Search found 404 matches
- Wed Mar 22, 2017 4:21 am
- Forum: Theory
- Topic: DISCUSSION: Keen 6 level design.
- Replies: 93
- Views: 175339
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...
- Wed Mar 22, 2017 3:30 am
- Forum: Theory
- Topic: DISCUSSION: Keen 6 level design.
- Replies: 93
- Views: 175339
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...
- Fri Apr 18, 2014 4:25 pm
- Forum: General
- Topic: Keen Source Code Subforum?
- Replies: 8
- Views: 13793
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...
- Tue Mar 18, 2014 3:31 pm
- Forum: General
- Topic: Welcome to Keen: Modding!
- Replies: 0
- Views: 35913
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...
- Tue Mar 11, 2014 8:25 pm
- Forum: Theory
- Topic: Save Scummming and Extra Lives
- Replies: 29
- Views: 51087
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...
- Sun Mar 09, 2014 6:48 am
- Forum: Theory
- Topic: On the topic of points...
- Replies: 40
- Views: 60915
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 ...
- Fri Mar 07, 2014 9:21 pm
- Forum: Theory
- Topic: On the topic of points...
- Replies: 40
- Views: 60915
...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 ...
- Thu Mar 06, 2014 1:43 am
- Forum: Theory
- Topic: On the topic of points...
- Replies: 40
- Views: 60915
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...
- Wed Mar 05, 2014 10:11 pm
- Forum: Theory
- Topic: What kind Enemies would you like to see more of?
- Replies: 14
- Views: 26262
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...
- Wed Mar 05, 2014 8:51 pm
- Forum: Theory
- Topic: DISCUSSION: Keen 1 level design
- Replies: 48
- Views: 80622
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...
- Wed Mar 05, 2014 6:19 pm
- Forum: Theory
- Topic: On the topic of points...
- Replies: 40
- Views: 60915
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: "...
- Wed Mar 05, 2014 12:33 am
- Forum: Theory
- Topic: On the topic of points...
- Replies: 40
- Views: 60915
- Tue Mar 04, 2014 10:31 pm
- Forum: Theory
- Topic: On the topic of points...
- Replies: 40
- Views: 60915
- Tue Mar 04, 2014 5:26 am
- Forum: Theory
- Topic: On the topic of points...
- Replies: 40
- Views: 60915
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...