View Full Version : How to Create a Password System for Long Games
Shadow Wolf TJC
06-21-2011, 04:41 PM
I recently published a level that shows how a password system can be incorporated into a LBP2 project (especially ones that are long and have non-linear progression, such as an RPG or Metroidvania game). This password system not only determines which level a player would start at, but it also makes usage of a player's score in order to determine what the player would start with, and, in some cases, where in the level the player would start at. (Perfect for those levels that are meant to have multiple entrances/exits, and/or multiple save points.) The level has been made copyable so that others may be able to see how this all works.
The level can be found here (http://lbp.me/v/1vnsxb).
06-21-2011, 07:12 PM
Ill check it out, i havent done my saving system yet, ill leave a comment on the level to tell you what I think :)
06-21-2011, 08:34 PM
It's nice. I will likely use this in my level, unless I happen to make my own. Thanks.
06-22-2011, 12:03 AM
is this system based on score or on user inputted codes?
either way cool :)
06-22-2011, 01:20 AM
It's two variables, letter and number.
06-29-2011, 12:26 AM
It seems to be based on the score sensor, and score giver. Kind of mind bottling. But how can this be incorporated into a game that is also using the score system for morality and the like? :(
06-29-2011, 12:31 AM
Simple, make your own scoring system........should probably omit 'simple'...
It's not actually that hard to make, but it does take up a small part of the thermo. They're pretty much just logic probes with a variable input.
06-29-2011, 03:52 AM
Well I was planning a multi level game with honor points that lead to different endings, but thats a while down the road. Still gotta crank out some sweet side scroller action fantasy sci-fi romance power time! (Mythicos: the Realm of Elves) ((Coming soon))
Shadow Wolf TJC
06-29-2011, 03:57 AM
I'll admit that I originally designed this password system for people who wanted to make a long non-linear game (such as a Metroidvania or rpg game that's too long to be played through in a single session), though if you resetted the score all the way to 0 after using the password system (like what I did after sending the player to another level through the password system), then the score could then be free to use for various levels.
06-29-2011, 12:05 PM
tually thinking of using a system similar to this for Mythicos. It is by definition a Metraoidvania type game, as that is exactly what I set out to make, but I have been wondering if someone would actually come back to a level on LBP? I mean do people have that mentality yet? That a game on LBP is worth saving your progress to come back to?
06-29-2011, 06:08 PM
I have to agree with PoorJack, people don't seem to replay levels. Unfortunately, LBP may be the peak of consumerism, where people consume a level within minutes. A little bit challenging? Hop to the next level. A little long? Jump away.. There are levels that can rival fully fledged games, I wonder the comeback ratios of those games.
Although, if game saves are enabled (officially), people may begin to invest in these long levels. The behaviors may change over time. Not many would want to invest in long games if they know they can't save it in the middle. So maybe, if people had the option like this natively supported by the game, we'd have people continuing their "connect-3" game for the ultimate score. We'd have levels that are designed for longer plays, where the level may be "saved" at game saving checkpoints, which could be activated not unlike regular checkpoints, but also through their inputs. So this whole visit a level and forget mentality may change over time, but this cannot be achieved by level designers. It has to be supported natively.
Of course, I support these novel methods to fight our way around these limitations, but MM needs to step in!
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