Mystery of Isis IIa

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ckGeoff
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Post by ckGeoff » Thu Apr 28, 2011 8:01

Quick update (or lack thereof, I should say)...

There has been little to no progress. For a while, there was hope of a couple of the old Isis team coming on board, which I encouraged, but has not eventuated. The result of this was it just fell off the radar.

On a positive note, GameBird has worked hard creating some music for the game, and we now have 4-5 original music tracks.

Despite how much is done, there is a lot to make the game complete - mainly a few crucial graphics & tilesets, and improved level design.

I am going to try and fix up a few of the known bugs, and release what I have so far. I envision this to be somewhere between a shell and a complete game, with the engine mostly all done, the first few levels mostly there, but not complete. At least this will fulfill the original goal of making the material available.

Perhaps then others might come onboard to help with the final touches.

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Post by ckGeoff » Thu Apr 28, 2011 8:10

On another note, get in touch if anyone is interested in making a "world map" for the game. Note in Isis Keen won't walk around the world map, it's just use to display the progress of the game.

It doesn't need to be very complicated or detailed.
Last edited by ckGeoff on Sun Jun 19, 2011 22:30, edited 1 time in total.

Dynamo
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Post by Dynamo » Fri Apr 29, 2011 0:03

Or like this! :P

Image
Paramultart wrote:
Scarlet wrote: Ckeen, that is just your opinion.
You can't tell CKeen that. He is always right.

ckGeoff
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Post by ckGeoff » Fri Apr 29, 2011 5:10

Thanks for the input, CKeen.

ckGeoff
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Post by ckGeoff » Tue May 03, 2011 5:07

For anyone still interested, a small progress update:

- have added most sound effects (some "borrowed" from the orignal Keens)

- music is in for levels 1-4 (thanks GameBird)

- save game implemented: NB this is not in-level saving, but rather it saves your progress automatically after each level.

- There is an in-level check point system to accommodate for the lack of proper saving

- You can load custom levels (i.e., the demo will be released with instructions on how to edit and play your own levels, which are not part of the campaign game structure)

- dummy world progress map is implemented (I can't draw, but it will have to do for now)

- debug codes are implemented (won't be available for the initial demo), including show hidden areas, jump cheat, keys, lives, health, ammo, etc

- inventory and powerups are implemented (more on these later)

- level stats can be shown (show # items/points/enemies currently collected/killed, out of total numbers)

- level stats are converted to a 10-star "rating" system at the end of each level, which is also saved to the save game file.

that's all for now.

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RoboBlue
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Post by RoboBlue » Tue May 03, 2011 16:12

Can Keen's health and inventory be customized for custom levels? That would be great to play with, if possible.
Image

ckGeoff
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Post by ckGeoff » Wed May 04, 2011 3:41

Yes, there are "object" tiles that can be added to the levels to reduce Keen's initial starting health by certain amounts.

Inventory can be added to the custom levels too, of course. Although I might not let all inventory, enemies etc be accessible via the custom levels, since they will not have all been seen yet (depends how many levels we get done).

At the moment though, you can just load 1 custom level. That is, if you had a set of 10 levels to play sequentially, you'd need to load them 1 by 1 in order, it doesn't play them as a "level pack".

ckGeoff
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Post by ckGeoff » Tue May 24, 2011 2:34

Another quick update.

There have been a lot of minor engine tweaks, to make animation/scrolling a little bit smoother, as well as fix some little bugs. All in all, things are going well.

A certain well respected Keener has come to the party and is helping with critical level design & tweaks... I think you'll be pleased with the results!

Stay tuned.

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Keenfan
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Post by Keenfan » Tue May 24, 2011 7:39

Great news!

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Roobar
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Post by Roobar » Tue May 24, 2011 13:57

ckGeoff wrote:A certain well respected Keener has come to the party and is helping with critical level design & tweaks... I think you'll be pleased with the results!
Hmmm... I wonder who would that be?

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Post by ckGeoff » Sun Jun 19, 2011 22:30

Progress on Isis IIa remains steady. Apart from a lot of "behind the scenes" (tweaking the game physics/mechanics, enemy behavior, etc), I am happy to report the game compiles on OS X!

Image

Full size screenshot at:

http://img695.imageshack.us/img695/9054 ... 617osx.png

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tulip
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Post by tulip » Mon Jun 20, 2011 9:56

This looks great.

If you need some specific graphical tidbits gimme a message, and I'll do some.
Image You crack me up little buddy!

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RoboBlue
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Post by RoboBlue » Mon Jun 20, 2011 20:55

That's great news!
This could be the first Keen fangame to have a non-windows/dos release.
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ckGeoff
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Post by ckGeoff » Tue Jun 21, 2011 7:40

Yep... it will be interesting to see if it can reach a wider audience!

It can also theoretically run on Android devices - although of course it would require the entire input mechanism to be re-written, so don't hold your breath for that!

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Roobar
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Post by Roobar » Tue Jun 21, 2011 16:16

Wow lut? Android! :eek :pumpkeen
I'm holding my breath :P If you do this, you surely will reach wider audience. However I'm not sure how the platform gameplay and controls will work, but that's another story.

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