I get more excited about this game with each passing day.When I first caught news of LittleBigPlanet I was intrigued, and after seeing those first previews I was already fairly convinced that Sony had something great on their hands. But a little bit about LBP for any of you that may not have heard all that much just yet. The basic premise revolves around players taking these little Sackboy or Sackgirl characters and customizing their appearance and abilities to explore and interact with the environments around them. The idea is for players to navigate their creations through highly customizable levels to best enjoy an experience that they, themselves, are continually making. With an emphasis on making friends, sharing content, and crafting adventures - the sky’s the limit. If I wasn’t already impressed with the sheer amount of imagination that just oozes off the screen thanks in no small part to the unique, homegrown, art style then the promise of so much creativity at the hands of the player would’ve certainly done it and I’ve long been sold on the game.Just yesterday LittleBigPlanet Co-Creator, Mark Healey provided a few more specifics in an exclusive interview for LittleBigPlanet Central as to what’s in store for fans in terms of level creation, etc. and here’s an excerpt of that interview that touches on some of the mechanics at play. To read the interview in its entirety, jump over to the LittleBigPlanet Central forums here.We have a set of ‘switches’ that can be wired up to various items;‘Button’ – This is like the button you might find on a fruit machine – it requires pressure on it to operate it.‘Two way switch’ – A two position switch – much like a light switch.‘Three way switch’ A bit like the two way switch , except it has a central position, and will spring back to centre when not being operated.‘Sensor switch’ This will become active when a Sackperson is close to it (you can alter the range) – this is much like a traditional ‘trigger’ as u
I get more excited about this game with each passing day.
When I first caught news of LittleBigPlanet I was intrigued, and after seeing those first previews I was already fairly convinced that Sony had something great on their hands. But a little bit about LBP for any of you that may not have heard all that much just yet. The basic premise revolves around players taking these little Sackboy or Sackgirl characters and customizing their appearance and abilities to explore and interact with the environments around them. The idea is for players to navigate their creations through highly customizable levels to best enjoy an experience that they, themselves, are continually making. With an emphasis on making friends, sharing content, and crafting adventures - the sky’s the limit. If I wasn’t already impressed with the sheer amount of imagination that just oozes off the screen thanks in no small part to the unique, homegrown, art style then the promise of so much creativity at the hands of the player would’ve certainly done it and I’ve long been sold on the game.
Just yesterday LittleBigPlanet Co-Creator, Mark Healey provided a few more specifics in an exclusive interview for LittleBigPlanet Central as to what’s in store for fans in terms of level creation, etc. and here’s an excerpt of that interview that touches on some of the mechanics at play. To read the interview in its entirety, jump over to the LittleBigPlanet Central forums here.
We have a set of ‘switches’ that can be wired up to various items;
‘Button’ – This is like the button you might find on a fruit machine – it requires pressure on it to operate it.
‘Two way switch’ – A two position switch – much like a light switch.
‘Three way switch’ A bit like the two way switch , except it has a central position, and will spring back to centre when not being operated.
‘Sensor switch’ This will become active when a Sackperson is close to it (you can