Knighty Night Sprint 2 Progress!



It’s been another successful sprint for the Knighty Night Development team and I want to show you guys some of the progress that we have made on the game so far.

Level Transitioning

We have added level transitioning to the game so that going from level to level feels more fluid to the player and feels more natural than an abrupt cut. At the end of the level, it will now fade out, transition to the loading screen and then fade into the next level.

Here is a look at what that looks like:

(You can thank John one of our programmers for the temp art for the loading screen)


Flame Trap Tell

It was incredibly frustrating to walk past a flame trap when you thought it was safe to only take damage because there was nothing to indicate when the trap was going to activate. To ensure that the player knows when the trap is about to activate we added a tell where the trap shoots out smoke before it activates now.


Checkpoint System

We have added a checkpoint system that disables trap rooms that the player has previously completed and saves their current progress in the level. Currently the healing circle now also serves as a checkpoint. We will have to determine whether we want the checkpoint to be separate in the future based on playtesting.


New Content

We have finished the second level for the sewers, balanced the original sewer level, and balanced the boss room. So the sewer levels/boss are done with development for now.

Here is a little overview of what sewer level 1 and level 2 look like

Don’t worry we do have new levels in development but you’ll have to stay tuned for what those will be!

But here is a teaser of the level layouts, they are a bit different from our originals due to new mechanics being introduced.

New Assets for the Levels In Development

Our modelers have also been working hard to get more assets completed for the new levels and themes. Here is a look at the work that they have completed over the sprint

Then here is a look at the next theme for the next set of levels. I won’t say what it is yet but you may be able to tell based off of the assets.

New UI

We are also working on revamping the UI as I mentioned in the previous post. Right now we are focusing on the core UI elements like the hearts and the player’s special ability bar.

Here is a look at the new bar for the flame strike which we feel encapsulates more of what the ability is in a UI element.

We are also working on new heart icons for the player

These aren’t in their final stage yet, but we are trying to make it more clear that it’s the knight's helmet in the corner as it isn’t completely apparent yet.

Getting Animations Into the Game

We are working hard to get many aspects of Knighty Night animated as the team before didn’t have dedicated animators to animate many aspects of the game. It was just something the main modeler took on and created.

So the first animations are going to the ghosts animations because we feel the character animations look pretty good.

Here is a look at the idle animation for the ghost

Then here is a look at the movement/attack animation for the ghost because the ghosts are constantly moving/attacking at the same time.

  

There are a few things that I left out of this post as I want them to be a surprise to the players in future versions of Knighty Night. But we have some other really fun/interesting things coming soon so stay tuned. We are continuing to work really hard to get Knighty Night more content, polish, and new features and I look forward to sharing them with you in future sprints!

Check here for more updates on the game and thank you for your continued support!

Thanks,

The Knighty Night Development Team

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