The Game World
- CommanderSpleen
- Posts: 1017
- Joined: Sun Aug 31, 2003 12:11 pm
- Location: The Land of Sparkly Things
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The Game World
Maybe we should begin to focus on the actual game world. We've got most of the plot under control, so now we can at least work out some idea of how the map goes together, what lives there, and how the level components look and behave.
So far, regarding the map we've been pushing for some interactivity outside the levels themselves, which will give us a lot to work with if Andrew can manage the patch.
We have three takes on the map itself:
Yowza Enthralling plot
Ceilick Keenish
Commander Spleen Complex
Now, if only we can incorporate the three above maps into something Keenish, complex and enthralling.
Regarding level ideas:
Yowza's take on the buildings in Episode Three:
KeenRush's diagram of what the entire city may look like.
Enemies that have been discussed/mentioned/inferred:
o Slugs (patching => slime?) (Perhaps different to Keen4 somehow)
o Licks (patchin => fire?) (Perhaps different to Keen4 somehow)
o Red things in Episode Two (suit underground areas well)
o Evildoers/Whatever/Zleths
Interactive map/level elements:
o Gateways (levels or otherwise, requiring an item/challenge to pass)
o Statues (offer hints, perhaps activate something/notify council of Keen's presence)
o Bargaining challenges (ie. collect some item, disable some device, destroy some problematic character in order to gain access to other areas or find out specific information) ... Variations on gateways, in other words.
Level themes:
o Bridge crossing
o Forest cities
o K4-style villages
o Fortress (non-Medieval, of course :P)
o Falls
o Floating city
o Underground mining camps
o Underground waterfalls
o Underground magma flows
o Old abandoned city
Specific plot devices:
o Huge pit in last level of Episode One leading to mines
o Elevator shaft at start of Episode Two, allowing access to collapsed entrance, just to add atmosphere
o Statues that need to be activated to contact council members (?)
o Gem and holder in Episode Two that activate a time field intersecting the Oracle's, thus neutralising the intersected area and allowing entry (?)
o Portable version of the above time field device (?)
o Instructions as to how to shut down Oracle's force field (?)
o Some alternate paths to victory (geographical and plot-wise) (?)
I'm sure there's other stuff I've missed, and if anyone'd like to add anything, go ahead. :)
I suggest that here we offer any thoughts that may come to mind regarding the categories listed above, and any others that may be necessary, and either try to work them into the storyline or merge them with other ideas to fit them in.
This post should be kept relatively separate from discussion of the plot, and more aimed toward ideas for the sake of gameplay, even if they do involve plot suggestions.
>Commander Spleen
So far, regarding the map we've been pushing for some interactivity outside the levels themselves, which will give us a lot to work with if Andrew can manage the patch.
We have three takes on the map itself:
Yowza Enthralling plot
Ceilick Keenish
Commander Spleen Complex
Now, if only we can incorporate the three above maps into something Keenish, complex and enthralling.
Regarding level ideas:
Yowza's take on the buildings in Episode Three:
KeenRush's diagram of what the entire city may look like.
Enemies that have been discussed/mentioned/inferred:
o Slugs (patching => slime?) (Perhaps different to Keen4 somehow)
o Licks (patchin => fire?) (Perhaps different to Keen4 somehow)
o Red things in Episode Two (suit underground areas well)
o Evildoers/Whatever/Zleths
Interactive map/level elements:
o Gateways (levels or otherwise, requiring an item/challenge to pass)
o Statues (offer hints, perhaps activate something/notify council of Keen's presence)
o Bargaining challenges (ie. collect some item, disable some device, destroy some problematic character in order to gain access to other areas or find out specific information) ... Variations on gateways, in other words.
Level themes:
o Bridge crossing
o Forest cities
o K4-style villages
o Fortress (non-Medieval, of course :P)
o Falls
o Floating city
o Underground mining camps
o Underground waterfalls
o Underground magma flows
o Old abandoned city
Specific plot devices:
o Huge pit in last level of Episode One leading to mines
o Elevator shaft at start of Episode Two, allowing access to collapsed entrance, just to add atmosphere
o Statues that need to be activated to contact council members (?)
o Gem and holder in Episode Two that activate a time field intersecting the Oracle's, thus neutralising the intersected area and allowing entry (?)
o Portable version of the above time field device (?)
o Instructions as to how to shut down Oracle's force field (?)
o Some alternate paths to victory (geographical and plot-wise) (?)
I'm sure there's other stuff I've missed, and if anyone'd like to add anything, go ahead. :)
I suggest that here we offer any thoughts that may come to mind regarding the categories listed above, and any others that may be necessary, and either try to work them into the storyline or merge them with other ideas to fit them in.
This post should be kept relatively separate from discussion of the plot, and more aimed toward ideas for the sake of gameplay, even if they do involve plot suggestions.
>Commander Spleen
Good topic. :) And I want to say once again, to make it clear to everyone, that the pic in my topic, is just to show that there is field around the city, and the buildings are hovering. The city buildings won't be placed like that, or anything! :)
Hmmm, before planning more, we should try to get info from adurdin, can he do it or has he done it already. Because it seems to, at least me, that it would be a big part of the mod.
Hmmm, before planning more, we should try to get info from adurdin, can he do it or has he done it already. Because it seems to, at least me, that it would be a big part of the mod.
- CommanderSpleen
- Posts: 1017
- Joined: Sun Aug 31, 2003 12:11 pm
- Location: The Land of Sparkly Things
- Contact:
Sunset/Twilight?
I've had some time to randomly think this past week... only one useful thought has arisen, though...
Perhaps we could put a new spin on the Shadowlands theme by bathing the entire landscape in sunset or twilight colours (ie. redish or tealish). It would certainly look interesting... whether it would look any good on an EGA palette is another thing.
Just a thought.
>Commander Spleen
Perhaps we could put a new spin on the Shadowlands theme by bathing the entire landscape in sunset or twilight colours (ie. redish or tealish). It would certainly look interesting... whether it would look any good on an EGA palette is another thing.
Just a thought.
>Commander Spleen
Good idea! :) And the times are different on the different planets (because just came to my mind, that in Keen 2 there is winter on the earth, and in Keen 4 there is summer, so..)
I like the idea of slugs changing colour. :) Oh, and about that sleeping slug, I think it just looked brown in Keen 4 because there was quite dark where it was sleeping.. :)
I like the idea of slugs changing colour. :) Oh, and about that sleeping slug, I think it just looked brown in Keen 4 because there was quite dark where it was sleeping.. :)
- CommanderSpleen
- Posts: 1017
- Joined: Sun Aug 31, 2003 12:11 pm
- Location: The Land of Sparkly Things
- Contact:
Autumn
In Keen's hemisphere, yes... :Pin Keen 2 there is winter on the earth
In the hemisphere in which the Shadowlands reside, yes...and in Keen 4 there is summer
I like! We could bring in some different enemies consistent with the time of the year... would certainly add a new element to the Shadowlands theme.Autumntime in the shadowlands mabye? All the trees would range from brown to orange to red, and the creatures would be changing color too.
Indeed, though as KeenRush said those slugs mayMabye those brown slugs that were hibernating before come out in the fall
Still, there's nothing to say that they're not a different type of slug hybernating for the summer \:|.just [have] looked brown in Keen 4 because there was quite dark where it was sleeping
We can definitely do all this within the limitations of the palette, anyway... yellow, white, brown, red, maroon, and some greys where necessary.
I can't wait to see this map in full living colour.
Ooh, on another note, we should definitely work on animations on the map where possible.
>Commander Spleen
Yeah, those are fast..
I just meant that I like the idea of slugs changing colour during the year (and want to see them doing that), but those ones in Keen 4 were just sleeping there in shadows.. :)
And agree with ya Spleeny, can't wait either to see all those colours. :)
Oh, I'm sorry, I didn't think that other planets can have totally different year and so on. :o
I just meant that I like the idea of slugs changing colour during the year (and want to see them doing that), but those ones in Keen 4 were just sleeping there in shadows.. :)
And agree with ya Spleeny, can't wait either to see all those colours. :)
Oh, I'm sorry, I didn't think that other planets can have totally different year and so on. :o
- Dr.Villain
- Posts: 9
- Joined: Wed Sep 03, 2003 1:31 am
- Location: An underground Fortress in an unassuming suburban neighborhood
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