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Games Entertainment

24 Hours With LittleBigPlanet 30

We recently mentioned an event at the Parsons New School for Design and Technology in which students were divided into teams, given copies of LittleBigPlanet, and had 24 hours to develop levels for the game. GameSetWatch has the story of how the design contest went, what the winners and other notable finishers designed, and how the judges were surprised that "what they played could be completed in 24 hours." Further coverage is available at GameSpot, including a videos of several different levels. "Team Good Sportsmanship's level consisted of a single massive moving monster. SackBoy had to find his way up the monster, go through its digestive track while dodging stomach acid and eventually get on top of its head. The level featured an anatomical tour of the beast, complete with rib cage, beating heart even a dangling uvula. Once the player made it up to the brain, there was a hand-drawn animation of what the beast was thinking: eating SackBoy. Once the player got past the teeth and used the tongue to lob themselves on top of the monster's snout, the level was over."
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24 Hours With LittleBigPlanet

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  • by Fross ( 83754 ) on Thursday September 25, 2008 @06:29PM (#25158581)

    From the two videos I saw, seemed a lot of the time was people wrestling with the controls, trying to execute a jump or hold onto something. A LOT of the time. Gives the impression the controls are fiddly and inaccurate, if you assume that the people operating the characters in the videos are at least familiar with PS3 controls.

  • by Chuck Chunder ( 21021 ) on Thursday September 25, 2008 @07:16PM (#25159145) Journal

    Indeed, it looked very pretty but from the videos executing a simple jump, particularly from a standing start, seemed rather difficult to pull off.

    For a game that fits largely in the 'platform' genre that seems like a cardinal sin.

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