Knighty Night Sprint 5 Progress!
Another successful sprint is done and that marks our fifth sprint complete. I’ll share all the progress we made with you guys below! We are completing a lot of our goals at a steady pace and right now we are on track. Without further ado here is what we got done!
General Updates:
- Working on implementing new animations as well as tells for bosses
- Re-working old boss intro system to take animations rather than programmed cut scenes
- Lots of bug fixes/quality of life improvements
- Graveyard Boss Updates:
- Buffed many of his traps
- More health
- Made him overall more difficult
New UI Art Implemented:
I was showing off the awesome new art we had for the game’s main menu and buttons for the game last week. We got it all implemented into the game and we really enjoy it! We feel that it encapsulates the feel of Knighty Night much more and think that it’s an overall improvement.
Main Menu Confirmation:
It would be really frustrating to die in the game and accidentally hit the main menu button, because it not only took you all the way back to the menu but it also reset your progress. Not only are we working on loading and saving for the game but we also added a confirmation to go back to the main men, so players don’t accidentally click it.
Loading and Saving:
As a mentioned above, we also just completed loading and saving to continue the game from where you last left off but we are also adding a level select that will take you back to the beginning of a specific theme. So you can start at the beginning of your favorite theme or you can jump right back in and continue your last playthrough.
This will allow players to put down the game or reset it without the fear of losing their progress. This was a much-needed update and we’re happy to add it! (Don’t mind the buttons their just temp art)
Continue:
Trap Boss Smoke Tell:
There was some iteration that needed to be done on the graveyard boss and we felt his fire trap ability needed to have the smoke that the normal fire traps have. This will help the player prepare for one of two attacks that the boss can do in this trap, rather than guessing and being punished for being wrong.
Cathedral Levels Progress:
We just got done with the beta pass on the cathedral and are currently testing the mechanics in these levels. We want these levels to be a real test of skill and make the user use what they have learned previously in a more challenging fast-paced environment. So, the cathedral levels are made with those aspects kept in mind.
Cathedral Level 1 Progress:
Cathedral Level 2 Progress:
After we nail down all the mechanics in the cathedral level and ensure they feel good, we are starting to move on to the art pass of the levels. This will show off a lot of the awesome work that our modeling team has done for the cathedral.
Beginning Cathedral Art Pass:
New Cathedral Dungeon and Sewer Assets:
The modelers have been producing assets at an awesome pace which has allowed us to get through all of the cathedral assets. This now allows us to shift our focus and after looking at everything in the game we are feeling like the original dungeon and sewer levels are a bit bare. So, we are now creating assets to make the dungeon and sewer feel more full, just like the graveyard and cathedral.
Our modeling team never ceases to impress me, and all these assets will be a great addition to the levels in the game.
Final Cutscene Background:
We needed a 2D background for the final cutscene of the game because it wouldn’t be time efficient to model an entire scene just for one cut scene of the game. So we decided to just make a 2D background and use 3D props in the foreground here is a look at what it looks like!
Animations!
We are continuing to work on making as many animations for the game as possible. Currently, we are focused on boss intros and getting second boss’ animations in.
We got the second boss rigged and ready to go, so we are starting to produce some animations for him!
Sewer Boss Movement:
Sewer Boss Tell:
With the boss intros, we are trying to give the player a little bit of information about the bosses main mechanic while also showing off some personality. So each intro should give the player an idea of what they are going to face even without playing it.
Dungeon Boss Intro:
Graveyard Boss Intro:
Public Playtest:
We did an external playtest with the public to gauge public interest in the game and ensure that people were still having fun with the game. It went really well people seem to enjoy the game a lot and like the added changes to the game. This not only provided us with some helpful feedback to go off of but it also let us experience the fun people can have with our game which was really exciting and motivates us to make the best game that we can.
That’s everything we got done in this sprint! We are shifting gears to focus on more polish and bug fixing to make sure that the game is stable and easy to pick up and play. We are definitely going to complete the cathedral levels but there’s a couple of surprises that we are hoping to get in the game as well, so we’ll do our best to get you guys as much fun content as possible!
Until the next update have a good one! Check back here for more updates on Knighty Night!
Thanks,
The Knighty Night Development Team
Get Knighty Night
Knighty Night
A top-down adventure in which you navigate through a twisting dungeon while slaying ghosts on your way to the exit.
Status | Released |
Author | CAGD |
Genre | Adventure, Action |
Tags | 3D, Dungeon Crawler, Fantasy, Singleplayer, Top Down Adventure, Unity |
More posts
- Knighty Night Has Finished Development!May 13, 2019
- Knighty Night Sprint 6 Progress!Apr 29, 2019
- Graveyard Reveal! (Sprint 4 Progress)Apr 01, 2019
- Knighty Night Sprint 3 Progress!Mar 10, 2019
- Knighty Night Sprint 2 Progress!Feb 24, 2019
- Knighty Night Continues Development!Feb 07, 2019
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