with this one, super awesome audio object, which has every sound in the game. Categorised. In one menu. So handy you wouldn’t believe.

Story Plot – Its just not cool to spoil it, ya know? Plus we’d have folks knocking our doors down and it would really sour the experience if we ended up going to court! I will say, story mode is awesome, I really think you guys are going to be thrilled with it. But that’s all I can risk for now.

Please, if you have questions, ask them. Wish you were there. (Yes, you, all of you <3 )

Note: I promised pics, but it's like 11:45pm now, and I'm sleepy. I'll be back tomorrow to edit some imagey goodness into this thread to illustrate some of the tweaks etc a little better <3
 

Tourmeta

Member
Thanks for the thread, there's some very interesting news in there really especially the water! Very excited for this one to come out.
 

Eggbok

Member
I. CAN'T. WAIT.
I love create mode so much, just give me usable water and I'll never ask for anything else.
 

VanWinkle

Member
Keeping an eye on this. It will be the first LBP I haven't preordered or had any real interest in getting on day one unless it turns out to be something really special.
 

J-Spot

Member
This seems like as good a place as any to ask if the cross game level compatibility extends to levels made with the Move and Cross Control packs?
 

Creaking

He touched the black heart of a mod
Keeping an eye on this. It will be the first LBP I haven't preordered or had any real interest in getting on day one unless it turns out to be something really special.

I thought the reveal was done kind of poorly, but everything they've shown of the new tools has been elevating the game higher and higher. It's shaping up to be easily the best and most complete LittleBigPlanet by a wiiiiide margin. Mark my words, the user generated content is gonna blow minds.

This seems like as good a place as any to ask if the cross game level compatibility extends to levels made with the Move and Cross Control packs?

No official word on that yet, but I'm fairly certain the game is retaining all of the tools from every level pack prior, so I don't see why it wouldn't.
 

corn_fest

Member
The new create mode stuff in this entry looks awesome.
I always find it hard to rationalize spending a ton of time with LBP when I could be working on real gamedev stuff, but this might pull me back in again.
 
I am watching this like a hawk

glad you informed us with this new info OP :)

This seems like as good a place as any to ask if the cross game level compatibility extends to levels made with the Move and Cross Control packs?

this is a good question

I wonder if PS move will be supported in LBP 3 day 1
 

corn_fest

Member
Also! The whole cross-gen PS3/PS4 stuff seems worrying to me.
If the levels are to be cross-compatible, it seems like this would necessarily entail the level thermometer being massively gimped to allow for PS3 compatibility. Anyone know if there's been any info regarding level complexity limits in this entry?
 

Creaking

He touched the black heart of a mod
Also! The whole cross-gen PS3/PS4 stuff seems worrying to me.
If the levels are to be cross-compatible, it seems like this would necessarily entail the level thermometer being massively gimped to allow for PS3 compatibility. Anyone know if there's been any info regarding level complexity limits in this entry?

They've done some some crazy big thermo-saving trickery for LittleBigPlanet 3. It's now referred to as the "dynamic thermometer" and only represents what is shown on-screen. So basically, the thermo space has been boosted to such a great extent that even though it might be "gimped" from the cross-gen compatibility, the PS4 version's thermo is still an exceptional step up from LBP2's limit, and you probably won't notice what you're missing.
 

corn_fest

Member
They've done some some crazy big thermo-saving trickery for LittleBigPlanet 3. It's now referred to as the "dynamic thermometer" and only represents what is shown on-screen. So basically the thermo space has been boosted to an extent that even though it might be "gimped" from the cross-gen compatibility, the PS4 version's thermo is still an exceptional step up from LBP2's limit.

Hmm! Well, that does sound like a big improvement, anyway.
Plus I believe I remember reading something about there being more ways to save progress state between levels, so I suppose it wouldn't be too much of a problem to split things up if need be.
 

VanWinkle

Member
I thought the reveal was done kind of poorly, but everything they've shown of the new tools has been elevating the game higher and higher. It's shaping up to be easily the best and most complete LittleBigPlanet by a wiiiiide margin. Mark my words, the user generated content is gonna blow minds.

I'm not a creator, and I'm kind of burnt out on a lot of the user-created stuff that often runs at a terrible framerate. For the first couple of LBP games, the novelty of the crazy stuff people created was awesome, but now I just want a polished experience that runs well.
 

Five

Banned
They've done some some crazy big thermo-saving trickery for LittleBigPlanet 3. It's now referred to as the "dynamic thermometer" and only represents what is shown on-screen. So basically, the thermo space has been boosted to such a great extent that even though it might be "gimped" from the cross-gen compatibility, the PS4 version's thermo is still an exceptional step up from LBP2's limit, and you probably won't notice what you're missing.

What sort of knock-on effects can we expect from this? Or does it never cause any problems? That seems like a really tricky thing to work out all the edge cases.
 

Theecliff

Banned
Despite the flaws I loved LBP1 and to some extent, LBP2, but I haven't been that hyped about this yet. That being said I'm kinda interested to see how this game turns out, so I'll probably wait for some impressions/reviews.

Saw someone on my friends list playing the beta the other day, I'm guessing it's under some sort of NDA?
 

Creaking

He touched the black heart of a mod
I'm not a creator, and I'm kind of burnt out on a lot of the user-created stuff that often runs at a terrible framerate. For the first couple of LBP games, the novelty of the crazy stuff people created was awesome, but now I just want a polished experience that runs well.

Well we don't have a lot of info on the story mode yet, but they've said Sackboy's controls have been tweaked a bit in response to the complaints about floaty jumps and that sort of thing. I don't know how the PS3 version will run, but I figure the PS4 version ought to be a lot more stable. Unfortunately, neither will run above 30fps.
 

Creaking

He touched the black heart of a mod
Looks like the updates are starting to slow down at the moment. I'll work on organizing the OP a little better and fill in anything I missed. My main source of news said that she'll be tweeting more new stuff later though.
 
Holy crap that's a lot of new stuff. I still don't know how to make anything of worth in Create Mode, but I can't wait to see and play what others come up with. LBP2 had some amazing user created content.

Man I love LBP. Best new ip last gen, in my opinion.
 

Shin-Ra

Junior Member
[*] There is a new tool under logic called a Wave Generator. Not sure what it does, but it's there!
A (sine) wave output should provide an infinite analog-switching positive-negative output. Using tweaks or more logic, you should be able to create other repeating wave signals.
 

Creaking

He touched the black heart of a mod
legit suprised they're adding presistence tools. can finally make RPGs and shit. :D

Well they've had some since Vita and the DC Comics level pack, but they're definitely expanding on it greatly. Combined with much fewer size constraints and things like quests and currency, RPGs should be super-viable to make.


edit: Check this out! Some really early 3D stuff, a Crab-Killing Snowman!

https://vine.co/v/OarWWOn6Q1O
 

GeoramA

Member
So many games I want in November, ugh. LBP3 is priority, though. The new characters along with the shitload of costumes you get from Amazon has me super-hyped.

LBP Vita was brilliant and I've been craving more ever since.
 
simplifying all these things will really save a lot of space for the thermometer


I am also guessing the PS4 version of the game will have some exclusive features not present in the PS3 version

like that streaming interactive feature
 

GribbleGrunger

Dreams in Digital
The thing I'm looking forward to is the short films people make. With the new animation tool, these are going to be far more professional.
 

Ravage

Member
Hmm...new in-game currency, quest, save and Sackpocket...looks like it's finally possible to make a true RPG. Day one!
 
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