Early Atroxian Realm Sequel Thoughts

You can discuss anything about fan-made Commander Keen games here.

How do you feel about a full Atroxian Realm sequel?

Absolutely want one
25
81%
Probably interested
2
6%
Maybe interested
0
No votes
Probably not interested
1
3%
Don't want/need a sequel
3
10%
 
Total votes: 31

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troublesomekeen
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Re: Early Atroxian Realm Sequel Thoughts

Post by troublesomekeen » Wed Aug 09, 2017 6:34

I love your artwork! :love
especially the profile on the Janitor (though the angle of his hand doesn't quite match the straightness of the mop
and Lt.Barker is just priceless. Do save a copy of this version when you make further changes. That anhk won't save you, Preacher Barker!
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Commander Keen in... Canteloupe Quest!

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KeenRush
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Re: Early Atroxian Realm Sequel Thoughts

Post by KeenRush » Sat Aug 12, 2017 11:54

Liking the art and the title. I think the angles look good. By the way, if Keen is not pointing his hand as if his index finger were a gun (like when kids play guns and pretend their hand is a gun), then his index finger should be to the left side of the hand. For me pointing with right hand feels most natural when the hand is flat with knuckles pointing upwards and thumb is crooked underneath index finger.
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Re: Early Atroxian Realm Sequel Thoughts

Post by Alessandro » Fri Sep 01, 2017 9:17

I li ke the image of Voyage to Veota :birthday

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Grimson
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Re: Early Atroxian Realm Sequel Thoughts

Post by Grimson » Mon Sep 04, 2017 18:23

Oh. Ohhh. Oh my goodness :eek Why must I always be away from PCKF when all the exciting stuff happens :-| It will take me some time to read all the posts, but I can tell you I'm very excited about the news.
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Re: Early Atroxian Realm Sequel Thoughts

Post by Shikadi-Network » Mon Sep 11, 2017 11:56

I enjoyed the Alphamatic and Atroixan Realm was also great, even I couldn`t play it by myselfe,
becauce I had problems with the colors. :( Getting headache everytime. But nonetheless I would
love to see a Sequel about it.
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Re: Early Atroxian Realm Sequel Thoughts

Post by FanofSMBX » Fri Dec 15, 2017 7:48

Well, I have a few thoughts about it?

1. Engine - I'd recommend more Unity or Godot (which is almost to 3.0 new release). I know the Dreams engine is more nostalgic, but the memory stuff being removed could mean that the debug hours are devoted to new stuff instead of DOS stuff.

2. 3D models and lighting - IDK this feels a little wrong. Not that Keen wouldn't have done this once 3D accelerators came out but it feels a little anachronic to keep to EGA and MIDI in that case.

3. Multiple characters - let's be frank this is always a hige challenge unless you force characters. Most of the time there is one character who seems to shine above the rest unless the game makes you choose otherwise and one who obviously stinks. Like Luigi and Toad in Mario 2. Unless you're okay with that I would recommend against it. If you do a Sonic Adventure thing where the game chooses the character and sometimes has characters play similar locations but new level and gameplay it can be very interesting, but unfortunately those games got hated on (the 1st due to having some bad character modes to play and the second for interloping bad characters with the fun ones in the same level sequence)

4. Plot - the thing that seemed weirdest was VitaCorp being a conspiracy. VitaCorp always made me feel like it was just a Shikadi company (as in Keen BotB) or a front for Mortimer when talking to the Shikadi due to a company selling Omegamatics as being way more worse than Mortimer's plots. Also rather curious as to how 10000 Atroxi (is that how you say it) would be resolvable.

5. Graphics - a lot of the screens I've seen of AR seem to be heavy on the darks and focus on red, brown, gray, dark blue, and black. Part of the EGA appeal was that it gave the designers a good excuse to use the light half of palette as well and also yellow, green, magenta, and cyan. This was also my complaint with Keys of Krodacia whete the colors brown, blue, gray, and black were often seen. But even that mods did very well due to creatures being colorful, plus things like cyan mushroom forest, colorful flying base (that level with the flying Krodacians), and green acid pools. The darkest levels were the Shoal and Reef which being contrasting (even to many other levels using brown) made them seem like the scariest levels which was appropriate due to having Ogobogos and potentially final set of levels. Point is you have to have colorful levels like in BotB or it makes the dark levels seem not spooky but just dull due to being common.

I wish you very much luck.

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Re: Early Atroxian Realm Sequel Thoughts

Post by Gridlock » Sun Dec 17, 2017 19:26

I do appreciate the interest and comments. Currently, I'm not working on this project at all, and there's a decent chance I won't go any farther with it. In addition to graduating from college this spring, I have three separate game projects I'm working on outside of Keen, so this game hasn't been on my mind for a while.
Engine - I'd recommend more Unity or Godot (which is almost to 3.0 new release). I know the Dreams engine is more nostalgic, but the memory stuff being removed could mean that the debug hours are devoted to new stuff instead of DOS stuff.
I agree, moving to a modern engine would be so much nicer. Back in August, I made some effort to interpret the Keen Dreams source code for movement/physics so that I could recreate it exactly in Unity. Ideally, the Dreams source code would allow me to make a near-perfect recreation of the Galaxy engine in Unity. However, I didn't have much luck understanding it and didn't make much progress.
3D models and lighting - IDK this feels a little wrong. Not that Keen wouldn't have done this once 3D accelerators came out but it feels a little anachronic to keep to EGA and MIDI in that case.
Perhaps. I think it could be a cool stylistic evolution if integrated well.
Multiple characters - let's be frank this is always a hige challenge unless you force characters.
I still haven't figured everything out about this, but I was thinking of two circumstances. Sometimes you would be required to play a chapter of the game as one character (for example, the four non-Keen characters might each get their own independent chapter). Other times, the game would enable some way of switching between them. The characters would all control pretty much the same (think Netkeen), but each would have one special ability. Instead of the pogo, Barker might have, for example, some kind of ankh invincibility ability. The level designs might require switching between different characters to solve puzzles or find secrets.
4. Plot - the thing that seemed weirdest was VitaCorp being a conspiracy. VitaCorp always made me feel like it was just a Shikadi company (as in Keen BotB) or a front for Mortimer when talking to the Shikadi due to a company selling Omegamatics as being way more worse than Mortimer's plots. Also rather curious as to how 10000 Atroxi (is that how you say it) would be resolvable.
Yeah, so this has been where I've struggled a lot. I have this huge plot mapped out that would explain everything, but it's also incredibly convoluted and huge in scope. The plot has already gone through several drastic changes, and it still might need another since I'm having second thoughts about the current one.
5. Graphics - a lot of the screens I've seen of AR seem to be heavy on the darks and focus on red, brown, gray, dark blue, and black. Point is you have to have colorful levels like in BotB or it makes the dark levels seem not spooky but just dull due to being common.
Yeah, for better or for worse, AR went against what a lot of other EGA games have done stylistically. There were times when the dithering and lack of contrast made the game hard to play, not to mention that the dithering took forever to do. I would probably take a different approach to the sequel's visual style to improve on some of these issues and make doing the artwork more time-effective.
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Armageddon Begins Again. The Alphamatic has arrived.

Atroxian Realm: viewtopic.php?f=4&t=3536
The Alphamatic: viewtopic.php?f=4&t=4086

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