#How do you hope for logic to work?

1 messages · Page 1 of 1 (latest)

smoky crown
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We have various concepts and ideas for the “logic” features in Restitched, but, as the creator, what do you look forward to?

Making objects move, change settings, destroy, sense things, use classic logic gates are all important features for any type of logic!

In Restitched’s unique approach to building platformer levels with only a mouse and keyboard, how do you hope for logic to take advantage of this? What are some of the most important aspects of this feature to you?

mortal acorn
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i do not really know since there's a lot of ways to implement such a thing

smoky crown
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How do you hope for logic to work?

mortal acorn
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i really hope it lets you script sequences

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and not just a gameplay enhancment tool

limber hawk
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Maybe using a mouse during gameplay could be interesting, so there could be some logic that could detect the cursor and even detect clicking or dragging on specific objects to move platforms, rotate handles, etc.

exotic verge
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I just want it to not limit me and my creativity I don't want it to be extremely time consuming and complex nor do I want it to be extremely simple and limiting

spice jetty
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Maybe have the ability to have it more interactive to the player in a level.

Having a terminal that stuffy slams its paws on, allowing the player to tweak Tolerances on a allowed thing set by the creator(s). Since its mouse and keyboard, you can get away with simplifying "commands".

Maybe like a table of of things that can be tweaked; or even presets that the creator(s) set, a list for the player to choose from. Changing lighting, background, etc. Or if its a mini-game level, change "rules" with a simple mouse click.

Not to make it the way of interacting with logic. Just giving the players more simple options that can be made complex seems pretty neat.

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I really enjoy the idea of future content patches of Logic being released (that dont break the old levels :) )

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ALSO, I hope that theres a "Logic Vision" thing that can be toggled. With a nice sfx that plays when you toggle.

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^It doesnt count if it doesnt have the nice sfx hazard

timber knoll
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For me, I felt LBP2 did logic incredibly well, but the controller was just such a pain to use, especially for dragging wires over long distances or for making custom shapes on objects. Any complaints I would've had back then would have been solved by just using a mouse and keyboard.

In terms of importance; I feel the absolutely number one has to be simplicity. A game like this, with it's charm, light hearted nature and colour; I feel if it had a logic system that was overly complex or in some way wasn't intuitive, it would detract from the overall aesthetic of the game.

Perhaps second to that for me would be accessibility. Like I said, LBP2 I feel did things extremely well. If I wanted to make a door open by triggering when the player is near, I could do that within 60 seconds. If I wanted a series of events to happen, a trigger, and a sequencer with logic attached would be pretty much all I needed.

Simplicity and accessible. I shouldn't have to go to external sources to figure out how to use the tools. If I'm not sure, an in-game tool tip should be present to help me.

median patrolBOT
iron glade
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I would hope for there to be different categories such as basic and advanced logic. Basic is more friendly towards users who would like to create simple contraptions without having to think too hard on it. Whereas the advanced is targeted towards experts who actually have an idea and are willing to learn to use these tools that will surpass the limitation. Each logic should have a description of how they function. This will all help prevent players from confusion and being discouraged from creating. Also as a community there will likely be experts out there willing to lend a hand. It can also encourage people to learn and experiment as apposed to shying away.

jovial shuttle
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I'm honestly just hoping it'll have logic on the same level as LBP2's so its complex and you can do lots with it, but easy to grasp for beginners. I feel like LBP2's is the best version of "Logic" in the UGC genre. Even if the logic was still barebones for Restitched though, I think I'd still enjoy creating just from the fact it'll be so much easier to create with a mouse in comparison to a controller.

median patrolBOT
jovial shuttle
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Thanks Stuffy bot 😂

spice sorrel
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In all honesty, I expect the logic I most desire to not be in Restitched.

I enjoyed most of my time in LBP2 making controllables, such as side view mechas, or top down creatures. In the case of top down, it entirely eliminates the "platformer" part of the game, more RPG style, which is what I enjoy more so- but Restitched wishes to focus on Platformer specific content, which yes, is a bit disheartening, but I know I will enjoy other parts of the game regardless!
However, to be able to still make side view type "controllables" would be very nice, though that may be a bit much to ask-

If I am being hopeful though, the logic I hope to be in the game would be as such. The ability to control a contraption and hook up input controls to specific parts of the contraption (Such as motors, directional rotators, etc). This would include a system like the "microchip" in LBP.

Again, I am not expecting this sort of functionality since the direction of Restitched is different- but if it could be a consideration for the future, that would be my greatest wish for this game come true! Gods know having a system like that with a mouse would be so much more smooth and consistent 😂

lean nexus
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an Input Detector would be nice

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something that detects what type of input you’re using (keyboard/mouse vs controller) and outputs differently depending

median patrolBOT
lean nexus
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it’s a small thing but one that always comes to mind when i think about this

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most ambitiously would be custom UI element tools

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being able to apply logic to stuffy maybe?

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not sure if there’s any actual point to this but something to modify materials—change their color, bevel, even the material entirely?

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maybe more simply, something that modifies the stamps on a material, such as applying a color to them or making them transparent. would be useful for scripted decorations bits like a paintball hitting the background or something (stamp transparent and suddenly made visible)

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might be useful for color grading too—making a stamp blend in with a sunset color palette more by increasing its saturation a tiny bit and adding some orange or something, where regular universal color correction might not be desired

fossil bobcat
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weighted randomizers, transparency tweaker/attribute, following/attraction/repulsion, ideally some kind of arbitrary wieldable tool creation

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possibly ways to add things like UI text/elements?

lean nexus
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weighted randomizers would be nice. if intuitiveness is a concern giving randomizers a space where you can change the size of outputs or something to represent different weightings could be convenient??

limber snow
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I really enjoyed the simplicity in LBP 1, most things were done with keys and key switches. Something similar, but a bit more complex would be nice. Maybe have logic “containers” to hold a circuit board of logic together and some object movers, destroyers, and tweakers. For other types of logic their should be gates, counters, timers, sensors of multiple types, and teleporters of some type (ones that can either teleport the player anywhere or to the ending of a level.)

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Mostly things that are simple enough but that don’t limit creativity

limber snow
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Also things that can be interacted with such as text boxes

lean nexus
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not sure how this would be possible or expandable with the logic system but it’d be nice to have some kind of “get” system that can grab various things like… player usernames and/or high scores. would be happy even if it was only number stuff as long as that number could be used in logic, eg for comparisons

limpid light
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I'm hoping to see any piece of logic that can change properties of certain objects (I'm not sure if you can just edit properties of all objects just by clicking them though that'd be better), so you could make something generally grabbable non-grabbable or maybe you could remove gravity from a single object without adjusting the gravity of the whole level

smoky crown
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The idea is that you can configure default settings for a range of categories per-object. So, visuals, color, gameplay features, sound, etc.

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Not sure how this will tie in with logic yet (technically we know - but UI/UX-wise we don’t yet)

limpid light
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ah

lean nexus
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unsure how practical this is ultimately but been thinking it'd be nice to also have "global" object settings logic. stuff that'll be like, yeah, you set this, and it changes the object settings for all instances of this material, or prop, etc, which would be useful if you're trying to use a specific object as a clear gameplay shorthand to the player for some distinct mechanic you're using, or even attached to logic for more complex setups like being able to switch the level between two states that change how some of its materials work to drive the changes naturally

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making a specific material universally react in a certain way to a particular object, etc

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it gets a little clunky to have to put logic on every single distinct object you want to work a certain way

fossil bobcat
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another thing is custom zones of sensors

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I was really frustrated that the only zone shape in lbp was circular

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there were ways to get around it, but it was really just a messy workaround

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like if there's a player sensor, I may want it in a very peculiar polygon shape

icy aurora
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That’s why a lot of the times Id use an impact sensor on sticker panel, it would serve the same purpose but your zone can be whatever

fossil bobcat
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yeah that's the solution I came up with as well

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was never a big fan of it tho if the zones were meant to be more dynamic

fossil bobcat
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another one is maybe tracks?

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Idk if it's logic or not

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but basically a set path that an object would follow

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for example a simple slider, or something more complex like a loop da loop

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not all my ideas are good btw, I'm just kinda shooting my shots

lean nexus
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a less complex version would be to set follow "targets" that have logic to deactivate themselves and activate the next target in a sequence when they're reached by a given follower

mortal acorn
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you could even loop these tracks

dusky stone
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i know that the tracks that lbp3 had were atrocious to use, so having something that was much more simple would be a god send

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having it be point based instead of via the wierd pole bending system would automatically make that kinda thing wayyy easier

mortal acorn
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what wasnt easy was the hook that the tracks used

dusky stone
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that was kinda my problem with them lol

mortal acorn
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the only thing LBP3's rails lacked is looping

dusky stone
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also i just found them to never be useful for the kinds of things i would want to use them for

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yeah not having looping made em practically worthless for me

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if i wanted to make a complex movement pattern, it was practically impossible to actually have them work for an enemy

mortal acorn
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but other than that they're really useful

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they're good for like

dusky stone
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they were better than nothing, but they ended up being too niche and hard to use for what i wanted

mortal acorn
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planning out camera shots

dusky stone
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yeah, that works

i wanted to use them for ai enemies

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think space invaders

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so many issues cropped up with it though

mortal acorn
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i dont think you'd want to be using tracks for that

dusky stone
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i quickly noticed lol

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for the kinds of levels i made it just never worked out

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very arcadey stuff

mortal acorn
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tracks are also really useful for shmup type enemies

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just remember to delete and emit them when needed

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oh, btw

dusky stone
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i guess really i just hope if a track system does get put into restitched that it has more flexibility

mortal acorn
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you know the rails can be captured as objects, yes?

dusky stone
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i know

mortal acorn
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some people might not

dusky stone
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don't know why they wouldn't be

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but then again, lbp3 features were jank lol

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i don't have any use for learning new stuff sadly, i've long since stopped making levels for the game, i'm just happy with getting 2 team picks from my decade of playing the games

i'm holding out hope that restitched will have a strong community so that making content for it feels justified

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cuz so far i'm loving everything i'm seeing

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as with everyone else i imagine, i'm just holding out to see how logic works out

mortal acorn
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and usually you cannot capture a connector by itself

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(they have to be attached to something)

scarlet berry