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Posted: Thu Jan 17, 2013 8:42
by Nospike
That's actually a good idea. Right now I'm going for standard rocks to keep the environment "friendly" but bones could be a good addition to the later levels. Thanks!

Posted: Thu Jan 17, 2013 15:44
by Keening_Product
Maybe make it fish bones if you want something child-friendly. Poor fish, though.
biffstudly wrote:Image
That's quite the boner you've drawn there.

Posted: Thu Jan 17, 2013 18:23
by Nospike
I meant something like a "why would there be bones or even damn fishbones below a peaceful meadow" kind of thing, though they could be a nice addition to the "second part" of the game or some cave levels. I'll see.
Just began making level 2. I made a few new tiles (or, well, edited some finished ones to be compatible with a dirt/grass background) and am about 25% done with it.

Posted: Fri Jan 18, 2013 5:28
by Levellass
Possibly there was once a stream through this meadow, I mean, things die all the time. The soil is full of bones. Put a dino in the dirt or something.

Posted: Sat Jan 19, 2013 7:51
by biffstudly
Levellass wrote:Possibly there was once a stream through this meadow, I mean, things die all the time. The soil is full of bones. Put a dino in the dirt or something.
Yeah, I gotta agree with Levellass here, I always used to put random rocks and dino bones in grasslandish areas (not that any of my games ever got finished haha). I always figured, hell, there could be dinosaur bones, or at least some other ancient creature's remains under my house at this very moment. And I'd never know. D:

Posted: Sat Jan 19, 2013 11:18
by Nospike
Level 2 is done! I personally like the way it turned out and its difficulty seems balanced to me. I don't yet have an idea how Level 3 will look but I'll do my best as usual.
By the way, anybody here willing to playtest the levels for me? 1 person should suffice. I'm looking mostly for a generic player who will play through the mod and, while also paying attention to detail, tell me how he liked the levels as a whole, give me constructive criticism on level design and perhaps suggest how to fix it. My level design isn't very good but I can try to correct anything if I know it's wrong.

Posted: Sun Jan 20, 2013 9:11
by Levellass
I volunteer. Lord knows it will be a perfect opportunity to steal id- learn from another keener.

Posted: Sun Jan 20, 2013 16:38
by Nospike
I'll send you the game soon. By the way there are no ideas to steal. I suck. :p

Posted: Mon Jan 21, 2013 18:07
by Nospike
The fifth sprite is fully patched and animated. Only the graphics for the last sprite remain.

Posted: Fri Jan 25, 2013 20:56
by Nospike
No worries guys, this still exists, not much progress in terms of levels has happened but that's because I'm currently switching around themes a lot and need to build tilesets. Also grabbing up inspiration from both the original games and mods alike.
Can anyone give me some ideas for cave scenery tiles? All I got now is torches.

Posted: Thu Jan 31, 2013 0:17
by Levellass
* Rocks of all sizes
* Stalactites an stalagmites
* Underground streams and waterfalls
* Sparkling gems
* Vine covered walls

Posted: Thu Jan 31, 2013 6:10
by Nospike
Seems like I'll have to try the stalagmites/stalactites eh? Feels cave-ish but not enough. But then again level 3 is supposed to feel more like a mine.

Level 3 development has gone far enough for me to declare it done. These few levels will be hard because they each need a new tileset, but after that they'll be spewing out one after another :p Listening to Huey Lewis or Pink Floyd makes level design that much more manageable. Also, poll.

Posted: Thu Jan 31, 2013 9:40
by Levellass
Some tips for a mine:

* At least two plain background tiles, to give some variation, large expanses of the same tile are ok for sky, but get a bit bleah for interiors
* Possibly some mine carts or tracks? My Minkcraft mod was in a mine, possibly there are some ideas there for you.

Posted: Fri Feb 01, 2013 22:39
by Nospike
Suggestions for the technical alien base levels needed! Give me anything. Aiming for a Keen 5-ish feel but darker. Most importantly I need some
  • spammable
hazards like those weird fire spinning things. Any ideas?

Posted: Sat Feb 02, 2013 4:58
by troublesomekeen
Not sure how creative things can get over the usual, cranes, gears, pipes, computers, conveyor belts, tracks, pistons, engines, exhaust ports, garbage chutes, VCRs, coaxial cable, car jumpers, breaker boxes, the garbage conveyor belt seen in Monsters Inc., tiger saws, metallic drills, electric fences or blankets, telephone wires, moisture evaporators, metroids, malfunctioning blast doors, energy cores, Ridley, explosive rounds, unattended firearms, McCormick reapers, short circuits, oil spills, Emperor Pulpitine's force lightning, cieling fans, smoke or steam screens, sound blasters, surveillance cameras, freelancers, flash photography, bumper cars, Big Foot, anti-gravity, magnetic fields, containers of nails and screws split on the floor, holes in the floor, pictures of Agnes Moorehead, out of date anti-virus software, Venom, Symbiote, Carnage, perfectly cleaned glass walls or doors, spider webs, epileptic-educing flashes lights that cause seizures, and... lastly... Two Prong Power Outlets.

Oh, and about the gun recoil. Two things. One, I've never played a mod that included recoil. Anything new is good enough for me. Last thing is... why recoil? Does the story call for it? Does Keen find a new powerful weapon?