Levels Could Be Much Bigger In LBPVita...
... and here's how:
1/ Some of you may well have read my one and only useful tutorial come tip in the LBP2 tutorial section. It suggests making complex objects, décor or backdrops and taking pictures of them to be used instead. Well that will be much better in LBPVita because the quality of the pictures are better and the screen is smaller. This will cut thermo. But this is just a trivial thing leading up to the real 'kicker'
2/ This one is so obvious even newborns utter it as their mothers tuck them in at night. Emit/Destroy; although that has quite a sinister connotation if you think too deeply about it, so don't. It's going to be as easy as peeling tangerines. No more worrying about unwelcome strays, the flotsam and jetsam of compromise. This will cut lots of thermo... but we're still not at the 'kicker' yet!
3/ The Kicker! This would not let me sleep, which is why I'm posting this at such an ungodly hour. I recently asked a beta tester to try something for me: fill the level with every material available and then dephysicalize it. This cut his thermo down from half to a quarter... but that's still not what kept me awake. No, it was the implementation of this technique that held sleep at arms length. We know that materials and the such need to be physical for sackboy to interact with them (obvious), but we also know that even things that are dephysicalized can have logic, pistons, winches etc. attached to them. Soooo, what if you put a dephysicalizer on everything in the game, with a player sensor and a not gate! This means that only those things in the 'entire' level that sackboy needs to interact with are ever physicalized. This will save thermo too, and lots of it.
I'll be using 'The Kicker' in everything I create in LBPVita
I'm happy now and can sleep