During development, he experimented with adding creatures and characters. It was built from a text editor conceived in 1989 to build a better editor for Pascal, after he disliked editors that came with other programming languages. The game was designed by mechanical engineering student Tim Sweeney in roughly six to nine months. It includes an in-game editor, allowing players to develop worlds using the game's scripting language, ZZT-OOP. It has four worlds where players explore different boards and interact with objects such as ammo, bombs, and scrolls to reach the end of the game. Players control a smiley face to battle various creatures and solve puzzles in different grid-based boards in a chosen world. It is an early game allowing user-generated content using object-oriented programming. It was later released as freeware in 1997. ZZT is a 1991 action-adventure puzzle video game and game creation system developed and published by Potomac Computer Systems for MS-DOS. I don't know how many worlds have been edited with KevEdit since then, but I'm glad I got to contribute something to the ZZT community.Action-adventure, game creation system, puzzle In a few versions, it was a powerhouse and was banned from several competitions as an unfair advantage! Soon Bitman joined me, adding new features and cleaning up the code. It was based on Greg Janson's initial reverse engineering of the ZZT format, with my own research to fill in the gaps. ![]() That version was only useful for editing artwork. ![]() After several failed attempts, I finally released version 1.0 in June 2000. KevEdit was a project I wanted to do for a long time, but in my youth I lacked the necessary skill. Among its many features are a full color palette with a large backbuffer, a gradient tool, a program editor with syntax highlighting, a music tester, and board reordering and deletion. KevEdit was the original standalone editor for ZZT game worlds.
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