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LittleBigPlanet 3 Game Jam (New Create Mode Info)

SerTapTap

Member
New tools sound amazing. Live Stream thingy could be really interesting. So glad PS4 is getting an LBP game sooner rather than later.
 

gofreak

GAF's Bob Woodward
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

That's pretty cool. Proper 3D. The 'width of the level in cases like this is limited by the number of z layers, right?
 
Hope this does well. Despite the doubters I have high hopes for this game and feel it is a crucial title to the PS4's library. It adds wider appeal and potential to reach an audience that has not played the prior games.
 

GribbleGrunger

Dreams in Digital
They've increased the objects substantially:

BxdwFkQIIAAxYMr.jpg:large
 

GribbleGrunger

Dreams in Digital
Nice. Should really open up the creation possibilities.

Looks like I'll be picking this one up after all.

I wouldn't get too carried away with that snippet. I think it's just using the 16 layers and isn't really an isometric view. I'm sure that will be possible though.

Make your own characters?

Bxa4JACCUAEuya_.jpg:large
 

Creaking

He touched the black heart of a mod
That's pretty cool. Proper 3D. The 'width of the level in cases like this is limited by the number of z layers, right?

Something like that, though being as the level was created by someone in less than 24 hours (as viewed in that clip) who had just gotten their hands on LBP3 for the first time, there might me ways to work around all that. For instance, if what is normally the back-wall is used as the floor (say, in a top-down level), then the z-layer only limits height.
 

GribbleGrunger

Dreams in Digital
Something like that, though being as the level was created by someone in less than 24 hours (as viewed in that clip) who had just gotten their hands on LBP3 for the first time, there might me ways to work around all that. For instance, if what is normally the back-wall is used as the floor (say, in a top-down level), then the z-layer only limits height.

Are you verifying that sackboy can now walk up the back wall?
 
In case jammers out there can respond - what tools do we get for the DS4 touchpad?
In the gamescom twitch demo I did last month, you could use the touchpad to navigate menus and use it to control the popit, place things, paint materials with your finger, etc. kinda like Vita. Also, you can use it to make your own stickers as well.
Are you verifying that sackboy can now walk up the back wall?
Using the new tools, sure. :) I might have mentioned it before but a lot of the new tools lend well to top down mechanics and visuals.
 

GribbleGrunger

Dreams in Digital
In the gamescom twitch demo I did last month, you could use the touchpad to navigate menus and use it to control the popit, place things, paint materials with your finger, etc. kinda like Vita. Also, you can use it to make your own stickers as well.

Using the new tools, sure. :) I might have mentioned it before but a lot of the new tools lend well to top down mechanics and visuals.

What about isometric though? Layer shifting always looks a little janky as an option for 'jump'. Is there a workaround (that doesn't look like a workaround) for that?
 

Creaking

He touched the black heart of a mod
Are you verifying that sackboy can now walk up the back wall?

I'm just a fan, I can't verify anything. The character rotation tweaker makes me think that he can though.

And then there's donkey show to confirm it.



You were able to do something similar in LBP2, but you had to use controllinators or awkward-looking sackbots. Now all I'm hoping is that the advanced In/Out mover allows for smoother "jumping" through the z-layers, both visually and mechanically. That's one thing that always stood out as a little strange looking and stiff-feeling in LBP2.
 

GribbleGrunger

Dreams in Digital
I'm just a fan, I can't verify anything. The character rotation tweaker makes me think that he can though.

And then there's donkey show to confirm it.



You were able to do something similar in LBP2, but you had to use controllinators or awkward-looking sackbots. Now all I'm hoping is that the advanced In/Out mover allows for smoother "jumping" through the z-layers, both visually and mechanically. That's one thing that always stood out as a little strange looking and stiff-feeling in LBP2.

We have a new animation tool and one animation is 'jump'. Then we have sackboy orientation. Top down wouldn't really show the desired result though. What I want to know is if you can now make sackboy jump between the layers in a more realistic way given an isometric view which would show the flaws in a workaround much more than top down.
 

gofreak

GAF's Bob Woodward
Something like that, though being as the level was created by someone in less than 24 hours (as viewed in that clip) who had just gotten their hands on LBP3 for the first time, there might me ways to work around all that. For instance, if what is normally the back-wall is used as the floor (say, in a top-down level), then the z-layer only limits height.

So with the right camera, and object scale, you might be able do some pretty expansive 3D worlds... maybe :)
 

GribbleGrunger

Dreams in Digital
So with the right camera, and object scale, you might be able do some pretty expansive 3D worlds... maybe :)

We should be able to do that easily, yes. The only problem I can see, given that the layers then become 16 platforms, is how well we will be able to create a convincing jump mechanic between those layers. The problem with using layer shift is that it doesn't give the real impression a a jump. We need sackboy to be able to jump a little beyond the next layer and then drop back slightly with a sense of physicality.
 

Creaking

He touched the black heart of a mod
So with the right camera, and object scale, you might be able do some pretty expansive 3D worlds... maybe :)

Maybe. I dunno whether or not they've expanded our camera abilities though.

We have a new animation tool and one animation is 'jump'. Then we have sackboy orientation. Top down wouldn't really show the desired result though. What I want to know is if you can now make sackboy jump between the layers in a more realistic way given an isometric view which would show the flaws in a workaround much more than top down.

That's what I'm hoping the Advanced In/Out Mover will solve. I'm guessing that's the tool donkey show used when he briefly ran through the layers at the end of the Gamescom demo.

i4WvTQv.gif


I'm not sure how well that translates to an action like jumping, but it's our best bet at the moment.
 

GribbleGrunger

Dreams in Digital
Maybe. I dunno whether or not they've expanded our camera abilities though.



That's what I'm hoping the Advanced In/Out Mover will solve. I'm guessing that's the tool donkey show used when he briefly ran through the layers at the end of the Gamescom demo.

i4WvTQv.gif


I'm not sure how well that translates to an action like jumping, but it's our best bet at the moment.

Oh, we'll definitely have better options now, it's just that I feel as if the idea of a workaround is no longer an option. It was great to see people push LBP beyond what it was originally designed to do but it still only ever impressed because of those perceived limitations. We now need LBP3 to be a 'game creator'.
 

Creaking

He touched the black heart of a mod
Oh, we'll definitely have better options now, it's just that I feel as if the idea of a workaround is no longer an option. It was great to see people push LBP beyond what it was originally designed to do but it still only ever impressed because of those perceived limitations. We now need LBP3 to be a 'game creator'.

Well, we'll never know just how far it goes until full release. And even then, our tools can be bolstered through add-ons, like in the past two games.
 
Maybe. I dunno whether or not they've expanded our camera abilities though.



That's what I'm hoping the Advanced In/Out Mover will solve. I'm guessing that's the tool donkey show used when he briefly ran through the layers at the end of the Gamescom demo.

i4WvTQv.gif


I'm not sure how well that translates to an action like jumping, but it's our best bet at the moment.

One bit they cut off after that gif was taken during my demo was me jumping on top of those burgers like you would have expected in 3D movement, falling off in front and behind, smoothly jumping, etc. Cool thing is, there's different ways to achieve that kind of movement. ^^
 

Creaking

He touched the black heart of a mod
One bit they cut off after that gif was taken during my demo was me jumping on top of those burgers like you would have expected in 3D movement, falling off in front and behind, smoothly jumping, etc. Cool thing is, there's different ways to achieve that kind of movement. ^^

I remember you saying something about that, but what me and GribbleGrunger were talking about is jumping using the layers/z-axis as a sort of y-axis, only that's kind of a poor way to describe it. We're wondering whether jumping can look more natural in a top-down perspective level, where the background is the floor and where the z-axis/layers represent the height.

Unless the advanced in/out mover is more restrictive than it seems, I'm guessing a more natural "jump" would be possible (compared to what we had using the basic in/out mover in 2) with some logic/sequencers, but I still remain a little unsure.

So an arena combat level (powerstone) is now a possibility?

Maybe, but that sounds like a bit of a tall order. You might end up with something akin to that Street Fighter II level :p
 
I remember you saying something about that, but what me and GribbleGrunger were talking about is jumping using the layers/z-axis as a sort of y-axis, only that's kind of a poor way to describe it. We're wondering whether jumping can look more natural in a top-down perspective level, where the background is the floor and where the z-axis/layers represent the height.

Unless the advanced in/out mover is more restrictive than it seems, I'm guessing a more natural "jump" would be possible (compared to what we had using the basic in/out mover in 2) with some logic/sequencers, but I still remain a little unsure.
Short answer, yes it's possible. :)
 

GribbleGrunger

Dreams in Digital
Bump

Here's a pretty lengthy write-up by one of the people who participated at the jam (also where most of my new blips of info cam from).

http://www.lbpcentral.com/forums/showthread.php?91607-LBP3-GameJam-Create-Mode-Revealed!

Worth reading through for better details on the new tools. I think I'll add some of the info here to the OP.

Just post it!

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
 

Creaking

He touched the black heart of a mod
Just post it!

Yeah, I suppose that makes a bit more sense. I added it to my second post in the thread since the first one was about to get maxed out.



It's so good to hear about all of these new features. It feels more and more like they're giving us the whole developer toolset for LBP3. Its funny to have struggled just recently with making complex microchips to enable things that are straight-away offered to the player in LBP3 with no extra hassle. I can imagine that a lot of these new features might be intimidating to players who aren't familiar with the workings of the game's logic, but everything that they've added is just making difficult problems easier to solve, and fantastic levels easier than ever to create.

I can't wait to get my bone-bleached mitts on this come November. The GTA V remaster can eat its heart out.
 

GribbleGrunger

Dreams in Digital
Yeah, I suppose that makes a bit more sense. I added it to my second post in the thread since the first one was about to get maxed out.



It's so good to hear about all of these new features. It feels more and more like they're giving us the whole developer toolset for LBP3. Its funny to have struggled just recently with making complex microchips to enable things that are straight-away offered to the player in LBP3 with no extra hassle. I can imagine that a lot of these new features might be intimidating to players who aren't familiar with the workings of the game's logic, but everything that they've added is just making difficult problems easier to solve, and fantastic levels easier than ever to create.

I can't wait to get my bone-bleached mitts on this come November. The GTA V remaster can eat its heart out.

I was thinking about the new logic broadcaster. This means we won't have to put logic on ANYTHING in the game at all. All we have to do is have one location with ALL the logic stored there and broadcast it throughout the level. This (and other neat additions) will cut down hugely on thermo use. If we combine that with the animation tool, it means we can easily make Sackboy behave as we want in certain locations, effectively giving us a Naughty Dog like animations system. If it's dark perhaps Sackboy will be a little more 'cautious' and timid looking; if it's bright and sunny perhaps Sackboy will look happier and more spritely; perhaps he'll cower if a monster suddenly pops up and automatically hide before you take control again ... The possibilities are incredible. Cut scenes can now be part of the game. I actually started a level with LBP2 that incorporated this but it became soooo damned complex that I gave up.
 
Good God that is deep. I get more interested the more I read.

I'm the opposite, the more I read the more I feel I'll never have the time to really get familiar enough with the tools to craft something I'm proud of.

I'm glad the proficient designers will have more tools to create even more enjoyable creations but I feel like they make Create mode more inaccessible with every entry.
 

CamHostage

Member
Wow, some really cool stuff in there.

I had the impression that with LBP3's switch-out from Media Molecule to outside studio Sumo Digital, the game series would just ride quietly along with the creator tools it had and just add gameplay elements like the new Sackboy models (eventually going F2P in the LBP Hub app,) but it sounds like this is a real sequel in every way with an eye towards a significant future.
 

Creaking

He touched the black heart of a mod
I'm the opposite, the more I read the more I feel I'll never have the time to really get familiar enough with the tools to craft something I'm proud of.

I'm glad the proficient designers will have more tools to create even more enjoyable creations but I feel like they make Create mode more inaccessible with every entry.

On the contrary, though the language may be thick, everything they're adding here makes creating stuff easier than ever before.
 

GribbleGrunger

Dreams in Digital
I'm the opposite, the more I read the more I feel I'll never have the time to really get familiar enough with the tools to craft something I'm proud of.

I'm glad the proficient designers will have more tools to create even more enjoyable creations but I feel like they make Create mode more inaccessible with every entry.

Many of those things that sound complicated are to simplify the process. You NEVER approach LBP trying to understand everything at once, you just have an idea and try to accomplish it. It's THEN that you'll start to realise how much easier it's going to be now (unless you've never created anything before of course)
 
I'm the opposite, the more I read the more I feel I'll never have the time to really get familiar enough with the tools to craft something I'm proud of.

I'm glad the proficient designers will have more tools to create even more enjoyable creations but I feel like they make Create mode more inaccessible with every entry.

I actually touched upon this during our Gamescom Twitch stream. While this stuff is definitely geared towards the other end of the spectrum of advanced creating, etc., we've also gone to lengths to make the Create aspect more accessible to everyone else, as you'll see it more during the main game, like the Popit Puzzles that are created to introduce an easier path to understanding the core elements of certain tools that we think you'll more than likely use to create in your levels.
 

Creaking

He touched the black heart of a mod
I actually touched upon this during our Gamescom Twitch stream. While this stuff is definitely geared towards the other end of the spectrum of advanced creating, etc., we've also gone to lengths to make the Create aspect more accessible to everyone else, as you'll see it more during the main game, like the Popit Puzzles that are created to introduce an easier path to understanding the core elements of certain tools that we think you'll more than likely use to create in your levels.

Popit Puzzles... intriguing.

Anyway, a bit more from the LBPC thread regarding lights:


rialrees said:
Apart from the usual... there are two special new lights, the wall light and the swivel light - the wall light acts like the lightboxes from LBP2, sticker-like, and is invisible - there are also light-themed decorations you could pop over to add some ambience lol. But the swivel light is something pretty special - it's a lightbeam which can swivel, follow and move smoothly through all 16 layers. Like a searchlight. The effect is beautiful.

Also, the tweak in the lights contain at least two new settings that I remember, which deal with the light's 'caustic effects' - these effects, when played about with, make the lighting shimmer like it's being reflected from water, or like it's shining through a cage at the rear or... it's just stunning, you have to see it to believe it. I know that Spacemonkey played about with these settings a lot in his level.

And the Animation Tweaker:

rialrees said:
...here's a little bit more detail:

When you place the character animation tweak on a character, your first options are the character rotation. You can leave these unedited to use default rotation, or override it with your own. As I mentioned earlier, all three axes are available for rotating.

Then you select your animation (note: you don't have to select animation, you can use this tweak just for the rotation if you so choose) - first the group of animations, then you go down a looooooong list of each animation clip in that section.

Then you tweak.

You can select the speed of playback, the start and end points in the clip, and the 'blend type' if an animation is on a sequencer with another one. This will affect the visual transition from one animation to another.

There's more... I think, but my memory doesn't serve too well at the moment.
 

Stampy

Member
So did we get any new info whether all our collectibles (in game materials, objects, etc...) transfer to PS4 version?
 

Creaking

He touched the black heart of a mod
So did we get any new info whether all our collectibles (in game materials, objects, etc...) transfer to PS4 version?

There's no official word that I can recall, but all community levels from LBP1 and 2 are supported in 3, so the assets are contained within the game. I don't see why it wouldn't transfer.

I'd say there's a 99% chance of LBP1 and 2 stuff transferring, as well as all of the DLC content.
 
OMG!! Work schedule depending, I might have to take off Nov 19-21st. Between this and GTA5, my in gamer is going to blow its load all over the inside of my skull.

Raging-brainer.JPG
 

Creaking

He touched the black heart of a mod
Look at the time! Time for a bit more info! This comes from Game Jammer and LBP Central member Glitchfish

Glitchfish said:
:D Hey hey! I am here to answer your queries ;)! The materials are just gorgeous :D! Much more versatile now than they were before, especially with the material tweaker! It allows you to remove shadows and bevel on materials to give them a much more smooth look, So you can make glass have a smooth edge and no shadows to save thermo :D! FANCY HUH! :D

Sounds like materials are going to be a lot more customizable. This is great. There are many times in which I wanted to use a material's base texture, but I couldn't because it had an obnoxiously chunky bevel in the way. Can't wait to check out all of the options there.

Also a bit more on Decoration Mounts

Glitchfish said:
Where the decos are concerned, there are now things called decoration mounts which animate the decorations for you! You can make them pulse, move in and out etc :D! However they do act like normal decos in that you need material or a decoration mount :)!
 
I just want 2 things.

- Weather additions. Snow, fog, wind, rain, hail. Also levels of how much there is and the visuals affecting both gameplay and setting.
- Music. Allow us to fucking add our own songs. If we can't upload with our own songs, at least let us play it at home or do local with it. I don't get why Guitar Hero allowed people to do this and we can't do it in the LBP franchise?!


Saying that, this game is day 1 regardless. I already pre-ordered Farcry 4. Add Ass Creed and Dragon Age on boxing day and it should be a good run for this year in terms of AAA games. Along with 1-2 PSVita games. :p
 

GobFather

Member
I just want 2 things.

- Weather additions. Snow, fog, wind, rain, hail. Also levels of how much there is and the visuals affecting both gameplay and setting.
- Music. Allow us to fucking add our own songs.
If we can't upload with our own songs, at least let us play it at home or do local with it. I don't get why Guitar Hero allowed people to do this and we can't do it in the LBP franchise?!


Saying that, this game is day 1 regardless. I already pre-ordered Farcry 4. Add Ass Creed and Dragon Age on boxing day and it should be a good run for this year in terms of AAA games. Along with 1-2 PSVita games. :p

.
 

Creaking

He touched the black heart of a mod
I just want 2 things.

- Weather additions. Snow, fog, wind, rain, hail. Also levels of how much there is and the visuals affecting both gameplay and setting.
- Music. Allow us to fucking add our own songs. If we can't upload with our own songs, at least let us play it at home or do local with it. I don't get why Guitar Hero allowed people to do this and we can't do it in the LBP franchise?!

I know LBP Vita had some weather-oriented materials to make better looking rainfall and the like, and while I'd bet that will come to LBP3 (there's already a fog machine and now a new fog material), I don't think it's quite what you're asking for. They're giving us a great deal of tools to make our own custom built weather settings, but I don't know about level-wide official tweakers that would effect gameplay, like water does.

Apparently, the Game Jammers aren't allowed to talk about the music/audio side of things at all (except for one mention that all sound effects are now placed into a single categorized audio object). That makes me think that whatever they have done to change/improve the music sequencer and all that stuff must be significant enough to get it's own little reveal later down the line.
 

Stampy

Member
There's no official word that I can recall, but all community levels from LBP1 and 2 are supported in 3, so the assets are contained within the game. I don't see why it wouldn't transfer.

I'd say there's a 99% chance of LBP1 and 2 stuff transferring, as well as all of the DLC content.

On the Gamescom Twitch interview they were painfully vague when asked this question, as if they were still not sure and really couldn't say anything, so I thought there was some new info. I mean the game is 2 months away, and they should already know this stuff....:/
 

Stealth50

Member
I haven’t really played LBP in quite some time but I'm really excited for LBP3 and I just want to contribute some stuff that I feel could improve the game.

In order of importance:


  • An option to arrange favorite games into folders
  • Split-screen support. Different starting positions would also be nice.
  • Sprint button.
  • Option to donate PSN credit to creators. Perhaps set a pretty low limit to prevent accidents.
  • Connected Hub-world. Despite the games being built around being connected I usually feel pretty disconnected when standing in my hub. I think a hub-world where everyone online is standing around together would be preferable to everyone starting in their own hub. It would also be cool if the "planet" theme was further expanded on. Perhaps everyone could have their own spaceship in which they "travel" to levels (from the above mentioned hub world).
  • It would be cool to have the ability to design animations for your character (like dance-moves)
  • Some ninja stuff: Ability to throw ninja-stars, Zip-lines, Ninja ropes (like those in Worms).
  • Make use of download-in-background stuff. Like instant load-times or perhaps an option to have some top-games downloaded automatically.
  • Teleportation ability (like portals perhaps).
  • GIF trailers.
  • Recording of level creation. Perhaps time-lapses.
 
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