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Megaton!(?): LBP3 to allow full 3D movement between "layers."

A LBP megaton to me is going to be a full 3D platformer maker, no more of this 2D/2.5D sidescroller shit. After LBP1 I kind of tuned out. Full 3D movement is something that would reel me back in.
 
I'm still not sure about the multiple characters, I wish sackboy can simply have item/powerup to enable him do other character action ability

If I'm not wrong, oddsock have a run button and walljump right? That would be so noce to have on sackboy. And I don't know of other character can use item like sackboy, like I don't know if oddsocl can equip a gun or not.

Amd toggle ability to change size coupled with run button can basically make him a mario character.
 
Didn't the Vita control like the others?


The worst part about that game was the completely unplayable multiplayer and low lag threshold when it came to complicated levels.
 
This sentiment always confuses me. As someone getting into nintendo classics late in life, I found all the classic mario games to be floaty as fuck, and people love those games. Why are the physics in this game so hard to grasp? Keeping in mind for me I hate the feel of classic mario, love the feel of classic mega man, and love the feel of little big planet.

I don't think you know what floaty is if you think Mario's floaty. Definitely not in the classics like mario 1 and 3.
 
I'm pretty sure you could set whatever kind of control you wanted in LBP2 so I'm sure this is no different, if the controls are too floaty for precise platforming etc.
 

Creaking

He touched the black heart of a mod
I'm still not sure about the multiple characters, I wish sackboy can simply have item/powerup to enable him do other character action ability

If I'm not wrong, oddsock have a run button and walljump right? That would be so noce to have on sackboy. And I don't know of other character can use item like sackboy, like I don't know if oddsocl can equip a gun or not.

Amd toggle ability to change size coupled with run button can basically make him a mario character.

There was a recent level pack that gave you the ability to make materials that sackboy could wall-jump off of. If LBP3 is like its predecessors, that feature should show up. You could also very very easily give sackboy a run function in create mode, but that never showed up in official levels.
 
I don't think you know what floaty is if you think Mario's floaty. Definitely not in the classics like mario 1 and 3.

Trust me, I've been playing games too long to not be able to tell the difference. Plus I'm not blinded by nostalgia or familiarity. Not saying I hate mario or people who like it suck or anything, just that when I think tight control I think mega man. To me classic mario feels "floaty as fuck" but hey whatever, think what you want.
 
There was a recent level pack that gave you the ability to make materials that sackboy could wall-jump off of. If LBP3 is like its predecessors, that feature should show up. You could also very very easily give sackboy a run function in create mode, but that never showed up in official levels.

wow good avatar
 
I'm pretty sure you could set whatever kind of control you wanted in LBP2 so I'm sure this is no different, if the controls are too floaty for precise platforming etc.

You could alter the gravity, and with sackbots you could make them move faster and jump higher, but that was it.
 

Creaking

He touched the black heart of a mod
wow good avatar

Thanks. Ever since Gamescom (and especially the create mode stream) I've been super pumped for LBP 3.

You could alter the gravity, and with sackbots you could make them move faster and jump higher, but that was it.

If you were good at using logic gates and familiar with how all of the movement tools work, you could change a lot more than that. Fine-tune it too.
 

Ravage

Member
Nice, this together with Sack Pocket and customisable heroes should enable some pretty ambitious creations to be made. There will be no shortage of Marvel levels that's for sure.
 

Tubie

Member
I'm only getting this because I know the PS community will end up making some amazing games/mods for it, so this is great news.
 

Eusis

Member
Finally justifying treating the D-Pad as the emote buttons rather than movement controls like most good platformers have.
 

joecanada

Member
I don't think you know what floaty is if you think Mario's floaty. Definitely not in the classics like mario 1 and 3.

I agree in Mario 1 and 3 he didn't float at all it was tight control, however I don't say that as good or bad. you would find yourself plunging down a pit in Mario if you were off even by a hair but in LBP you could overcorrect three times and still end up in that pit lol...
You get used to either mode it makes no difference. If you are more used to one than the other it can give you problems
 
I don't understand why people want this. Instead of three discrete levels of depth, which at least allowed you to determine "this obstacle is impassible on this z-level but not on this z-level, and there's only three to keep track of so hurray," now you have a theoretically infinite number of z-levels, which could mean that getting past a rock that intrudes partially into the depth dimension will be that much more difficult to get past because you'll have to practically use dead reckoning to figure out how far in/out is enough.

I feel like the problem with LBP's z-levels wasn't that there were only three, but that they were so "sticky" (i.e. switching between them was more trouble than it should have been).
 

Creaking

He touched the black heart of a mod
I don't understand why people want this. Instead of three discrete levels of depth, which at least allowed you to determine "this obstacle is impassible on this z-level but not on this z-level, and there's only three to keep track of so hurray," now you have a theoretically infinite number of z-levels, which could mean that getting past a rock that intrudes partially into the depth dimension will be that much more difficult to get past because you'll have to practically use dead reckoning to figure out how far in/out is enough.

I feel like the problem with LBP's z-levels wasn't that there were only three, but that they were so "sticky" (i.e. switching between them was more trouble than it should have been).

Only 16, actually.
 
Oh wow. This definitely opens the game up to a lot more possibilities, could change everything. This is a good step on the way to a full 3D, Super Mario 64 style LBP game.
 
They actually showed some of this in E3 during the trailer. I think it was showing a basketball mini-game or something. This should make for some cool 3D games/levels. LBP 2 could already do so, but in a limited function.

Here is a "full 3D" game in LBP 2 (remember this is a game with only 3 layers, LBP3 has 16!): https://www.youtube.com/watch?v=17m82kkJtD0.

Here is a "teaser level" for first person shooter (unfortunately, it was never released): https://www.youtube.com/watch?v=T_CKjtjjcoI.

Here's another FPS: https://www.youtube.com/watch?v=34S7h0k5oIY. Imagine the possibilities with LBP 3.
 
This is awesome. Can't wait for this game to come out. I never played the portable versions (no PSP or Vita), but I love LBP 1&2, 2 being one of my favorite games of all time. I also don't think the controls/physics are bad. Perfectly fine in my opinion. Even aced all the levels in both games. I don't think most people have a problem with the controls, just a vocal minority.
 
Thanks. Ever since Gamescom (and especially the create mode stream) I've been super pumped for LBP 3.



If you were good at using logic gates and familiar with how all of the movement tools work, you could change a lot more than that. Fine-tune it too.

Well you could give them different actions like double jumping and stuff, but what I mean was it didn't really alter the core physics much.
 
I will have neither the time nor the inclination to make levels in LBP3 but how can you not buy it just to see what people come up with? Looks incredible.
 
This is a really big deal to me. The while movement between lane system made them the worst games to control of all the games I've played in the last five years.

I was never really bothered by the floaty physics but that movement between layers was so horrible. I'm now pretty interested in this title.
 
3D levels like Crash Bandicoot games would be awesome. I'm going to buy it.
Isn't this going to still have smallish level size limits to accommodate the ps3 version? I kinda wish it wasn't cross gen.

Fay one regardless. <3 LBP.
So, remember how in LittleBigPlanet and LittleBigPlanet 2, your level size was limited entirely by the thermometer? Where, if you tried to put too many things into your level, the thermometer would fill up and you’d be unable to put in any more stuff? Well, apparently, that limitation is gone (at least in the PS4 version of the game; keep in mind the game will also be coming to the PS3 after all), meaning the only limit to any custom created level is literally your own imagination (as cliche as that sounds).
In LittleBigPlanet 3, you can stitch multiple levels together, which allows you to bypass the thermometer. This means theoretically, and with some amount of craftiness, you should be able to make levels as long as you want. The stitching functionality itself seems to sound like the link functionality on LittleBigPlanet Vita.
Source
I'm still not sure about the multiple characters, I wish sackboy can simply have item/powerup to enable him do other character action ability

They showed on twitch a power up which reminds me Swoop's ability of flying. It's not exactly the same, though.
 
This is still probably one of the most craziest things I've seen done in LBP2 next to that Sealed Fate level.

Just imagine what is possible in LBP 3 with the 16 layers (instead of 3!). If the movement between layers is smooth as shown in the original post, craziness will happen!
 

Creaking

He touched the black heart of a mod
That is pretty awesome. I thought they said they had 16 layers?



Man, thanks for letting us know. We were stressed out cuz we hadn't heard anything yet.

That's still the case. But now there is a way to make it so that Sackboy can transition through the layers as smoothly as in a full 3D game.
 

Amir0x

Banned
oh man, full Super Mario Sunshine abstract platforming levels CONFIRMED*





*by me making them endlessly >:D

Also according to donkey show in the other topic, the Sackboy platforming physics have been massively tweaked. And we could already tweak the character physics before in LBP2. Along with the other characters that have special gameplay features, I am actually going to buy this now for sure. Seems like the ultimate realization of the LBP concept.

Finally I think they're getting it ALL right. I bet it's going to be a dream to play
 

Jaeyden

Member
Just to clear things up a bit. Sackboy's default control scheme hasn't changed. If you plop down in the game your character isn't going to run around in the layers like that, you'll still press up to hop back a layer and down to move forwards a layer. What you see in that gif is how easy you can build some logic to make Sackboy move around like that. DS was doing a demo on some of the new tools and wanted to show off how you could make Sackboy move like that, I think they just ran out of time before he could show it. It's really cool to see people getting excited about it though because it opens the door to all sorts of different types of game play and levels people will be able to make.
 

TimmiT

Member
About the floaty controls thing: I played the game at Gamescom, and though I only got to play as Oddsock and Toggle, I didn't have a problem with a control. Mind that it has been a while since I've played the other LBP games, so I don't know how it compares, but they didn't seem to be that floaty in this game.

Also I thought it was a lot of fun. I liked how the levels made clever use of Oddsock's and Toggle's abilities.
 
Just to clear things up a bit. Sackboy's default control scheme hasn't changed. If you plop down in the game your character isn't going to run around in the layers like that, you'll still press up to hop back a layer and down to move forwards a layer. What you see in that gif is how easy you can build some logic to make Sackboy move around like that. DS was doing a demo on some of the new tools and wanted to show off how you could make Sackboy move like that, I think they just ran out of time before he could show it. It's really cool to see people getting excited about it though because it opens the door to all sorts of different types of game play and levels people will be able to make.
So sackboy will always stand in one of the layer and it's not a free 3d plane movement where he can stand anywhere like in the between the layer,right?
 

doofy102

Member
So sackboy will always stand in one of the layer and it's not a free 3d plane movement where he can stand anywhere like in the between the layer,right?

Looks that way. In the GIF, you can see Sackbot attempt to stand still and "lock" into the layers he passes over. But it seems much, much better than what we had before.
 

Jaeyden

Member
About the floaty controls thing: I played the game at Gamescom, and though I only got to play as Oddsock and Toggle, I didn't have a problem with a control. Mind that it has been a while since I've played the other LBP games, so I don't know how it compares, but they didn't seem to be that floaty in this game.

Also I thought it was a lot of fun. I liked how the levels made clever use of Oddsock's and Toggle's abilities.

Here's the obligatory "we fixed that". I've posted this before and I know it's been mentioned a few times in other threads but we put a lot of time into refining the way Sackboy's controls feel. We've done our best to get rid of the floaty feel, this means that Sackboy moves a little bit faster, jumps a tiny bit higher, has more responsive air steering and stops on the spot he lands rather than keeping his momentum like he would in the past. This all adds up to a better experience when playing with him. We're quite proud of the way he feels now. When you play LBP3 you might not notice at first, but when you go back and play the previous games you'll see the difference like night and day.
 
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