Knighty Night Sprint 6 Progress!



Now on our 6th sprint! It’s crazy to think that we just fiinished up our second to last sprint! We got a lot of awesome work done this sprint and are excited to share it all with you guys! So, lets get into it!

General Updates:

  • Lots of bug fixes/quality of life improvements
  • Implemented boss tells and intros for boss 1 and 3
  • Currently implementing the rest of the boss intros and tells for the game

Level Select Update:

We made some level select updates to make it a bit more readable and easier to navigate. This is by no means the final version of the level select but it’s a much-needed improvement. We plan on finalizing the layout and adding new art for it soon!

Rotating Fire Trap for the Graveyard Boss:

After observing our playtesting sessions we noticed that the pace of the graveyard fight is very frantic, except when you got to the fire trap empowerment... After seeing this we wanted to update the fire trap so it maintained the same pace of the entire boss fight. To do this we made it so the fire trap now rotates when the boss empowers it. Here is a look at what that’s like in game!

Secret Areas:

We have decided to hide secrets along the game to reward players for exploring the area. These secret areas will allow the players who find them to experience something new and unique within the game. We have wanted to do this for a while but didn’t know exactly how we wanted the player to access them. Eventually, we decided on the idea of a secret lever that unveils a path to the secret area, which looks really awesome and definitely has the feel that we are trying to achieve in revealing the secret. Here is a look at how a secret area will be revealed in game.

Populating Older Themes With More Assets:

As I mentioned before on previous posts as we have been producing more content for the game the older levels/themes started to feel a bit bare in comparison. So, to remedy this we had our modeling team whip up some new props to decorate the levels. Our level designers have just finished up adding the new assets to the levels. Here are some screenshots of what the dungeon and sewer look like now.

Cathedral Art Pass:

Along with filling the dungeon and cathedral with more props, our level designers also finished up the art pass on the cathedral levels. This has really given the levels a lot of life and it now feels much more like a cathedral.

VFX:

I have also had the pleasure of working on some VFX for some of the stuff in the game. These effects are for a portion of the game that we want to keep a secret until release but here is a bit of a teaser!

New Dungeon and Sewer Assets:

The modeling for the game is starting to wind down as we are finishing polish on the levels and other aspects of the game. However, we still got some assets done for the population for the dungeon and sewer levels!

Animations!

We have finished another batch of animations. We got a lot of animation work done on the sewer boss since his rig is finished. We also got some of the cathedral bosses animations done as well. This sprint we were really just trying to finish up the intros for the bosses and get any of the last animation tells that we needed.

Below are the animations that we got done this sprint! For some of them, you may have to use your imagination a little bit because animation is working in tandem with programming to get some of the other aspects of the intros done. So if you see an intro that doesn’t look right it’s probably because they're missing some ghosts from the animation. Don’t worry it’ll look better in game, trust us!

Cathedral Boss Tell:

Cathedral Mini Boss Intro:

Cathedral Boss Intro:

Sewer Mini Boss Tell:

Sewer Mini Boss Death:
Sewer Mini Boss Intro:

Oh…. Yeah…. And….. This Small Thing We Added:

That’s right, we added breakable vases to the game…..

We decided to have one of our modelers break up our vases and make it so you can smash the vases in the game now. We have been asked time and time again to be able to break objects. Unfortunately, we won’t be able to make anything else breakable because of time constraints and we would need to make separate broken up meshes for each breakable object. But we figured we should at least give you guys some way to destroy things!

That’s all for Sprint 6! This next sprint will be our last for Knighty Night and then we will be fully releasing the game! So, a lot of our focus is making sure the game is stable and polished. We are trying to get in the last few features that will hopefully knock your socks off too!

We will see you guys later! Check back here for more updates on Knighty Night!

Thanks,

The Knighty Night Development Team

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