Keen 64 Beta (Map, Level 1, Level 2, Pogo Level)
Oh definitely. I already have a few easter eggs planned.Levellass wrote:You never know, you may well have the chance to 'extend' this past Keen 1 in certain respects. More power to your elbow says I!
Plus, if all goes well, and people make mods, there's definitely potential to see cool stuff come out of this. Really, Keen64 is just a tech demo.
Ok, thanks for the offer! I'll definitely keep it in mind.Bernie wrote:i can always help you out with music if you want (then again i think a few people around here can).
Something about the gameplay still doesn't feel quite right to me. I almost think the third person view is zoomed in too close to Keen. I'm not sure if you can change this, but having it zoomed out a bit more might improve the feel of the controls. Jumping and collision detection for platforms still needs some refinement I think. Would it be possible to add a shadow underneath Keen when he's slightly above a surface to indicate the 3-D position to the player? This might work as a subtle way of helping the player.
Still, I'm super excited about this project. I think you should focus on refining the gameplay for now. Once it's nearly perfect, I suspect it'll be much easier to dive into a full game. And it would be awesome if someday people could make their own games with this engine. Good luck!
Still, I'm super excited about this project. I think you should focus on refining the gameplay for now. Once it's nearly perfect, I suspect it'll be much easier to dive into a full game. And it would be awesome if someday people could make their own games with this engine. Good luck!
Armageddon Begins Again. The Alphamatic has arrived.
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This is definitely doable. In fact, I'll have the game zoom out when you're walking and then zoom back in when you're standing, like alot of games do these days.Gridlock wrote:Something about the gameplay still doesn't feel quite right to me. I almost think the third person view is zoomed in too close to Keen. I'm not sure if you can change this, but having it zoomed out a bit more might improve the feel of the controls.
Gridlock wrote:Jumping and collision detection for platforms still needs some refinement I think.
Ok, this will be a priority for the next update.
So let it be written, so let it be done.Gridlock wrote:Would it be possible to add a shadow underneath Keen when he's slightly above a surface to indicate the 3-D position to the player? This might work as a subtle way of helping the player.
After you mentioned this I got a shadow to finally work right ( I could never get the shadow to work in the old pogo demo ), its not perfect but it does the job.
Kind of, I'd say my biggest hurdle in doing the full game is just programming each of the different elements, like gargs, yorps and then building the geometry of the levels. After that's all said and done, I can just plop the spawn points where I want to.Gridlock wrote:Once it's nearly perfect, I suspect it'll be much easier to dive into a full game.
And it helps doing things in order of complexity. So once I've introduced the gargs in say the pogo level (level 5), which is one of the simpler levels, I can combine all of my efforts into a level like 3 or 4, which involve vorticons and keycards. But by then, I will be building off my work I did with the yorps, gargs and other gameplay elements.
But yeah, now that you mention it, I should focus more on the gameplay, at least for this next update, because it will make it easier for potential play-testers to evaluate the rest of the game.
Thanks for your honest and helpful feedback.
Glad you pointed this out, in my next update I was in the process of only making them follow you 50% of the game (in earlier versions they follow 100%) so I think I'll make them follow you 5 / 6ths of the time, so they're not as predictable but still annoying. Plus enabling them to physically push you around will add to that annoying aspect. So thanks!MoffD wrote:Also don't forget to make the Yorps an annoyance, so people will be torn between shooting them and letting them go (or stepping on their heads)
New Update v0.1.5
Its been a while since I've worked on this, but I did make some significant progress, so I decided to just slap everything together and put it out there. So here's a new update (0.1.5):
- Yorps can die now (sick, I know)
- New Shadow for easier platforming
- Camera is further away from Keen
- Pogo Level (very much a WIP and no pogo yet)
There's also some Pat Pat plants in the map level, which was left over from me experimenting with their animation. But I thought I would leave it in there so people can see what they'll look like in-level.
Here's a refresher of how the control schemes work:
Keyboard scheme using Keen 4-6 \ Galaxy Series controls (CLASSIC)
Mouse & Keyboard control scheme (FPS)
Eventually I would like to put in a dedicated options menu, to enable crosshairs, change control scheme, change volume, etc.
DOWNLOAD
- Yorps can die now (sick, I know)
- New Shadow for easier platforming
- Camera is further away from Keen
- Pogo Level (very much a WIP and no pogo yet)
There's also some Pat Pat plants in the map level, which was left over from me experimenting with their animation. But I thought I would leave it in there so people can see what they'll look like in-level.
Here's a refresher of how the control schemes work:
Keyboard scheme using Keen 4-6 \ Galaxy Series controls (CLASSIC)
Mouse & Keyboard control scheme (FPS)
Eventually I would like to put in a dedicated options menu, to enable crosshairs, change control scheme, change volume, etc.
DOWNLOAD
- troublesomekeen
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This is great! One might even describe it as "nifty", to borrow a phrase from levellass. What I find most interesting is the potential of the Overworld being just as much a level as all the others.
Last edited by troublesomekeen on Tue Jul 11, 2017 7:12, edited 1 time in total.
Commander Keen in... Canteloupe Quest!
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Pleased to report it works in Linux under WINE.
Nice work, but I find it frustrating because of how fast movement is. Is this just a side effect of me not running it in Windows or is it too fast for everyone else too?
Also the first level's entrance point is after you walk past that level.
Nice work, but I find it frustrating because of how fast movement is. Is this just a side effect of me not running it in Windows or is it too fast for everyone else too?
Also the first level's entrance point is after you walk past that level.
Keening_Product was defeated before the game.
"Wise words. One day I may even understand what they mean." - Levellass
"Wise words. One day I may even understand what they mean." - Levellass