Search found 404 matches

by Ceilick
Wed Mar 22, 2017 4:21 am
Forum: Theory
Topic: DISCUSSION: Keen 6 level design.
Replies: 93
Views: 173420

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: 93
Views: 173420

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: 13742

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 Benvo...
by Ceilick
Thu Mar 20, 2014 9:12 pm
Forum: The Mods
Topic: Keendroid
Replies: 4
Views: 15493

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: 35279

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 g...
by Ceilick
Tue Mar 11, 2014 8:25 pm
Forum: Theory
Topic: Save Scummming and Extra Lives
Replies: 29
Views: 50809

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: 60591

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: 60591

...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: 60591

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: 26119

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...
by Ceilick
Wed Mar 05, 2014 8:51 pm
Forum: Theory
Topic: DISCUSSION: Keen 1 level design
Replies: 48
Views: 80275

I disagree with you regarding the message. I think that it adds a huge layer of excitement - it suggests to the player that there is a significant voyage of discovery ahead. For me, this heralded to me that I was about to play a game with a level of depth previously unknown to me. Beautifully state...
by Ceilick
Wed Mar 05, 2014 6:19 pm
Forum: Theory
Topic: On the topic of points...
Replies: 40
Views: 60591

Also the mod creator could set target scores like Average keener 100.000 points Advanced keener 250.000 points Ultimate keener 1.000.000 points This is a fantastic idea. Taking this further, what if the game could taunt or compliment the player over exceptionally low or high scores? Examples: "...
by Ceilick
Wed Mar 05, 2014 12:33 am
Forum: Theory
Topic: On the topic of points...
Replies: 40
Views: 60591

This much has been said though; points become functional and theoretically players can measure something with them. Points could represents a player's "completion percentage If there is a maximum number of points, there can be a 'perfect' game. It doesn't address how players of keen games and m...
by Ceilick
Tue Mar 04, 2014 10:31 pm
Forum: Theory
Topic: On the topic of points...
Replies: 40
Views: 60591

Functionally true, but any player of Commander Keen and the mods of it has been conditioned to the pointlessness of points. Simply fixing the mechanism by patching isn't going to alert what seems to me a good deal of the player base that points, and score, are worth achieving.
by Ceilick
Tue Mar 04, 2014 5:26 am
Forum: Theory
Topic: On the topic of points...
Replies: 40
Views: 60591

However, if points serve as keys, you must surely see that they serve as (potentially) more complex keys. But also without some of the obvious characteristics inherent to keys (e.g doors). Oh definitely, and actually the 'point keys' in my mod DO have doors attached to them (thread here ); 100 poin...