I made a test course for the blind run, and it worked out pretty well. I had to add sensor switches to set off the audio cues (because the audio cue sensor range is too large) but that just takes time. I also had to add emitters to generate the grab obstacles, so the same obstacles are in the same places if you need to try again.
For the "change direction" sound I used a "chimp" sound because it is instantly recognisable, and completely different from the other sounds.
I am still trying to find different ways to put the sounds together, for instance needing to jump right after you use grab.
I shall attempt the drum kit today sometime.
Monday, May 25, 2009
Sunday, May 24, 2009
Level editor experimentation.
I spend a night experimenting with the LittleBigPlanet level editor, trying to focusing on space and sound.
I used the following sound effects:
Jump - boing
Grab - ding (might change)
Danger - buzzer
Safety - angelic choirs
Change direction - ?
While jumping on a audio cue works nicely, the grab function is much less tricky to configure for blind platforming.
This means the player could only move down the enviroment, and not up.
When the grab function is used in an upward motion, it is much more difficult to control the player.
From this I gathered that a "blind run" would be limited in the way you could move through the space.
The only way I can guide the player through a blind run would be to have the player run left and right (which I need a "change direction" sound effect), and have them desend through the space. Like the opposite to a game of Donkey Kong. You can still jump obstacles, but instead of climbing ladders, you fall through the ground by using "grab".
I also came up with an idea of a symplistic drum kit. Because LBP contain three layers on the Z axis, I could have three different instrument parts.
It's a little hard to explain the programming without having some knowledge of the LBP editor, but basically there would be three 2-way switches which would move the drum kit part (ex. symbols) towards the player. As the that moves closer, the speed between the repeating symbols would increase.
So by the player interacting with the space, they can create and listen to their three part drum beat.
I would imagine if that works correctly, I could copy and horizontally flip the drum kit, and change the sound effects to create a 6-part drum kit.
My other concept of the safe/hazardous door works nicely, but it looks best if it is confined to the foreground z layer. I just need to refine the timing of the sound effects.
This is a direct conceptualistion of the classic example of listening for cars before you cross the street. I still think the "safe" sound effect is needed for clarity.
I used the following sound effects:
Jump - boing
Grab - ding (might change)
Danger - buzzer
Safety - angelic choirs
Change direction - ?
While jumping on a audio cue works nicely, the grab function is much less tricky to configure for blind platforming.
This means the player could only move down the enviroment, and not up.
When the grab function is used in an upward motion, it is much more difficult to control the player.
From this I gathered that a "blind run" would be limited in the way you could move through the space.
The only way I can guide the player through a blind run would be to have the player run left and right (which I need a "change direction" sound effect), and have them desend through the space. Like the opposite to a game of Donkey Kong. You can still jump obstacles, but instead of climbing ladders, you fall through the ground by using "grab".
I also came up with an idea of a symplistic drum kit. Because LBP contain three layers on the Z axis, I could have three different instrument parts.
It's a little hard to explain the programming without having some knowledge of the LBP editor, but basically there would be three 2-way switches which would move the drum kit part (ex. symbols) towards the player. As the that moves closer, the speed between the repeating symbols would increase.
So by the player interacting with the space, they can create and listen to their three part drum beat.
I would imagine if that works correctly, I could copy and horizontally flip the drum kit, and change the sound effects to create a 6-part drum kit.
My other concept of the safe/hazardous door works nicely, but it looks best if it is confined to the foreground z layer. I just need to refine the timing of the sound effects.
This is a direct conceptualistion of the classic example of listening for cars before you cross the street. I still think the "safe" sound effect is needed for clarity.
Using the game engine in a different way
While LBP is essentially a tool for creating platforming style levels, the following videos show that the game engine can be much more.
Music recreated using LBP sounds (Guns N Roses - Sweet Child Of Mine)
2 digit calculator made from LBP tools
Sidescrolling shooter
Music recreated using LBP sounds (Guns N Roses - Sweet Child Of Mine)
2 digit calculator made from LBP tools
Sidescrolling shooter
Friday, May 22, 2009
Level research
I played through the story mode which contains professional levels made by the games creators.
I could not find one instance where sound was the primary dynamic.
The sound effects are only used to enhance the visuals. For example when you "grab" a cow, a "moo" sound is played.
EDIT: Found one. Off screen a dangerous ball appears, because it is off screen, an audio cue sounded. I am not sure if they would have used sound if the player could see the dangerous ball appearing on screen.
I could not find one instance where sound was the primary dynamic.
The sound effects are only used to enhance the visuals. For example when you "grab" a cow, a "moo" sound is played.
EDIT: Found one. Off screen a dangerous ball appears, because it is off screen, an audio cue sounded. I am not sure if they would have used sound if the player could see the dangerous ball appearing on screen.
Art inspired LittleBigPlanet (LBP) levels.
1) Kandinsky-inspired Level
Video shown below.
A highly detailed conceptual description can be found here.
As the level progresses, the sounds starts matching the players tempo.
The main idea I took away from this, was that a good level doesn't need to have an excess of enemies or complicated programming. A nice result can be achieved by simply thinking critically about the limitations of the game, breaking the elements down (ex. space) and expanding them as much as possible.
2) Interactive space focusing on shapes and motion.
Conceptual description here. A video of the interaction can be seen in the second half of the video below.
Both created by critical-gaming.squarespace.com.
Pushes space, the three layers, and how the character switches between them.
Very interesting stuff. I know this much thought doesn't get put into the standard player's levels.
Shows you could experiment with one just element forever.
Video shown below.
A highly detailed conceptual description can be found here.
As the level progresses, the sounds starts matching the players tempo.
The main idea I took away from this, was that a good level doesn't need to have an excess of enemies or complicated programming. A nice result can be achieved by simply thinking critically about the limitations of the game, breaking the elements down (ex. space) and expanding them as much as possible.
2) Interactive space focusing on shapes and motion.
Conceptual description here. A video of the interaction can be seen in the second half of the video below.
Both created by critical-gaming.squarespace.com.
Pushes space, the three layers, and how the character switches between them.
Very interesting stuff. I know this much thought doesn't get put into the standard player's levels.
Shows you could experiment with one just element forever.
LittleBigPlanet 101
"LittleBigPlanet" is a platform game with basic controls.
With only the ability to "move" "jump" and "grab", the gameplay controls are very simplified conpared to other current generation games which ultilise almost every button on a controller.
move: Left analog stick
jump: X button
grab: R1 button
There is also a game mode in which it lets you create your own level to play and share.
My first attempt, like 99% of others, was to create a classic platforming level.
I played around with the tools, and you can pretty much make anything you want. My level was fairly simple as I was just learning how things worked.
Experienced level creators have taken the default tools from the game and extended them. For example, putting together a key/lock switch with a dissolvable block, they created a permanent switch that only goes off once.
Here are some of the more complicated switches players with programming experience have come up with.
With only the ability to "move" "jump" and "grab", the gameplay controls are very simplified conpared to other current generation games which ultilise almost every button on a controller.
move: Left analog stick
jump: X button
grab: R1 button
There is also a game mode in which it lets you create your own level to play and share.
My first attempt, like 99% of others, was to create a classic platforming level.
I played around with the tools, and you can pretty much make anything you want. My level was fairly simple as I was just learning how things worked.
Experienced level creators have taken the default tools from the game and extended them. For example, putting together a key/lock switch with a dissolvable block, they created a permanent switch that only goes off once.
Here are some of the more complicated switches players with programming experience have come up with.
Thursday, May 21, 2009
navigating space from sounds
-listen for cars before crossing the street
-new email audio alert
-computer error sound
-video game sounds (jumping = "boing" sound)
-cut off from real world sounds by MP3 = more reliant on visual cues
-blind = reliant on audio cues
-train station/airport announcements
-enhance website navigation
-echolocation
sight vs sound
If I made a space that worked around sound cues, I should be able to navigate the space with my eyes closed. Could be sounds for direction changes. Half way through the space, I could mix it up. A sound could play (ordering the user switch to visual). The user would have to rely on sight (not sound) and there could be sound effects to try an disorientate them.
Wireframe (audio drawing) - John Wynne
With many speakers he uses sound in a darkened room to "show" the space to the viewer. There is nothing to see and the audio is site specific so it is impossible to document. I wonder if he could make the space feel smaller or larger by modifing the volume of the speaker sounds? The sounds would have to get louder/higher as they come closer.
-new email audio alert
-computer error sound
-video game sounds (jumping = "boing" sound)
-cut off from real world sounds by MP3 = more reliant on visual cues
-blind = reliant on audio cues
-train station/airport announcements
-enhance website navigation
-echolocation
sight vs sound
If I made a space that worked around sound cues, I should be able to navigate the space with my eyes closed. Could be sounds for direction changes. Half way through the space, I could mix it up. A sound could play (ordering the user switch to visual). The user would have to rely on sight (not sound) and there could be sound effects to try an disorientate them.
Wireframe (audio drawing) - John Wynne
With many speakers he uses sound in a darkened room to "show" the space to the viewer. There is nothing to see and the audio is site specific so it is impossible to document. I wonder if he could make the space feel smaller or larger by modifing the volume of the speaker sounds? The sounds would have to get louder/higher as they come closer.
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