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5 Amazing Little Big Planet Details...

Epix

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1) How Enemies Work — I kept hearing that each new “LBP” press demo would finally reveal the game’s enemies. But in each demo — including the one I went through last week — they were not in there. I asked Evans about this; what he told me made me realize I had been expecting the wrong thing. The developers at Media Molecule aren’t focusing on giving players pre-made enemies.

Instead, Evans said the game will ship with five or six artificial intelligence brains. He wouldn’t tell me what the AI behaviors would be, but explained that a “LBP” user would be able to apply them to their creations in the game’s editor. Whether or not the AI brains will drive your creations effectively depends on your designs. For example… did you put wheels on the giant attack-llama?
2) Gaming’s Most Impressive Screenshot Tool — You can take in-game screenshots in “Little Big Planet.” Hooray. You can then take those screenshots and apply them to objects. That’s actually… promising. While using the game’s content editor I made a few beams and struts. Then I hopped my character on top of them to pose for a screenshot. I took that shot and applied it as a sticker to one of the beams or struts. I had created an optical illusion, my character standing on top of a beam that looked like an image of him standing atop a beam. Think about how you could use this feature to mess with people: making solid walls look like empty space and fooling them to crash right into them.
3) How “LBP” Music Can Turn Levels Into Rhythm Games — “Little Big Planet” users can place sound objects in the levels they create. The object Evans showed me was a little speaker. We were able to attach it to a block that was resting at the beginning of a level we were making. You can assign music that will play from that speaker when a user’s character walks past it. The music from that speaker can be set to play from any point in the track. I proposed an idea to Evans that he said was 100% do-able: I could line a level with speakers, one set up every few steps — and set them all to play the same song, but queued up from different parts. Doing this, I could make it so that if a player ran through my level at a certain pace, he or she would hear the song play perfectly. Running at the wrong pace would cause the player to hear the song play in a choppy fashion.
4) Just Add Water — The game features an impressive content editor. It integrates all its objects within a certain style of calculated physics. Objects teeter and roll with mathematical precision. But there’s one element that’s not in the game yet — liquids. I can’t flood a level with water and watch how that affects everything I generated. Instant non-purchase? No way. Evans told me liquids are possible: “If people want that, we can do it.”
5) The Gifts That You Can Give — Not only can you use “Little Big Planet” to create any imaginable gaming object that would fit in a 2D playing field, but you can also make the blueprints for any such object. Those blueprints — really, the object itself — can be uploaded to other gamers. Better than that: you can make the blueprints a collectible item in the levels you create. Better still: you can associate such objects with leaderboard requirements. So I can challenge the world to score a certain number of points in a level I’ve made and then automatically reward anyone who achieves that mark with a trophy object that I made myself. I wonder what I could force people to receive if they play my level poorly…

***

I learned all of the above at the demo last week. I should point out that I had a chance to play “LBP” again this week in New York City. But I turned down the Sony reps offering me that chance. I didn’t think I could handle anything more — not this soon.
http://multiplayerblog.mtv.com/2008...ig-planet-details-including-how-enemies-work/
 
O__________________________O

Unfreakingbelievable. My interest was waining a bit since the last few demos, but now...whoa.
 
4) Just Add Water — The game features an impressive content editor. It integrates all its objects within a certain style of calculated physics. Objects teeter and roll with mathematical precision. But there’s one element that’s not in the game yet — liquids. I can’t flood a level with water and watch how that affects everything I generated. Instant non-purchase? No way. Evans told me liquids are possible: “If people want that, we can do it.”

Let me get this straight - one of these amazing details isn't actually in the game?
 
dark steve said:
Let me get this straight - one of these amazing details isn't actually in the game?
I guess the fact that they said "If people want it, we'll do it" is pretty amazing.
 
Think about how you could use this feature to mess with people: making solid walls look like empty space and fooling them to crash right into them.

MIND IS BLOWN

Will make for some awesome movies :lol
 
wow hype+1
The most interesting thing in my opinion is the abilty to reward people that play your level
think of allthe cool stuff you could give
 
first point is pretty interesting but i was expecting it to be this way

third point is awesome

and fifth is just plain rad

truly GOTMFC
 
Instead, Evans said the game will ship with five or six artificial intelligence brains. He wouldn’t tell me what the AI behaviors would be, but explained that a “LBP” user would be able to apply them to their creations in the game’s editor. Whether or not the AI brains will drive your creations effectively depends on your designs. For example… did you put wheels on the giant attack-llama?

This is a super big revelation.

Colour me very pleasantly surprised :)

GOTF etc. etc.
 
Liquid... wow.
 
The enemy system sounds awesome. Just think about how easy a goomba will be to make. There has got to be a "danger" that just instant kills when touched, that's not fire.

Oh and trophies should go into home please. I want my space full of that shit.
 
decon said:
The enemy system sounds awesome. Just think about how easy a goomba will be to make. There has got to be a "danger" that just instant kills when touched, that's not fire.

That makes me wonder if enemies can take off "hit points" or if everything is one hit kill.
 
To be honest LBP never really excited me, but the thought of creating an Interactive Family Album that is "fun" to traverse is intriguing.
 
Game sounds too good to be true. I just know when I get my hands on it I'm going to have a massive creative brainfart and be paralyzed by the possiblities.

I really hope they integrate that new Youtube feature.
 
Safe Bet said:
To be honest LBP never really excited me, but the thought of creating an Interactive Family Album that is "fun" to traverse is intriguing.
That actually sounds like a cool idea that I hadn't thought of.
 
tehbear said:
That makes me wonder if enemies can take off "hit points" or if everything is one hit kill.

I think I heard somewhere that some types of danger take multiple 'hits' to kill you, some are instant. Maybe with the tweak tool you can adjust that? We'll see I guess.
 
I need this game wahwahwah.
angry.gif
 
I dont understand the need for liquids in the game...it would be incredibly hard to program anyways. I'd prefer something that might give the element of water, like fans with different power settings.
 
tehbear said:
That makes me wonder if enemies can take off "hit points" or if everything is one hit kill.
Or if the you'll be able to say, jump on stuff that instant kills (again, if there will be such a thing). Or maybe this will just be the standard. We'll probably see some enemies that only dies to big rocks falling on they face and stuff.
 
4) Just Add Water — The game features an impressive content editor. It integrates all its objects within a certain style of calculated physics. Objects teeter and roll with mathematical precision. But there’s one element that’s not in the game yet — liquids. I can’t flood a level with water and watch how that affects everything I generated. Instant non-purchase? No way. Evans told me liquids are possible: “If people want that, we can do it.”

If 1up had written this preview, it would be like, "no liquid? This game is a failure."
 
The screen shot in-game things would be perfect for making little signs as hints for your levels. Eg - have a picture of a sack boy standing on a lowered lever next to a difficult puzzle as a hint.

Also liquids - DLC liquids guaranteed, in my mind at least. I'll happily pay $1M for this (please don't tell Sony)

Epix said:
That actually sounds like a cool idea that I hadn't thought of.

It had to me - can't wait to make levels for my nieces and nephews.
 
batbeg said:
Dear Media Molecule:

WATER WATER WATER WATER!!

Ahem... that is all...

Oh, and also: game of the forfuckingever.

THIS

and isn't it just awesome how much things you can do in the game AND how MUCH more things can be added later as either DLC or updates (or from now till the release)... i never heard MM say that it's impossible to do this/add that , actually after the game's unveiling all they've took a lot of people's feedback into consideration.
 
I'm very excited about this game. The game design is elegant but sophisticated, which is right up my alley.

(Please note that the game design is elegant, not the game aesthetic. The aesthetic is clearly intended to be playful, which is fine, but it's the gameplay that has me excited).
 
holy sh** on the song , llama and AI parts

game of forever and beyond

Evans told me liquids are possible: “If people want that, we can do it.”

send shitloads of emails to MM , SCE and spam PSblog ppl , we need our Water for nice pool party with some hot sackgirls n_n
 
I think LBP will have a small hardcore group that loves it and makes truly incredible stuff but for some reason I just don't think it will catch on.
 
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