Search found 394 matches

by Ceilick
Tue Apr 25, 2017 2:17 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 46
Views: 14453

Re: DISCUSSION: Keen 6 level design.

1. Keen came to Fribbulus Xax on a weekday. The Bloogdome would ordinarily be packed to capacity on the weekend, but it's off-season right now, and so all Keen has to contend with are a few Nospikes doing personal training. Haha! Good point Levellass, the level design really is more conducive to Fl...
by Ceilick
Thu Apr 20, 2017 6:17 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 46
Views: 14453

Re: DISCUSSION: Keen 6 level design.

Kind of funny, that while I can see and appreciate the positive points Xky mentions, particularly the illusion of choice/winding paths, and the balanced challenges, and the somewhat more interesting big bonus area, I still don't like this level. And it's really no fault of the level design itself so...
by Ceilick
Mon Apr 03, 2017 8:56 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 46
Views: 14453

Re: DISCUSSION: Keen 6 level design.

I feel conflicted about such a drastic split in the level. One the one hand, it does what it intends to, create a distinct final room/zone and make the player anticipate the level's exit. It gives a strong feeling of progression to drop down to the green door (which, Xky is right, really has no reas...
by Ceilick
Tue Mar 28, 2017 3:15 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 46
Views: 14453

Re: DISCUSSION: Keen 6 level design.

Xky: I'm not in a position to create an example, but the best case for comparison I can see in the level is on the left side above and to the right of the bridge. On the right side of the brown bush/moss platform thing you can see the tiles forming the underside of the platform have a black outline....
by Ceilick
Mon Mar 27, 2017 12:39 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 46
Views: 14453

Re: DISCUSSION: Keen 6 level design.

Good point on the graphical flaw, Levellass. On that note, I think it's important to notice that the extra thin platforms work really well in this level; it would feel very different (more clausterphobic?) if they were two tiles thick. They just need a graphical adjustment (although I wonder if even...
by Ceilick
Wed Mar 22, 2017 4:21 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 46
Views: 14453

Re: DISCUSSION: Keen 6 level design.

Cheers dude :) Great points on this one again, and really interesting to read your thematic interpretation of the domes. Its great when lore can be felt and generated simply by how the platforms are layed out. As a level designer, I think it's super important to see the value in the nonlinear use of...
by Ceilick
Wed Mar 22, 2017 3:30 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 46
Views: 14453

Re: DISCUSSION: Keen 6 level design.

Great points, Xky, I'm taking particular note of level shape conformity to the level entrance, the clearly labeled hazard zone, the introduction to the Flect, and the puzzle element to the upper playing area. Excellent point on this being an analog to the Pogo Shrine, Levellass. In that respect it r...
by Ceilick
Fri Apr 18, 2014 4:25 pm
Forum: General
Topic: Keen Source Code Subforum?
Replies: 8
Views: 4883

Moved to the general forum. When the time comes I can add a "Galaxy Source Code Modding" subforum to the "Keen: Galaxy & Dreams" category. Depending on how source code modding develops, this may be sufficient or an entire category with its own subforums, similar to what Benvolio suggests, could be p...
by Ceilick
Thu Mar 20, 2014 9:12 pm
Forum: The Mods
Topic: Keendroid
Replies: 4
Views: 3343

Not intentional, but I did notice it while playtesting and tried to design accordingly so that there were ways around what I found to be almost impossible jumps, but placed that you will hopefully find them after trying said jumps a few times and then :rageface I did notice this as a trend, but nev...
by Ceilick
Tue Mar 18, 2014 3:31 pm
Forum: General
Topic: Welcome to Keen: Modding!
Replies: 0
Views: 3382

Welcome to Keen: Modding!

This forum is intended for discussion of Commander Keen editing and modding, and as a storehouse for tips, tricks, patches, and utilities." Welcome to Keen:Modding, a subsection of the general Commander Keen community. As the name implies, this forum is dedicated to modding the original Keen games....
by Ceilick
Tue Mar 11, 2014 8:25 pm
Forum: Theory
Topic: Save Scummming and Extra Lives
Replies: 29
Views: 16133

The main features of the article 'Lass linked, as I see them: In Rules of Play: Game Design Fundamentals (2003), Eric Zimmerman and Katie Salen define a game as ‘a system in which players engage in an artificial conflict, defined by rules, that results in a quantifiable outcome’. In physical spa...
by Ceilick
Sun Mar 09, 2014 6:48 am
Forum: Theory
Topic: On the topic of points...
Replies: 40
Views: 17164

All of these examples would be redundant in a completed-game-only list. This is a good point; if we expect all games ranked to be completed games, not games that were merely ended by player choice or had game over (which basically can't happen with infinite lives). So it needs to be something that ...
by Ceilick
Fri Mar 07, 2014 9:21 pm
Forum: Theory
Topic: On the topic of points...
Replies: 40
Views: 17164

...modern Achievements system, which I would hate to see employed in a Keen mod. Agreed, if we see the modern achievements system the same: multiple arbitrary, pointless, and possibly not even fun goals independently awarded from the rest of the game, sometimes procedurally so. While various ranks ...
by Ceilick
Thu Mar 06, 2014 1:43 am
Forum: Theory
Topic: On the topic of points...
Replies: 40
Views: 17164

Great ideas with the status window, Spleen. Being able to directly refer and compare one's score is a great way to bring it to the player's attention. The taunts/compliments would be cool, but would there be room on the high score table? Or would it be displayed at the game over screen? Either or bo...
by Ceilick
Wed Mar 05, 2014 10:11 pm
Forum: Theory
Topic: What kind Enemies would you like to see more of?
Replies: 14
Views: 6867

Dust off and highlight a few quotes from our guardians of wisdom which I find particularly useful in modding enemy creatures: i usually reserve some monster for special levels , in dttv , i reserved nearly all meeps for meep house (and like nospike in bloogdome , i find that typeof levels interestin...