Knighty Night Continues Development!



Hey everyone, I’m Josh Burgenger and I’m now the Lead Designer for Knighty Night. We are continuing the project to add more content and polish to the game. We are hoping to add two new areas with new bosses/mini bosses, new puzzle mechanics, as well as add other polish, such as adding more animations to the game. Hopefully if we finish up those things we can add even more to the game.

We have just resumed development on Knighty Night in hopes to ultimately submit it for the Indie Games Festival. I will be posting updates here on our development process frequently.

We now have 12 developers working on the team instead of four. So, it’s been a process getting everything organized and continuing the development process for the game. However, in the week and a half of development time we have had so far, we are making good progress.

So here are some updates on the game!

Sewer Mini Boss

We added a sewer mini boss to the game to be put into the second sewer level. This is to introduce some of the mechanics of the end boss to player early. We plan to have a mini boss that shows one or two of the boss mechanics to the player early on. This should allow players to learn the mechanics in a safer environment before they are faced with a more difficult boss.

UI Revamp

We are currently working on some new UI for the game. We are still in the concepting phase so there isn’t much to show yet but we are looking to rework what the hearts look like and what the flame ability meter looks like. We are looking to make the flame meter more clear to the player through the UI rather than it just being a sword.

New Chase Mechanic and Immune Ghosts

We are adding a new mechanic into the game which is the chase mechanic. In this mechanic players must run from a set of immune ghosts picking the correct path to escape. This should serve as a fun puzzle that makes the player think quickly.

As for the Immune Ghosts we are going to introduce them into the earlier levels of the game and then introduce them into the chase mechanic. They will be a core enemy of the graveyard levels (a new theme). They can not be hit an immune state and will become vulnerable when they stop glowing.

Here is an early version of what the aura that will glow around them when they are immune:

Closing Story Cinematic

We have completed a storyboard/animatic for the closing cut scene of the game as well. In honor of not spoiling anything I won’t be showing the animatic here but just know that we are currently working on a closing cinematic for the game to add a layer of story to it.

Normally I would have some more to show as far as pictures and mechanics but we haven’t had a ton of development time yet. In the future there will be some more visuals and usually more content developed.

That’s all for the development of Knighty Night so far and I look forward to posting more progress on the game soon. I’m excited to expand on the game and make it the best that it can be! Check back here every couple weeks to keep up to date with the game! If you have any suggestions feel free to leave it in the comments below.

Thanks,

The Knighty Night Development Team

Files

KnightyNight.zip 153 MB
Dec 11, 2018

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