Work on Exquisite Knorpse 3 will begin shortly after the ending of Vampires vs Werewolves VII, out of deference to Friday, who will surely punish us most severely if she becomes overworked. I'm posting this thread early, however, because several people including myself have expressed interest in making this happen, and I didn't want the moment to pass.
What the fuck is Exquisite Knorpse 3?Exquisite Knorpse 3 will be the third (and probably final) collaborative
Knytt Stories level produced by this community. Each participant makes a section of the level, containing a single powerup, knowing only the locations of the exits of the sections which preceded them and the powerups expected at that location.
Why is this probably the last Knorpse?Because people will be more interested in participating it if they think it's their last chance. If you are from the future, please do not spoil whether or not we succeed in never doing another one.
I'm sick of Knytt Stories!So don't make an area and/or play the game.
How can I help?Currently, we're not yet working on the level. We're currently in a "planning" phase where we actively discourage actual work. If you want to do a level, start thinking of a super creative idea for your area that will be an amazing surprise for all the others. Prototyping is acceptable as long as you do it in secret.
These things need to be done:
Find a dedicated and handsome volunteer director to manage the level thanks Newbie- Decide on a title (optional)
- Lay down some ground rules to help make it a better game than the last two Knorpses
- Recruit participants and assign them powerups
- Depending on the schedules of the above participants, determine the order in which the areas will be experienced
- Beg for art
So, the list, as it currently stands:
THE ABILITIES
Double Jump - Kayma
High Jump - Brentai
Hologram - Friday
Key: Red - Zaratustra
Key: Yellow - Bleck
Key: Blue - Catloaf
Key: Purple - Yyler
Proximity Detector - Newbie
Running - Lobst
The Eye - Healy
Umbrella - Bongo Bill
Wall Climb - McDohl
ANY - Constantine
THE ORDER OF AREAS VISITED
1. Lobst - Running
2. Kayma - Double Jump
3. McDohl - Wall Climb
4. Newbie - Proximity Detector
5. Bongo Bill - Umbrella
6. Yyler - Purple Key
7. Brentai - High Jump
8. Catloaf - Blue Key
9. Zaratustra - Red Key
10. Bleck - Yellow Key
11. Healy - Eye
12. Constantine - ANY
13. Friday - Hologram
Additionally, areas without any powerups can be made, as well as areas that, potentially, remove powerups. As long as it is known what powerups you enter and leave with, everything is fine. Managing their order and the way they fit together is the duty of the director, who alone can see how everything works.
After EK2, we saw some general trends in the various areas which, it was resolved, ought to be curbed from the beginning. Things like:
- Too many fire shooters
- Nondeterministic obstacles often creating impossible situations
- Highly tricky obstacles a long way from a save point
- Occasional poor visibility of save points and enemies
Some unobtrusive rules of thumb regarding these particular problems should be agreed on by all participants, for the benefit of all players, especially Frocto.
It is my personal belief that creativity in level design can be enhanced by designing levels for a less-powerful protagonist, so I'm going to suggest that we concentrate the non-ability-enhancing powerups (the keys, eye, and detector) more in the early parts of the game.
Additionally, since it was such a hit in EK2, we might want to have an extended endgame gauntlet containing a brief reprisal of an area from each participant.
Questions, comments, suggestions, demands, claims, coordination, and donations to the Citizens Against Frocto's Liver Foundation go here.