Why do people still refer to Yellow Kirby as Keeby? Keeby has never been confirmed to appear outside of Dream Course, so it's pretty safe to assume that he's exclusive to that game. If you're going to start doing that, you might as well call Green Kirby by his other name, Kusamochi.
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Anyways... I might have something for you guys to occupy yourselves with. I was testing out how Carry Dee's AI works in Return to Dreamland, so I now know what his different "settings" are. His first two actions have him running away once Kirby is detected. However, when Carry Dee detects a wall, his settings will determine what he does. The first action will make it so that Carry Dee will jump when he comes in contact with a block. Whether it's only one-block high or an entire wall he can't scale, he will always try to jump over it. The second action will make it so that Carry Dee turns around and runs in the other direction once confronted with a wall. The same rules apply here -- whether it's one block high or an entire wall, he will always turn around. He can't have both, in that he jumps over blocks yet turns around at walls.
Along with that, he can use any of Waddle Dee's standard actions. This includes standing in place doing nothing, walking forward with varying speeds, or walking back and forth between two places. However, these actions aren't triggered when Kirby is detected, and rather start right when he's loaded into the game.
The reason I bring this up is because I need new Carry Dee puzzles for Return to Dreamland. Because of this, if interest is high enough, I'll be taking in submissions and implementing the best ones in the mod. You can use the template I posted earlier to design the courses, if doing things digitally, simply grid the level out using the Fill Bucket in-between the squares. When designing courses, remember the following:
- Generally, it's best to keep Kirby and Carry Dee in their own sections. If Kirby can instantly access Carry Dee, he can simply kill him and continue onwards with it.
- Following with the above, Kirby and Carry Dee's sections need to be designed based on the main goal. For example, if you want it to be a race, you'll want Carry Dee's path to be more simple, so he can keep a good pace against Kirby. At the same time, you'll want to include obstacles for Kirby to rush through, so the player has a challenge while trying to go fast enough.
- Interactions can be made between the two. In Dangerous Dinner, the developers used switches that Kirby controls to lead Carry Dee through a maze. The same can be done here, although generally you have more assets to work with as the developers limited themselves for ease and simplicity.
Here's some examples of how it's done in-game:
https://youtu.be/W7rVvubmk8g?t=7s
https://youtu.be/AhZtpcHMUWA?t=50s
https://youtu.be/BGxOSRPgOe0?t=23s
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Remember, you have much more assets to work with! For example, as seen in Nutty Noon, they use the Stone ability to gain a better lead. You can design your puzzle around Copy Abilities, too, just make sure that you can get through the section without having to use Copy Ability. For clarification on this, though, you can make it so you need the Copy Ability to actually beat Carry Dee fast enough, but make sure if the player doesn't take the ability, they can get through the section and continue through the level without the Energy Sphere.
You can also mess around with things like wind/water, special items, moving platforms, falling platforms, and more. As another example, pretend you're basing your course around Sword/Cutter/Spear Kirby. You can make it so the player needs to interact with Carry Dee's setting by breaking ropes that'll cover hazardous objects that would usually kill him, so he can continue onwards.
Along with that, generally, if you're focusing on interactions between Kirby and Carry Dee, design both sections with that in mind. However, if you're designing a race or something similar, you don't have to worry about things like "how fast does Carry Dee travel?", as I'll fix his section up to ensure that he keeps the challenge going. All I need to know is how much faster/slower you'd like Carry Dee to be travelling compared to Kirby.
If you have any questions, just ask me~
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Also, I have an announcement I'm pretty excited for that I'll be talking about in a while! Just to give a slight hint, it's another Kirby project, focusing on Kirby's Adventure.
MarioMeteor
would be interested in this one~