Creature Pieces
To do: Document functionality differences in LittleBigPlanet PSP. From my testing I've noted that:
|
Creature Pieces are a set of gameplay objects that allow creators to give otherwise inanimate objects the ability to navigate a scene.
Creature Brain
Creature Brain | |
---|---|
Games: | LittleBigPlanet, LittleBigPlanet PSP, LittleBigPlanet 2, LittleBigPlanet PS Vita, LittleBigPlanet 3 |
Type: | Gadgets |
Category: | Creature Pieces |
Inputs: | 1 |
Obtained from: | Tutorials Start (LBP3) |
A Creature Brain can be snapped onto an object to give it simple AI, and also allows it to be "killed" by players and other hazards.
Usage and behaviour
When placing a Creature Brain from the Tools Bag, it will snap onto the edges of nearby objects on the same layer as it. The properties of a Creature Brain are set through its base, with the oldest one placed onto an object dictating its behaviour. For example, if there are two brains on a creature - one telling the creature to jump every 0.1 seconds and the other telling it to chase the player with 200% movement speed - whichever one was placed first will take priority. In LittleBigPlanet 2, LittleBigPlanet PS Vita and LittleBigPlanet 3, it is possible to dynamically change the creature's properties depending on which brains are collected by using Tag Sensors and Destroyers to destroy the bases.
Variants and death
Creature Brains come in protected and unprotected varieties, indicated by the type of dome on top of the cardboard base. The key difference between the two is that players can kill unprotected brains by jumping on it, shooting it with the Paintinator or throwing a grabbable object at it with the Grabinators, awarding 50 points per-brain. Conversely, protected brains cannot be killed through direct player interaction, and must be dealt with through other means. If a creature has more than one brain attached to it, all of them must be collected or otherwise destroyed in order to kill the creature.
In the original LittleBigPlanet and LittleBigPlanet PSP, Creature Brains can only be killed in Play Mode. Starting with LittleBigPlanet 2 Creature Brains can be killed in Create Mode, making it easier to test logic that relies on killing them. In LittleBigPlanet 3 most characters will bounce off of unprotected Creature Brains, the sole exception being Big Toggle, who will not bounce upward when killing one.
In addition to direct player action, creatures can also be killed by lethal materials and objects, regardless of which brain type is used. If the creature's active brain is tweaked to be vulnerable to hazards, and if one of its attached legs or wheels gets too close to a hazardous object, the creature instantly dies. However, lethalised creatures are immune to their own hazards, e.g. a vulnerable creature lethalised with fire will be impervious to all fire-based hazards, but can still die to other lethalised objects. A creature can even be immune to multiple hazards if there are multiple different lethal objects attached to it.
In the original LittleBigPlanet, the six colours of Horrible Gas are treated as separate hazards, e.g. a vulnerable creature made of green gas can pass through green gas unharmed, but other colours will kill it. Starting in LittleBigPlanet 2, Horrible Gas could take on any colour but would always behave like the first game's "green" gas; the other five variants would still function as separate hazards if imported through a level backup, however. In LittleBigPlanet 3, hazardous objects must be solid in order to kill vulnerable creatures, meaning that Horrible Gas and the non-solid Plasma projectiles no longer affect vulnerable creatures, but a Sackbot with a Horrible Gas Danger Tweaker in its circuit board is able to kill them.
Simply stamping a Creature Brain onto an object is not enough to get it moving; it also requires at least one leg or wheel. With that condition satisfied, the creature continually run foward, only changing direction when it encounters a wall or a Creature Navigator. Depending on the settings in their tweak menu, Creature Brains will either ignore players, chase them or flee from them. If the Jump Interval is greater than 0.0s and at least two of its legs/wheels are touching the ground, the creature can also jump.
Tweaks
Behaviour
Behaviour: (
) Determines how the creature reacts to nearby players. |
Input Action: (
) Determines how the Creature Brain responds to logic signals. |
Awareness Radius: (0.0 - 5000.0) Sets how close the player needs to be for the creature to start chasing or fleeing from them. This tweak will not appear while Behaviour is set to Ignore. |
Vulnerable?
Vulnerable to Lethal Materials: ( ) If set to yes, the creature will die if it comes into contact with a lethalised object. Note that creatures are immune to their own hazards, e.g. a creature lethalised with fire is impervious to other fire-based hazards. |
Destroy Effect: (
) Sets the effect to use when the creature dies. The default is "Fall Apart". |
Movement
Movement Speed: (0% - 400%) Sets how quickly the creature trundles across the landscape. |
Jumping Strength: (0% - 300%) Sets how high the creature jumps, with 100% being slightly higher than Sackboy's default jump height. |
Jump Interval: (0.0s - 86,400.0s) Sets how frequently the creature jumps. It this value is left at 0.0s, it will not jump at all. |
Jump Phase: (0.0s - 86,400.0s) Sets when the creature jumps in relation to other creatures. |
Creature Leg and Wheel
Creature Legs and Creature Wheels can be attached to objects with brains, enabling them to navigate a scene on their own.
Behaviour
Creature Legs and Creature Wheels are attached in the same manner as Creature Brains, snapping onto the nearest object on the same layer while being held with the Popit Cursor. They have no tweaks to call their own; instead they inherit the properties of the oldest Creature Brain attached to their host object. When attached to an object with a brain, it gains a level of stabilization similar to that of a Gyroscope; even if it only has a single leg, an unbalanced object will be able to stand upright as long as it can hold its own weight.
A creature can move on its own as long as at least one of its legs or wheels are touching the ground, at a speed specified in the active brain's tweak menu. If two or more of its legs or wheels are touching the ground, and its Jump Interval is greater than 0.0s, the creature can also jump. If set to Flee or Follow, a player must also be inside the brain's Awareness Radius before it will attempt to jump.
In addition to allowing a creature to move on its own, legs and wheels also serve as weak points for vulnerable creatures, as they detect lethalised objects and kill the creature if one of its appendages collides with a hazard it is not immune to. If a vulnerable creature does not have any legs or wheels, it cannot be killed by hazards.
While at first glance it may appear that the differences between legs and wheels are just cosmetic, the differently shaped collision means that wheels generally have an easier time navigating bumpy terrain than legs. Despite not being tweakable through normal means, the colour of a Creature Wheel can actually be changed by placing a Wall Jump Material Tweaker on it and changing the Visual Effects colour.
Creature Navigator | |
---|---|
Games: | LittleBigPlanet, LittleBigPlanet PSP, LittleBigPlanet 2, LittleBigPlanet PS Vita, LittleBigPlanet 3 |
Type: | Gadgets |
Category: | Creature Pieces |
Inputs: | 0 |
Obtained from: | Tutorials Start (LBP3) |
The Creature Navigator is a non-physical object that is placed the same way as any other logic gadget. It has no tweaks or ports, and only serves to redirect creatures that get near it.
Behaviour
The effect that a navigator has on a creature depends on its behaviour; creatures set to Ignore will switch directions when encountering a navigator (creatures moving left start moving right, and vice-versa), while those set to Flee or Follow will stop moving when they reach one. Navigators only affect creatures if one of their legs or wheels are touching the ground and actively propelling it forward; if a creature encounters one while airborne, or while their brain is switched off via logic, it will ignore the navigator.
Creature Navigators can be placed onto circuit boards and will continue to redirect creatures even if its host Microchip loses power.
Due to the lack of a tweak menu, the Creature Navigator's visibility in Play Mode is entirely dependant on the game being played. In the original LittleBigPlanet they are always visible, but from LittleBigPlanet 2 onward they are only visible in Create Mode, turning invisible in Play Mode.
LittleBigPlanet Gadgets
| |
---|---|
Bolts | Bolt •
Sprung Bolt •
Motor Bolt •
|
Joints | String •
Rod •
Elastic •
Spring •
Winch •
|
Creature Pieces | Magic Eye •
Magic Mouth •
Creature Leg •
|
Special | Emitter •
Rocket •
|
Switches | Button •
2-Way Switch •
Magnetic Key •
Grab Switch •
|
Cameras | Camera Zone •
|
Unreleased | |
Removed |
Template:LittleBigPlanet (PlayStation Portable) Gadgets
LittleBigPlanet 2 Gadgets
| |
---|---|
Bolts | Bolt •
Sprung Bolt •
Motor Bolt •
|
Joints | String •
Rod •
Elastic •
Spring •
Winch •
|
Emitters | Emitter •
Note •
|
Movers | Mover •
Follower •
In/Out Mover •
|
Rotators | Rotator •
Gyroscope •
|
Switches | Button •
2-Way Switch •
|
Sensors |
Tag •
Tag Sensor •
Tag Radar •
Grab Sensor •
Water Sensor •
Score Sensor •
Speed Sensor •
|
Simple Logic | NOT Gate •
OR Gate •
XOR Gate •
AND Gate •
Battery •
Microchip •
|
Advanced Logic | Toggle •
Counter •
Timer •
Randomiser •
Selector •
Sequencer •
Movinator •
Vitanator •
|
Global Tweakers |
Score Giver •
|
Object Tweakers |
Destroyer •
|
Creature Pieces | Magic Eye •
Cute Eye •
Evil Eye •
Magic Mouth •
Creature Leg •
|
Cameras | Game Camera •
Movie Camera •
|
Unreleased | Animatic •
Pin Giver •
|
Removed |
Sackbot Pads •
Impact Key •
Look-At Key •
Always On •
|