186w ago - SCEE Senior Producer Mark Green is here with LittleBigPlanet Turbo! Pack development diary 11 and 12 dubbed Plane Stupid.
To quote: 'Turbo! Pack' Development Diary 11: 'Plane Stupid' - Andy Knowles, Designer
The final level. No pressure, then! To be honest this level was a bit of a headache. And not just a normal headache, but a big, fat headache, one of those ones that the ibuprofen doesn't even take the edge off.
The main reason for this was that, like Jon's submarine, the jump jet is effectively 'floating', and so can be really difficult to control. Now, Jon's luckier than me because the sub's supposed to be underwater, so moving really slowly is a good thing.
Not for a jump jet though, eh? Oh no, something like that's got to be moving pretty quickly. And we want it to have controls for four directions, not three (the sub is naturally buoyant). Four controls for one cockpit. Grrreat.
And another thing: the trouble with something as big as the jump jet being made to move at any speed greater than 'quite slow' is that you can't see where you're going. With the tank, for example, you can point the camera in front of it, and as long as Sackboy's on-screen, everything's fine.
187w ago - SCEE Senior Producer Mark Green has posted up LittleBigPlanet Turbo! Pack development diary 9 and 10 updates today, dubbed Tanks A Lot, as follows:
'Turbo! Pack' Development Diary 9: 'Tanks A Lot'
Sam Dickinson, Designer
The Bridge Builder was a tricky proposition, because it had to be able to move around easily, but also create a bridge that the tank could cross (and the tank is a pretty weighty engine of destruction).
Also, the gaps had to be big enough that the tank couldn't just roll across them, and so the actual bridge emitting bit was getting a bit big and unwieldy. So we made bridge sections that cleverly expanded immediately after emitting. Not only is it useful, but it looks cool too!
We found that you can have fun emitting bridge sections while swinging the bridge emitting arm around. We also found that the bridge sections can get in the way, and that you can just emit lots on one gap to easily bridge it, so we limited number of bridge sections that can be emitted to one at a time.
The tank was good fun, but we decided that what we also wanted something that actually fires missiles. Technically (here comes the science bit), the tank fires projectiles,...
188w ago - SCEE Senior Producer Mark Green has posted up the LittleBigPlanet Turbo! Pack Development Diary 7 and 8 today, which cover the Submarine and more, as follows:
'Turbo! Pack' Development Diary 7: 'Sub Standard' - Jon Torrens, Designer
Ah, the Submarine. We don't have water in LittleBigPlanet PSP, so the submarine was going to be a very different challenge to the other vehicles, because it has to have an almost neutral buoyancy. Let's put it this way, it took a lot of trial and error. The submarine is naturally buoyant, and sinks by emitting a metal block in its base.
Something I hadn't realised is that all the gadgets have their own weight. Now, this only comes into play when you're creating something that requires an exact amount of buoyancy to counter balance Sackboy's weight.
And sure enough, once I'd got the sub 'floating' just right, I needed to add the rockets, and they each had their own little mass which I had to allow for. Also, they have to be at the same height as the centre of gravity, so as not to rotate the submarine when they're firing.
Another problem I had was that if Sackboy dies while in the submarine near the start, the submarine's new version can't be emitted...
189w ago - SCEE Senior Producer Mark Green has detailed the LBP Turbo! PS3/PSP Pack today as part of development diary 5 & 6 dubbed Hopping Mad.
To quote: LBP 'Turbo! Pack' Development Diary 5: 'Hopping Mad' - Andy Knowles, Designer
When I was young, my pogostick was one of my favourite things. When we came up with the list of vehicles for the this pack, we had mostly wheeled vehicles. I decided to just make the pogostick anyway, because I thought it would be fun to see what happened, And it worked!
It can be a little tricky for people to control to begin with, but once you get the hang of it, you'll be bouncing pretty long distances. Boing!
'Turbo! Pack' Development Diary 6: 'Hopping Mad' - Laura Dilloway, Artist
When Andy first handed this level over it was visualised a lot less clearly than the first two levels, and was literally made up of rubber blocks dictating where the floor and various objects should be!
However the necessary parts of the level like the logic and basic landscape took up very little thermometer, and because of this we could pretty much go to town and add as many stickers, objects and materials as we wanted.
We really had a lot of fun doing the art for this level! This was made easier...