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LittleBigPlanet 2 - Screens + PR (E3 2010)

alr1ght

bish gets all the credit :)
LittleBigPlanet™ 2
FACT SHEET

Publisher: Sony Computer Entertainment America LLC
Developer: Media Molecule Ltd
Platform: PlayStation®3 (PS3™) Computer Entertainment System
Genre: Creative Gaming
Players: 1-4 Players online and/or offline
Release Date: Fall/Winter 2010
Rating: “RP” for Rating Pending

OVERVIEW:

Since its release on PlayStation®3 (PS3™) in October 2008, LittleBigPlanet™ has been credited with establishing the PLAY, CREATE, SHARE creative gaming genre by putting the powers of creation firmly in the players’ hands. LittleBigPlanet is a unique experience provides developer and user-generated levels and an engaging story to explore and PLAY, a huge host of materials, tools, stickers, and more to CREATE, and a robust set of online features for everyone to SHARE these creations with each other via PlayStation®Network. The original title has been widely praised with more than 80 industry awards worldwide, 15 of which have been for ‘Game of the Year’ categories, and the game’s stitched-together mascot, Sackboy, has broken through as the industry’s newest star—one that has resonated with every member of the family, young and old. Developed by the award-winning team at Media Molecule, the franchise to date has sold over four million units worldwide and the game continues to grow and evolve helped by on-going expansion through downloadable content and the support of countless fans around the globe who have uploaded over 2.5 million user-created levels to PlayStation Network since launch.

In 2009, the LittleBigPlanet Game of the Year edition was introduced to celebrate these achievements, featuring 18 never-before-seen bonus levels created by members of the community. Hand-picked by the development team, these fans were rewarded with the opportunity to become actual level designers, a notion that all LittleBigPlanet devotees can relate to.

Later in 2009, LittleBigPlanet moved to the PSP® (PlayStation®Portable) and PSPgo systems allowing players to bring the beloved Sackboy™ with them on the go. Developed by Sony Computer Entertainment’s Cambridge Studio with the help of Media Molecule, this portable LittleBigPlanet showcases over 30 new story levels in the palm of your hand, along with the same tools to PLAY, CREATE, and SHARE anytime, anywhere.

Now, that same creative team at Media Molecule brings you LittleBigPlanet™ 2 for the PS3 system providing fans a new means to PLAY, CREATE, and SHARE. It all begins with a brand new story mode that provides a beautifully reshaped world for Sackboy to explore and PLAY. Each story level is influenced by cultural high points in history and is visually stunning when seen through the game’s revamped graphics engine. This franchise has always empowered players to CREATE their own levels with the same tool set used by the development team. Therefore, LittleBigPlanet 2 will offer revolutionary gameplay mechanics and a level of customization and creative control that has never been seen before. With the implementation of a new CREATE mode, the tools have evolved to allow users to not only make better levels, but completely new games across multiple genres.

Players can reset the controller buttons for any object and change the rules to any level through an ability called Direct Control and new multiplayer abilities advance the types of games possible for a social/competitive experience— imagine racing games, flying games, shooters, puzzle games, sports, action/adventure, and more. And finally, what would a LittleBigPlanet game be without new SHARE abilities. Users will be able to link levels together to provide longer gameplay experiences without the breakup of going back to the ‘Pod’ and you’ll be able to see what LittleBigPlanet 2 levels/games your friends are playing via activity steams, so gamers will now spend less time searching and more time playing the millions of levels/games created by gamers around the world!

NEW FEATURES:

• More Than 40 New Story Levels Across Six Themes – Everything in LittleBigPlanet 2 is influenced by cultural high points in history providing an artistically reworked canvas for Sackboy to explore. All of the new levels and territories to PLAY fuse different historical ideas together to create fresh aesthetics that populate this new world, with themes including: Techno Renaissance, Steampunk and Cake, Neon Propaganda, Fluffy High-Tech, Designer Organic, and Hand-made Arcade.

• Four-Player Offline/Online Multiplayer – New game/scoring modes allow players to include, scoreboards, and other elements in their creations to advance the types of games possible for a four-player social/competitive multiplayer experience, including puzzle, racing/sports, and action/adventure games. Players can also make Sack-buddies with other players across the world while they PLAY, CREATE, and SHARE together online.

• New Gadgets – Along his adventure, Sackboy will have new tools and equipment to aid him on his journey, including a Grapple Hook for swinging across large gaps and pulling small objects towards you, Power Gloves for picking things up and throwing them, and a customizable Creatinator for Sackboy to carry that spews out anything a creator desires.

• CREATE Full-Scale Games – Evolved CREATE tools allow users to not only make better levels, but completely new games. Featuring new Controlinator abilities, players can reset the controller buttons for any object and change the rules to any level. Your vehicles and creations can behave exactly the way you want them to. LittleBigPlanet 2 can become your own handmade arcade to CREATE games across multiple genres— imagine racing games, flying games, shooters, puzzle games, sports, action/adventure, and more—anything you can image, you can CREATE.

• A.I. Sackbots – Customizable Sackbots (non player Sackboys) are interactive, programmable non player characters that bring the game to life. Customize sizing and clothing for each individual or group of Sackbots, place them in your game creations or cut-scenes, dress them up, choose different behavior patterns (make them mean or friendly, safe or dangerous), and even record your own voiceovers and/or actions for them to perform.

• Cinematic Cut-Scene Maker – A new camera system, along with cinematic tools makes it easy to CREATE full cut-scenes, whether as stand-alone movies or cut-sequences in levels, for a more immersive and narrative experience to PLAY. You now have full control over camera position, movement (including tilt, zoom and shake), transitions, and timings, as well as the ability record full voice-overs for Sackboys and Sackbots that can be used in music videos, short films or even entire movies.

• New CREATE Materials – Players will have new base materials with a selection of Filters, dangerous Plasma to add to fire and electricity, Electrical Neon that can change color with a switch, and Holographic material to make your own HUDS, all added to the infinite amount of stickers, decorations, materials (glass, metal, sponge, polystyrene, cardboard, and rubber), bolts (springs, motor, and wobble bolts), and rods to choose from while you CREATE.

• New CREATE Tools – Multiple new gadgets are at your disposal, including a Level Link Badge to jump from level to level by simply placing a badge without going back to the ‘Pod,’ Global Gravity to change the effects of gravity within the whole scene, Bounce Pads to launch Sackboys and Sackbots in the air, a Smoke Machine for a smoke releasing effect, and Circuit Boards which enable creators to layout complex logic connections onto a single chip. No longer do creators have to conceal complex tangles of logic strings behind curtains, they can now simply add to a Circuit Board and hide it away. Circuit Boards can also be used to control the behavior of Sackbots.

• Stunning Visuals – LittleBigPlanet 2 utilizing a revamped graphics engine and state-of-the-art visual technologies to showcase Sackboy and his new world better than ever. Players will also be able to access the more than two million user-created levels from the original LittleBigPlanet, all which will shine due to the newly enhanced graphics engine.

• SHARE Easier – An enhanced SHARE experience will have gamers spending less time searching and more time playing the millions of levels and games created by fans around the world. With the unveil of LBP.me, a social networking website, every published online game/level will get its own webpage, so users can search/find creations while online at home/work, mark them, and have these favorites queued up and ready to PLAY when you return to your PS3 and sign onto PlayStation Network. Users will also be able keep an eye on what games/levels your friends are playing via activity steams, as well as link levels together to provide longer gameplay experiences without the breakup of going back to the ‘Pod.’

• Backwards Compatible – LittleBigPlanet 2 players can enjoy the more than two million online community levels created with the original game, levels that will look even better when seen through our revamped graphics engine. All purchased and earned downloadable content from LittleBigPlanet can be used as well.

• Move Demo – LittleBigPlanet 2 will include a standalone, 10 level demo that supports PlayStation®Move.

• Trophy Support – LittleBigPlanet 2 supports a host of fun and challenging trophies to collect along the way.

CORE FEATURES:

• PLAY, CREATE, SHARE – The LittleBigPlanet franchise continues to bring its revolutionary PLAY, CREATE, SHARE concept and the most accessible design tools to the videogame industry. There are brand new developer and user-generated levels to explore and PLAY, a huge host of materials, tools, stickers, and more to CREATE, and a robust set of online features for the community to SHARE with each other via PlayStation Network. In LittleBigPlanet 2, the world is full of infinite possibilities, where imagination becomes reality and the powers of creation are firmly in the players’ hands.

• Core Gameplay – The experience starts with players customizing Sackboy, the stitched-together main character in LittleBigPlanet 2. From there, players learn how Sackboy interacts

physically with the surrounding environment in Story Mode. Players are tasked with making their way across LittleBigPlanet 2 to discover all the quirky, wonderful, and colorful landscapes, while solving puzzles and collecting items that can be used to CREATE games.

• Customized Experience – Whether the player is a fashion designer, an architect, or aspiring video game developer, they can show their talents off with the easy-to-use creation tools to build unique levels/games that can be used as a presentation, an in-game fashion show, a photo album, or a creative homage to your pet. In this stylish and stitched-together 3D craft material world, there is fun to be had for all ages, tastes, and player type.

• Endless Gaming Experience – With more than 2.5 million user generated levels published for LittleBigPlanet on the PlayStation Network, fans will never run out of exciting environments to explore. And there’s no telling how many new games will joins these levels online once LittleBigPlanet 2 launches!

 

Jaeyden

Member
I recently had the privilege of visiting Media Molecule for a few days to take part in a non-stop crash course create-athon. Myself and a handful of other creators from all over the world were flown in to have a hands on with LBP2 for a couple of days.

The event was attended by Wexfordian, StevenI, jump_button, jackofcourse, Poms, Julesyjules, Steve_big_guns, Anpostteller, rtm223, Jaeyden, FULLGORR, comphermc, JulesyJules, GruntosUK.

Check it out we had a great time.
Featured article at LBPCentral
COMMUNITY GAME JAM 2010

For all you creator types, here is a nice run down of the new features we saw and got to mess around with.

List of new features thanks to rtm223

Interface Updates and General Stuff

* Objects can be hidden, to edit things behind them.
* Preview option allows all objects that are invisible in play mode to be made invisible in create.
* Multiple select of objects (equivalent to ctrl-click on a PC) as well as box select.
* Connectors are stiff by default.
* When rotating objects, you can snap to a given angle - any multiple of 5 degrees.
* Popit updates
o Fullscreen mode (optional).
o Categories can be collapsed and also skipped for faster searching.
o There is a section detailing everything used in the level - very useful for your material / sticker palette.
* New create tools
o UV tool (possible placeholder name) - allows you to rotate and shift the texture on a material.
o Advanced glue - allows you to select two objects to directly glue, rather than just objects that are adjacent.
* Keyboard and Mouse support - uses standard keyboard shortcuts and should be possible to enter distances etc. using keyboard (not implemented in the version we played).
* Plasma Hazard, with colour tweaks.
* Visual overhaul is amazing, all of the effects (fire / smoke / lighting etc.) look beautiful. In general everything looks crisper and more detailed / polished.
* Competitive Scoring modes in multiplayer
* Competitive levels be can set to end on a timer, which will transport you deathlessly to the scoreboard.
* Complete thermo overhaul - more intelligent & flexible system. Full details unknown.



Fullscreen Popit. Great for quickly finding stickers.

Switches and Related Changes

* Wires are pulled from the centre of the switch rather than off to the side.
* You can connect a switch to something that already has a wire connected - the new one replaces the old one.
* You can zoom the camera whilst holding a wire!
* Magnetic keys (and switches that detect them) can take a custom label as well as a colour - both colour and label must match to trigger the switch.
* When tweaking a magnetic key, or devices that respond to magnetic keys, the game shows up ranges / angles etc. for all of the other devices that respond to the same keys.
* Magnetic keys can be turned on / off via switch.
* Magnetic switches and proximity switches can be configured to activate above a threshold - i.e. you can have a switch that activates when three or more sackpeople are in range.
* Magnetic switches (possibly proximity switches too) can be limited to specific layers.
* Signal type is determined at destination, not source. This allows for multiple signal types from a single device. So a magnetic switch could output speed to a wheel and on/off to an LED.
* Wiring is neater and less ugly. It already has improved routing, but in the final game it should be greatly improved, making the construction of complex systems far less messy.


Emitters

* Emitters can now emit at 0.0s intervals, which makes them emit as soon as there is a free space.
* An optional tweak stops the emitter from emitting when it reaches its max at once value.
* Emitter can ignore parent's velocity, so the emitted object does not take into account the movement of the object that it is attached to.
* Have effects for emit and destroy, including:
o Explode - Note: the explosion is just aesthetic, does no damage.
o Appear / disappear - vanishes with no sound.
o Dissolve - as in LBP1
o Shrink / Grow
* You can link emitters to an object in the level, rather than something in your popit (although that is still an option).
o Any changes to the object in the level are reflected in all emitters that reference it.
o It works with nested emitters, so emitters inside emitters inside emitters, will update all of them with any changes made.
o When done editing you can delete the object in the level and the emitter remembers the last version.
o It's awesome!


Cameras and Magic Mouths

* The camera can now be pulled out far further.
* The camera can be rotated in the plane of the screen, so the view can be turned on its side or even completely upside down. This can also be controlled by having the camera on a rotating object (i.e. a vehicle or similar).
* You can add activation times to cutscene cameras and magic mouths so that they close after a given time.
* Magic mouths and cutscene cameras have output switches, so you can detect when the player has closed them, to open the next object or trigger timed events.
* The custscene cameras have a whole host of cinematic options.
o Pans
o Changes to angle / zoom
o Fades and other transition effects.
o Camera shake effects.
* The cutscene camera also lets you choose whether the player can interact (or whether they are frozen in place), if they can then you can use the cutscene camera as normal gameplay camera and integrate visual effects into your gameplay.
* There is a tweak for "flatness", to make the level more like front view in create mode.
* It is possible for each player to have their own camera when playing online (no splitscreen was evident).



Camera on its side. Also, vacuum material (see below) for the space-sacks.

Sounds

* Loads more sounds available than in the original game.
* Volume control on individual sounds is supported.
* A tweak that allows the sound to be heard no matter where in the level it is.
* Reverb (and possibly other effects as well) can be added to sounds.
* Global sound tool has been added - allows global control of sound volumes (music vs sfx) and also globally apply sound filters to everything in the level.


Lights

* New lighting engine looks great.
* Lights now have far more colour options available.
* Fogginess is a percentage scale now, rather than on / off.



The new lighting effects are outstanding.

Bounce Pads
These are a massive improvement on the current piston-based bounce pads we have. The distance they fire you is tweakable and very accurate / consistent. In addition, they don't have any kind of reset time, so 2 Sackpeople hitting in rapid succession will both be fired the same distance. It doesn't sound like much on paper, but they really do make a big difference to high-speed bouncy gameplay.

Power Ups

* Grappling hook - no tweaks, for consistency, but player can grapple anything grabbable and also control the length of the line whilst swinging (between preset min/max)
* Creatinator (Possibly the rumoured "magic bag", we're unsure) - effectively an emitter gun. Has all the options of the new emitters and can be aimed much like the paintenator. Looks like a helmet with a flashlight on it Note that the creator is responsible for choosing the emitted object.
* Power Gloves - allows the player to pick up objects, carry them above their head and throw them. Also allows the player to swap layers whilst holding the object and take it with them.


Logic Tools
These are all non-physical and can be placed inside microchips.

* Basic logic gates: NOT/AND/OR/XOR - ANDs and ORs can take a variable number of inputs.
* Battery - just outputs a constant full signal.
* Toggle - inverts output each time and input is given.
* Timer - can be used to output speed / strength proportional to its current value. Can be reset.
* Selector - cycles through its outputs each time activated. Can also take overrides to jump to specific outputs.
* Counter switch - increments each time it it activated up to a max value. Can be reset as well.
* Randomiser - This is very versatile with a large number of options to vary up the randomisation pattern.
* Splitters (unsure of name) - allows a bi-directional signal (i.e. from a three way switch or analogue stick) to be split into 2 signals.
* Combiners (unsure of name) - allows two signals to be combined into a bi-directional signal.


Other Tools
These are all non-physical and can be placed inside microchips.

* Magic Joystick - hard to explain, but can be used to map an analogue stick to a rotational mover (see movers below) so that if you push up and right, the object points up and right.
* Anti-gravity device - allows objects to be unaffected by gravity (or partially affected by gravity). Also has a variable dampening tweak which will slow the object down as it moves, preventing it from flying off into the distance.
* Movers - see section below
* Collision Switch - Activates on any collision, or can be tweaked to only activate when hitting sackpeople, or when hitting an object which has a specified magnetic key (matches both colour and label).
* Material tweaker - allows you to change the friction and bounciness of the object it is attached to. Also allows the object to be made indestructible (so excessive force will not crush it).
* Lethaliser - allows object to be made lethal / not lethal at will.
* Smoke machine - tweakable colour and intensity - gives far better effect than the current jet.
* Score switch - can give or take away scores. Engine does a good job of detecting which player triggered it (when triggered by logic network) for competitive scoring.
* Score detection - Will activate when the score is above a certain value.
* Global sound object - vary music / sound etc. global controls, and also various global effects to be applied to all sound in the level.
* Global gravity object - allows for altering of gravity.
* End switch - ends the level instantly.
* Notes - Just little text notes to allow for comments.
* Also, not a tool, but there is a light source that is non-physical (note we're unsure exactly how this interacts with decorations / microchips etc.).



Points switch in action; point values are tweak-able.

Movers
There is a new category of tools called the "movers", which literally move objects about. They come in two broad types - linear and rotational. Both have simple variants that move the object in a specified direction, but can be switch controlled (on/off, speed, strength control), through to more complex versions. If you combine movers with anti-gravity devices, you can gain incredibly precise, complex control over contraptions for top-down dynamics and flying machines, etc. We spent loads of time playing with these and the possibilities are endless, hence why there is so much detail in this section.

The linear movers are controlled by x and y speeds and also have speed, acceleration, and deceleration properties. x and y are normally the x and y directions for the level, but it is possible to tweak them so that x and y are relative to the orientation of the object. The difference between these two modes is how the mover responds to the object being rotated. There are also follow devices, which can be used to follow (or flee from) a player or magnetic key. Maximum range to follow can be set, as can minimum range - so your object will stop if it gets too close. You can even get the follower to be locked into a single axis (so it only follows horizontally for instance). There is also a magic rocket device, which simulates the existing jet object, but as a non-physical tool that can be compacted down into microchips etc.

The rotational movers rotate the object, as with linear movers there are speed, acceleration and deceleration tweaks. Similar to the follow object, there is a "look at player" device, which will point itself at the player, or at a magnetic key. This gives very smooth aiming mechanisms. There is also the gyroscope tool which will attempt to keep an object upright by rotating it back to vertical - again, this can be tweaked to modify how well it corrects and can also be switch controlled.

There is also a special mover, for shifting objects between layers. This is what is used in the trailer to make the wheel move out and what is used to make the little top-down racers work on ramps. Note that all objects are still locked into the existing layers - when you move it back a layer, the movement happens instantly as far as physics is concerned, but visually the object takes a short period to shift. You cannot stop an object between the layers so the game is very much still 2.5D.

Most of the movers can take one or more inputs, and a disable / enable signal which can be used to neatly override them.

Direct Control Chairs

* Every button is mapped, bar R3, start, select and the PS button.
* D pad is mapped as four separate buttons.
* Analogue Sticks are mapped as two bi-directional controls each. i.e. each analogue stick has a x and y bi-directional control.
* Sixaxis is fully mapped as three bi-directional controls.
* Full analogue outputs (optionally).
* Trigger radius can be tweaked (player is prompted to enter seat when within radius).
* You can make the player automatically (force them to) enter the seat when within the trigger radius.
* You can disable the player's popit and their ability to leave the seat.
* Player in the seat is still detected by proximity sensors.
* Can map player popit colour to objects controlled by the DCS (lights / vacuum material etc).


Microchips
In LBP2, the microchip is a single place where you can compress all your logic down into a single device. What we found was that just about anything that you can stick onto the side of an object - including sounds, sensors, all the new logic tools, collision detection, gyroscopes, even emitters - can all be placed in a microchip. Microchips can even be placed inside one another!

For things whose positioning is important (i.e. magnetic switches and emitters), these are considered to exist at the point that the microchip exists, which means you can organize them however you want inside the microchip circuitboard making everything neater. When tweaking them, the engine shows the tweaking as though the object exists at the point of the microchip. For things that affect the object that they are on - material property changers, lethaliser, anti-gravity etc. - it is the object that the microchip is attached to that they affect. This effect works through multiple levels of microchip as well.

You can also wire-control the microchip to disable / enable everything inside it. This means that you can effectively have 2 microchips with different programming and just switch between the two very easily, which is fantastic for control systems and AI.

Sackbots

* Tweak whether the sackbot can switch layers.
* Tweak whether they are afraid of hazards and heights.
* Tweak how fast they are.
* Tweak whether they can use Direct Control Seats.
* Recording player movements as we are aware.
* Replay of movements can either happen once, loop from where the sackbot finished, or you can tell the sackbot to return to where it started before looping.
* Various simple behaviours and animation styles allow for quick customisation.
* Setting sackbot to follow does a pretty good job of following over basic platforming.
* If sackbot is following and enters direct control seat, it will attempt to follow, as long as the control system isn't too complex.
* You can use simple action triggers as well as user-recorded / default behaviours - includes run, jump & grab.


New materials

* Loads of new materials, including the hairy / fluffy ones etc.
* Light material - the floor from the disco in the trailer. Has the same extended colour range as normal lights and is switch controllable.
* Vacuum material (see below).
* Animated materials, can have the animation speed tweaked.
* Filter materials - can be placed in front of objects and everything behind them is filtered.
o Retro Neon Green outlines on black background.
o Grayscale.
o Pixelated.
o Possibly more to come.



Light Material on display.

Vacuum Material
Worth mentioning on its own is the vacuum material, which looks a lot like a holograph. Visually it looks pretty cool - it is lit up without actually casting out any light and has a translucency as well as an animated texture. Colour is tweakable to all of the new colors available for lights, and the brightness can also be tweaked - turning the brightness down to 0 will make it completely invisible and up to full will make it intensely bright and opaque. It's also possible to control its color/intensity by switch - on / off and "fade" are the options - fade allows you to control it in an analogue manner. However, you can tweak the colour and brightness for both on and off states, so you could fade between visible and invisible, or between two different, visible colors, etc.

You can also modify the transparency by using stickers - dark colours will make the area less visible and light colours will be more visible. This also works with gradient stickers and custom stickers, so the customisation possibilities of trasparency fades etc. are fantastic.

The ability to switch it on and off and the brightness of it makes it perfect for retro-style effects and for designing custom HUDs / player interfaces. At this point it is worth noting that there is not a default customisable HUD - it's all created by you. That said, Christophe at MM showed us the RTS level he's made, which is mind blowing - you can place buildings and spawn units, select them, tell them where to go etc. so the scope for HUDs is fantastic, and Johnee has made some levels out of purely vacuum (giving cool retro visuals), which are mindblowing.



Thin, pink vacuum over thick, translucent purple vacuum. Gives a nice effect.

Physically it is similar to gas (although it can exist as a thin layer) - it is unaffected by gravity and does not collide with anything. However, you can make it so that when it overlaps with other objects, it triggers collision switches. This is great for weapons etc, but is also very useful as you can create a custom shaped magnetic key detection area using this vaccum material. Both visually and in terms of your logic, vacuum is almost certainly going to become one of the most significant things in the new game.

Community Updates
The entire Community system will be given a complete overhaul. Tags are being redone in an effort to ensure they are meaningful. You will be able to search for individual tags this time around as well. The creator may assign tags themselves with far greater weighting than the players. Players can improve their weighting by writing quality reviews (other people vote upon how useful the review is) either in game or on LBP.me. Simply yea / nay style voting, so no one person can skew the average. On LBP.me you can heart a person and then get a twitter-esque feed of the levels they have hearted and reviewed. Through all of these improvements, it now becomes advantageous to heart players with good taste as well, even if they aren't skilled creators themselves.

There will also be an Mm "seal of approval" for levels that get into Mm picks.

MM are hoping to be involved with the moderation and greatly improve the moderation system.
 
Oh god. I need this game. So many improvements and so many additions, game of the forever confirmed.

So happy for you guys who got to chill with MM and get a sneak peak with the game (and jealous too :p)

I still need to read everything and absorb all the information...sensory overload.
 

Jaeyden

Member
MikeE21286 said:
How did the Move stuff look? I missed the LBP2 part of the conference

We didn't get to see any move stuff unfortunately, so I can't really comment on it. What I can say however is that the new freedom of design possibilties will definitely lend itself well to a motion based control system.


mr_nothin said:
Did any of you use the mouse/keyboard?

Yeah, I think most of us tried it out. It was very awkward at first but that's because we've spent a few years building stuff with PS3 controllers. I can see it being very useful if your PS3 is on a desk or something, but I'll probably just stick to my controller as Kb/M isn't that easy from my comfy couch. :) Mm even uses controllers to build their stuff. Cool.
 

odhiex

Member
Jaeyden said:
We didn't get to see any move stuff unfortunately, so I can't really comment on it. What I can say however is that the new freedom of design possibilties will definitely lend itself well to a motion based control system.

Not only the possibility to use Move as designing controls, how about also the ability to play user generated games with Move controls !?

I wonder what kind of games that LBP community can come up with ... I'm dreaming it so hard :lol
 

Teknoman

Member
Game is going to be insane. Going to get back to work on different stage frameworks so I can really get in depth with the creator. Probably going to remove all piston based springs and replace em with bounce pads now :lol

Probably could easily make a side scrolling "ride on top of vehicle" stage by placing a sackbot in direct control seat.
 

Hachimaki

Member
I'm excited to see what the LBP community comes up with when the game ships. I'm definitely excited to see more especially the shoot em' up levels. I bet a lot of people will be creative with the type of enemies you fight and ships you fly.

This "global sound tool" does it mean you can add any type of music/sfx to the levels you make?
 

sophora

Member
It was amazing to see what people were able to make with the first LBP, now with all these new tools I can't wait to see what kind of games people will make. There's something special about how much MM has put on the importance of creativity and community, it just gives me goosebumps thinking about it.
 
they really so much i dont know where to start they make more easy for anyone to do logic for everyone

ps this is what i won at the jam :)

hni0016t.jpg
 

gofreak

GAF's Bob Woodward
lbp2-3dshooter1w3cl.jpg


My jaw literally went agape when this came on at the conference. Ditto for the RTS stuff...it actually looks like 'proper' RTS :lol

Holy shit at the second post..

* The camera can now be pulled out far further.
* The camera can be rotated in the plane of the screen, so the view can be turned on its side or even completely upside down. This can also be controlled by having the camera on a rotating object (i.e. a vehicle or similar).

:D

* Power Gloves - allows the player to pick up objects, carry them above their head and throw them. Also allows the player to swap layers whilst holding the object and take it with them.

So I guess that's what magic glove is? :)

* You can make the player automatically (force them to) enter the seat when within the trigger radius.

Excellent.

My mind is boggling at all the info in there...so many ramifications. I feel like I need to read it again...all these new toys and logic tools...the stuff people will come up with I can only imagine now. Also, TTP, your submarine just got a whole lot easier (gyroscope) :lol

I still have questions about how sackboy himself is flipped to be top-down though :p
 
alr1ghtstart said:
• Move Demo – LittleBigPlanet 2 will include a standalone, 10 level demo that supports PlayStation®Move.

WTF is this? I thought Move would be used for the create part ... can someone confirm that it'll be usable in the create mode please?
 

gofreak

GAF's Bob Woodward
Johnanderson said:
WTF is this? I thought Move would be used for the create part ... can someone confirm that it'll be usable in the create mode please?

They said when it was revealed that it would have 'token' support at launch (i.e. this), but they were very excited about it and then after launch they'd 'go to town with it'. So expect deeper Move support in an update.
 

PistolGrip

sex vacation in Guam
Johnanderson said:
WTF is this? I thought Move would be used for the create part ... can someone confirm that it'll be usable in the create mode please?
I am sure they want to but its not enough time to completely rebuild their creation engine. LBP3 full move creation support :)
 
gofreak said:
They said when it was revealed that it would have 'token' support at launch (i.e. this), but they were very excited about it and then after launch they'd 'go to town with it'. So expect deeper Move support in an update.

oh man... i really hope it does..
 

gofreak

GAF's Bob Woodward
There's a 1up stage demo here:

http://gamevideos.1up.com/video/id/30034

Still watching, just showing the tower of whoop level, but they confirm a beta 'soon'...though it sounds like it may be released in stages, starting with a pool of 'known' creators then expanding out.

edit - also, this SCEE guy sounds like he's had a really 'rough' couple of days :lol
 

gofreak

GAF's Bob Woodward
Anyone know how they do the glowing 'tracer' effect that follows sackboy around in one of those multiplayer competitive levels?

Mover objects?
 
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