SCE Cambridge Studio Producer Reveals PlayTV 2 in Development

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202w ago - As part of an interview with SPOnG.com (linked above), SCE Cambridge Studio Producer Mark Green has revealed that PlayTV 2 is currently in development for the PS3 entertainment system.

Whether this news will be part of the major update slated for the end of 2010 that PlayStation Network Product Manager James Thorpe hinted at previously remains to be seen.

Green admitted the hardware update was being worked on alongside updates to the existing PlayTV, DLC for LittleBigPlanet 2 and its Move-compatible title TV Superstars.

To quote: "Well, as a whole studio, I think you saw TV Superstars for Move announced a little while ago," he said.

"We're still working on Play TV, Play TV 2. And then we have other guys working on other concepts..."

Finally, for those curious, Cambridge Studio is a part of Sony Computer Entertainment Worldwide Studios and currently comprises 90 development staff.
 

LBP Turbo! PS3 Pack Development Diary 11 and 12: Plane Stupid

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204w 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.

But the tank only needs to move...
 

LBP Turbo! Pack Development Diary 9 and 10: Tanks A Lot

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205w 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,...
 

LBP Turbo! PS3/PSP Pack Development Diary 5 & 6: Hopping Mad

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207w 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...
 

Rumor: PS3 RSX Driver in Development, May Arrive Soon

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211w ago - Update: Disane has also now posted a guide (below) on coding on the PS3 (GNU Tool-chain and CodeLite 2).

As recently hinted, a PS3 RSX driver is rumored to be in development and may arrive soon.

For those who are unfamiliar with it, you can check out PlayStation 3's RAM and RSX Explained as a start.

To recap briefly: In 2007, Glaurung and IronPeter hunted for 3D graphics access from homebrew/Linux (Other OS) on the PS3.

CNLohr shared a video of PS3 GPU Use in Linux, followed by a second video courtesy of fartist demonstrating PS3 RSX access.

In PS3 Firmware update 2.10 Sony blocked a potential RSX exploit that allowed full...
 







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