From: owner-ammf-digest@smoe.org (alt.music.moxy-fruvous digest) To: ammf-digest@smoe.org Subject: alt.music.moxy-fruvous digest V14 #4107 Reply-To: ammf@fruvous.com Sender: owner-ammf-digest@smoe.org Errors-To: owner-ammf-digest@smoe.org Precedence: bulk alt.music.moxy-fruvous digest Wednesday, May 6 2020 Volume 14 : Number 4107 Today's Subjects: ----------------- Tense This Muscle For 1 Min To Unlock Massive Growth ["Primal Grow Pro" <] ---------------------------------------------------------------------- Date: Tue, 5 May 2020 13:17:07 -0400 From: "Primal Grow Pro" Subject: Tense This Muscle For 1 Min To Unlock Massive Growth Tense This Muscle For 1 Min To Unlock Massive Growth http://feverow.bid/EqMf0dEdJsh9wbkXJKaSZe-cwwYkfGbgaBLthtX0Na-A7bQ http://feverow.bid/jI5JsrqM0H2UL4eikQbrmToZ0SVPkSulgizQGoI3hw6OzaY sign is necessary for two primary purposes - providing players with a goal and providing players with enjoyable play experience. Good level design strives to produce quality gameplay, provide an immersive experience, and sometimes, especially in story-based games, to advance the storyline. Skilled use of textures and audio is necessary to produce immersive player experience.[citation needed] Gameplay alteration Maps' design can significantly impact the gameplay. For example, the gameplay may be shifted towards a platformer (by careful placement of platforms) or a puzzle game (by extensive use of buttons, keys, and doors). Some FPS maps may be designed to prevent sniping by not including any long hallways, while other maps may allow for a mix of sniping and closer combat. Gimmick maps are sometimes created to explore selected features of gameplay, such as sniping or fist fighting. While they are briefly useful to level designers and interesting to experienced players, they are usually not included in final list of levels of the game because of their limited replay value. Player directing Levels are generally constructed with flow control in mind, that is directing the player towards the goal of the level and preventing confusion and idling. This can be accomplished by various means. Often the level layouts features power-ups and items aligned in path and combinations that collecting them inevitably progresses the game and advances the story-line. This is one of the basic player direction technique and is most often seen in platformers. Lighting and illumination, as well as distinctly coloured objects are often used to unambiguously steer the player towards the correct path. Similarly, clearly marked choke-points can be introduced. Another method is strategic placement of obstacles and aesthetic enviro ------------------------------ End of alt.music.moxy-fruvous digest V14 #4107 **********************************************