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View Full Version : The Ability To Change The Material Sackoy (And Friends) Are Made Of



GribbleGrunger
11-07-2014, 09:25 AM
I'm wondering if this is feasible. Given that Sackboy's controls depend entirely on the physics associated with what he's made of, what if the jump/run/climb/swim mechanics change if you make him a different material? Metalboy, Woodboy, Rubberboy would all produce unique physics for use with creativity. For instance: Metalboy wouldn't be able to jump very high and would sink in water, Woodboy would jump a little higher, would be flammable and float on water and Rubberboy would jump much higher, swim as normal but bounce on any hard surface.

koltonaugust
11-07-2014, 02:44 PM
The gameplay aspects are available as of LBP3 (not LBP2 because of sackbots and water), but I would like to see different material costumes.

Pookachoo
11-07-2014, 07:13 PM
Good idea, could be done with a broadcast microchip and a character changer I think :)

Lord-Dreamerz
11-07-2014, 07:37 PM
This is 1 of those few times that this is better left as player logic. you can do almost all these things fairly easily on LBP3 yourself by changing the physics of the Sackdolls with the physics chip and with some other custom logic. it's also better that way too because you have exact control over how it works. *mew

GribbleGrunger
11-07-2014, 08:26 PM
This is 1 of those few times that this is better left as player logic. you can do almost all these things fairly easily on LBP3 yourself by changing the physics of the Sackdolls with the physics chip and with some other custom logic. it's also better that way too because you have exact control over how it works. *mew

How could you make sackboy into metal, wood or rubber using logic though? Perhaps a compromise could be that they give us skins for sackboy made out of the materials I suggested. A wooden sackboy with a twig for a nose or a shiny metal sackboy would be interesting, and then, as you say, we could adjust the physics via logic to match the material he's made out of.

Devious_Oatmeal
11-08-2014, 01:15 AM
Well there is a cog skin with moving pieces all over the body. That's a Metalboy. There's the wooden skin from the costume made of wood. That's the Woodboy. You have tire skin. Rubberboy. A lightbulb costume with lightbulb head. Electricboy...

I have actually made an entire cast with all these different costumes for some stuff, and I can say that there are a ton of costumes and skin we can use to give his appearance that look. Although I wanted each to be unique and didn't refer to them as ----boy since, as fun as Sackboy is, to me, he does not represent that game entirely; he represents the story section. Not to mention we have stickers, and with the new sticker creator, we can make textures ourselves.

And, as for logic, it's simple. Just use things like object gravity tweakers, movers, and other various logic pieces to get the desired effects.

Lord-Dreamerz
11-08-2014, 01:23 AM
How could you make sackboy into metal, wood or rubber using logic though

You did have the LBP3 beta right?
1 of the things the physics chip allows you to do is alter how heavy a object is and it's mass. so for example if you want a sackdoll to be heavy then you just use the chip and alter the settings so that it is heavy. and you can also use 1 of logic chips to make sackpeople uneffected by different types of hazards. so for example if you wanted a sackdoll to be like metal you could change the setting so it's uneffected by fire or being crushed by heavy objects. *mew

koltonaugust
11-08-2014, 07:38 AM
I think we just need more costume skins that aren't cloth-like in appearance. I mean cloth is great, but sometimes I want something else.

GribbleGrunger
11-08-2014, 08:19 AM
You did have the LBP3 beta right?
1 of the things the physics chip allows you to do is alter how heavy a object is and it's mass. so for example if you want a sackdoll to be heavy then you just use the chip and alter the settings so that it is heavy. and you can also use 1 of logic chips to make sackpeople uneffected by different types of hazards. so for example if you wanted a sackdoll to be like metal you could change the setting so it's uneffected by fire or being crushed by heavy objects. *mew

I messed about with that a lot in the beta and could see lots of potential. What I'm really asking for is a selection of set mechanics we can apply (and adjust if we wish), and because this is a physics based game, I decided different materials would be a good way of implementing their unique abilities.

But I think people are probably right and this is something best left to the community.

koltonaugust
11-08-2014, 08:24 AM
I messed about with that a lot in the beta and could see lots of potential. What I'm really asking for is a selection of set mechanics we can apply (and adjust if we wish), and because this is a physics based game, I decided different materials would be a good way of implementing their unique abilities.

But I think people are probably right and this is something best left to the community.

Oh are you meaning presets like in the fog color and color correction thing in the global settings?

GribbleGrunger
11-08-2014, 08:46 AM
Oh are you meaning presets like in the fog color and color correction thing in the global settings?

Basically just a selection of custom set ups. To make what I'm saying clear: A Mario style set up would make sackboy jump and move like Mario.

koltonaugust
11-08-2014, 08:53 PM
Yeah, I could see the use of that. Not exactly sure where it would go though.

Sean88
11-08-2014, 09:39 PM
Yeah, Gotta say, that would be a cool idea. As it stands, you can simulate different material type sackboys with logic, but it would be interesting if the different skin material 'sets' were available (like a sponge sackboy skin allows a player to be graphically squashed. Nice idea.