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Sat, 03 Apr 2004 04:35:16 +0200
Gnus/5.1006 (Gnus v5.10.6) Emacs/21.3 (gnu/linux)
Something that is buzzing around in my mind every once in a while:
Pingus puzzles are mainly build out of 'pattern'. With pattern I mean
combinations of actions, scenary and timing that then forms an
non-obvious gameplay element that solve problems.
For example given the digger and the bridger action one has a solution
for the 'reverse a pingu' problem, ie. dig a hole and quickly a bridge
with the same pingu afterwards so that it will collide with the ground
and change directions.
Another example would be a 'save pingus from a too high fall
situation', which can either be solved by floaters which would be the
obvious way or by using only a floater that then once touched down on
the ground would start up building a bridge to lower the fall height.
Would anybody be interesting in documenting all these 'pattern'? Thus
forming a usefull reference for level designers that could then be
used to build more complex levels by combining different pattern. It
could especially be helpfull for people new to the game itself, to get
a better overview of how levels are build and how to build some
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Ingo Ruhnke <=