While play testing with Shannon, I thought about how the level works with two players. While it is primarily designed for one player, beating the level with two players is possible.
I added a grab switch at the start which activates race gates at the start and finish of the tutorial, which makes playing 2 player makes it more fun. I still want the level to be playable as well as conceptual. This required some LBP programming.
This worked nicely and the level didn't break at any stage. 2 players can also race through the blind section and the winner gets a moral victory (as ticking from another race is too distracting). Of course because two players are activating the sound effects, players cannot tell which sounds are for their character. So 2 players need to race through the blind run with their eyes open.
While this level is designed to be played and presented with one player, I feel the multiplayer aspect should be at least thought about. If I were to design a similar course for 2 players, I would permanently have the tutorial race open, as well as add co-op elements focused on sound design.
Friday, June 12, 2009
Necessary shortcuts
I changed the layout of the level so you can take shortcuts to the different parts of the level. This is simply to make presentation easier. I have no access to the infinite checkpoint, so if the player dies the maximum of times (around 8-10) in my level they fail the level.
As the main part of the audio experiment (blind run) is at the bottom half of the level, it is possible to only have a few remaining lives when you reach it. With the added shortcuts, if players reach the blind run and fail the level, by clicking the "restart" pop up, and using the shortcut players can go back to the point where they died and skip the time consuming conceptual organic to virtual transition/tutorial. This saves both time and frustration from the player.
Once again if this was made specifically for the community, I would add a sticker switch (which acts like a lock and key). When the player reaches the blind run, they would get a key. When they restart the level, they can use the key (which stays in their inventory forever) and "unlock" the shortcut by using the key with the lock near the entrance.
As the main part of the audio experiment (blind run) is at the bottom half of the level, it is possible to only have a few remaining lives when you reach it. With the added shortcuts, if players reach the blind run and fail the level, by clicking the "restart" pop up, and using the shortcut players can go back to the point where they died and skip the time consuming conceptual organic to virtual transition/tutorial. This saves both time and frustration from the player.
Once again if this was made specifically for the community, I would add a sticker switch (which acts like a lock and key). When the player reaches the blind run, they would get a key. When they restart the level, they can use the key (which stays in their inventory forever) and "unlock" the shortcut by using the key with the lock near the entrance.
Thursday, June 11, 2009
Days of work later...
It has taken a bit of time to get the majority of the level finished. Since the level is based and the audio cues, I needed to do tons more play testing than for a usual level.
Fortunately since I used emitters to create one time destructible elements, I could do rough play testing while in create mode.
I added an extra part in the "hard" section. A bunch of the sound cues close together, (jump, jump, grab, jump, change direction). This part is sort of a red herring as you don't need to execute them at all. This part is all straight, with no obstacles. But the blind player doesn't know that.
Fortunately since I used emitters to create one time destructible elements, I could do rough play testing while in create mode.
I added an extra part in the "hard" section. A bunch of the sound cues close together, (jump, jump, grab, jump, change direction). This part is sort of a red herring as you don't need to execute them at all. This part is all straight, with no obstacles. But the blind player doesn't know that.
Wednesday, June 10, 2009
blind run post 2
controls:
- jump (x)
- grab (R1)
- change direction (L3/stick)
elements to consider
- length of course
- number of checkpoints
- reaction time of each obstacle
- amount of different SFX
- pacing of the different obstacles
A blog that helped me: mr boss' design lair

Some rules/elements don't apply to LBP, but most of general rules are useful.
Update
I added more to the course, and split it up into 3 sections(easy, medium, hard). The sound of the checkpoint activates at the beginning of each section.
I added a shortcut to the hard section for convenience.
I separated each section with a different colour.
Originally I was going to obscure the whole course for the player, and have them wear headphones.
However if I hid the course from view (+ player wore headphones), no one else would be able to see or hear what is going on in the game during the presentation.
Because there won't be enough time for everyone to have a go, I feel being able to see the course is necessary. During the presentation, the player will have to just close their eyes. While play testing I found that playing with your eyes closed was easier than watching a blank screen. So if players will close their eyes anyway, I may as well make it visually appealing for the other people in the audience.
If I was making this level for the LBP community as a shared level, I would obscure the view to prevent people from cheating by just playing with their eyes open.
In LBP you can also add race gates (start + finish) which gives you more points the faster you finish the course. While this adds replay value to the level, while racing, there is a constant ticking sound, too distracting for a player navigating from sound cues.
- jump (x)
- grab (R1)
- change direction (L3/stick)
elements to consider
- length of course
- number of checkpoints
- reaction time of each obstacle
- amount of different SFX
- pacing of the different obstacles
A blog that helped me: mr boss' design lair

Some rules/elements don't apply to LBP, but most of general rules are useful.
Update
I added more to the course, and split it up into 3 sections(easy, medium, hard). The sound of the checkpoint activates at the beginning of each section.
I added a shortcut to the hard section for convenience.
I separated each section with a different colour.
Originally I was going to obscure the whole course for the player, and have them wear headphones.
However if I hid the course from view (+ player wore headphones), no one else would be able to see or hear what is going on in the game during the presentation.
Because there won't be enough time for everyone to have a go, I feel being able to see the course is necessary. During the presentation, the player will have to just close their eyes. While play testing I found that playing with your eyes closed was easier than watching a blank screen. So if players will close their eyes anyway, I may as well make it visually appealing for the other people in the audience.
If I was making this level for the LBP community as a shared level, I would obscure the view to prevent people from cheating by just playing with their eyes open.
In LBP you can also add race gates (start + finish) which gives you more points the faster you finish the course. While this adds replay value to the level, while racing, there is a constant ticking sound, too distracting for a player navigating from sound cues.
level progress
I have built some of my level. Including:
-quick tutorial introducing controls
-conceptual real world space that shrinks
-real world -> virtual transition
-sound puzzle
-sound door
To do:
-echolocation
-finish blind run course
After these functional elements are done, I will work on the "look" of the level.
If I have time, I will attempt the following (in priority order):
- scary sound scape (convey mood with sound)
- a variety of square spaces that experiment with sound/space, not sure how/when to incorporate them into the level.
- comic panels playing with time in space
===
After a few hours work + playtesting.
I think the blind run course is enough in itself. I extending my original course, and added a few checkpoints. It is HARD. There are only 3 sound cues to remember.
- Jump
- Grab
- Change direction
After play testing the course with my eyes closed, I found it really difficult to beat the course.
I am thinking of having 2-3 different courses using the same sound effects.
easy, medium, and hard.
I realised I needed to introduce the elements (different sfx + reaction time) a lot slower.
Easy course will have jump and grab, with the hard obstacle being jump + grab together.
Medium will be the same, but introduce the "change direction" sfx.
Hard will contain everything.
The three levels can easily fit inside the same level (as there is a space limit), so I will try to have an area where the player can choose the difficulty.
Not sure whether to include the other sound based elements (puzzle/door/echolocation)
I need to draw up some layouts. Unfortunately the level editor cannot zoom out to the edges of the template.
-quick tutorial introducing controls
-conceptual real world space that shrinks
-real world -> virtual transition
-sound puzzle
-sound door
To do:
-echolocation
-finish blind run course
After these functional elements are done, I will work on the "look" of the level.
If I have time, I will attempt the following (in priority order):
- scary sound scape (convey mood with sound)
- a variety of square spaces that experiment with sound/space, not sure how/when to incorporate them into the level.
- comic panels playing with time in space
===
After a few hours work + playtesting.
I think the blind run course is enough in itself. I extending my original course, and added a few checkpoints. It is HARD. There are only 3 sound cues to remember.
- Jump
- Grab
- Change direction
After play testing the course with my eyes closed, I found it really difficult to beat the course.
I am thinking of having 2-3 different courses using the same sound effects.
easy, medium, and hard.
I realised I needed to introduce the elements (different sfx + reaction time) a lot slower.
Easy course will have jump and grab, with the hard obstacle being jump + grab together.
Medium will be the same, but introduce the "change direction" sfx.
Hard will contain everything.
The three levels can easily fit inside the same level (as there is a space limit), so I will try to have an area where the player can choose the difficulty.
Not sure whether to include the other sound based elements (puzzle/door/echolocation)
I need to draw up some layouts. Unfortunately the level editor cannot zoom out to the edges of the template.
Tuesday, June 9, 2009
Manipulating time, space and sound
There are lot of limitations with the sound in LBP.
I am finding it harder and harder to come up with ways to navigate by sound.
I will also explore how the player can manipulate time and space if I can get the sound mechanics done (+ polished) in time.
Below are some examples of manipulating space and time in games.
"Shadow physics"
Uses light and 3D space for your shadow character to man
Uses a character (who is only visible in the shadows) who can manipulate 3D objects, and can use their shadows as platforms to get from A to B.
"Braid"
Game based around the ability to rewind time. For example you need to collect all the puzzle pieces, you fall down a tunnel, but you miss a piece. You can rewind time to when you are dropping, and navigate toward the puzzle piece.
I am finding it harder and harder to come up with ways to navigate by sound.
I will also explore how the player can manipulate time and space if I can get the sound mechanics done (+ polished) in time.
Below are some examples of manipulating space and time in games.
"Shadow physics"
Uses light and 3D space for your shadow character to man
Uses a character (who is only visible in the shadows) who can manipulate 3D objects, and can use their shadows as platforms to get from A to B.
"Braid"
Game based around the ability to rewind time. For example you need to collect all the puzzle pieces, you fall down a tunnel, but you miss a piece. You can rewind time to when you are dropping, and navigate toward the puzzle piece.
Sunday, June 7, 2009
1st person game engine mods
"Blind Monk's Society". Experiments with navigating in darkness, using only audio cues like continuous talking or whistling. A mod using the half-life game engine.
Playing by ear: Documents an experiment using the old Quake engine to create a playable environment for the blind.
One of the most interesting parts I read, was that they used different types of footsteps depending on the location.
"A carpeted study has quiet footsteps, while a kitchen has sharp, echoing footsteps"
This is a common element to add with any platforming/first person game.
It's amazing how much players don't think about the audio. I'm sure the different sounds of footsteps help visual players, even if it's only on a subliminal level.
That blind kid sure plays a mean ... Soul Calibur 2
An article about a blind kid who can play some visual games successfully, because of the audio cues.
METRIS!
Musical tetris for the blind! This game is hard. Totally reliant on audio cues, and the unclear instructions didn't help. I got 50 points, which I assume is one line. I found that I would be able to play the game better if I could match the audio cues with visual ones. If there was a version with image and sound, I feel I could match the two spaces, and after learning the audio cues, could advance into the audio only version.
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