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TIGSource ForumsCommunityDevLogsPeasant Knight - Puzzle/Platformer/Instant death simulator
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Author Topic: Peasant Knight - Puzzle/Platformer/Instant death simulator  (Read 8336 times)
Ohmnivore
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« Reply #20 on: August 17, 2016, 06:21:32 PM »

Sorry for the radio silence Sad Took me a while.
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Ohmnivore
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« Reply #21 on: August 17, 2016, 06:29:01 PM »

The past few weeks/month have been completely crazy, but yay I just found some time to write a proper devlog update. I'll sum up some of the changes that I've made to PK.

Lightning bar
The new lightning bar (replacing the timer) has made it into a few screenshots already, but I haven't mentioned it until now. I was perfectly content with the old timer that displayed seconds. When I asked my friend for feedback his first suggestion was to turn it into a bar (duh). This is the third and hopefully the last iteration of the time limit system.

The first iteration gave players one more completion star when they beat a level under a certain alloted time. Stars counted towards unlocking the next batch of levels, so eventually you would have to complete all the levels in record time. This was confusing, non-intuitive, and players often had to click the restart button after finishing a level and noticing that they were too slow. I don't have a picture of this iteration to show, which is for the best (gosh it was bad).

The second iteration introduced the lightning mechanic (you get electrocuted if you go over the alloted time). No more confusion for the player, and restarts are instant and seamless. Plus it fits very well with the overall theme of dying all the time in amusing ways.

The last iteration, which I'm vey satisfied with, brought this lovely dithered bar to the mix. Now the player knows exactly how much time is alloted for the level, and how much time is left. Much better than the guesstimation from the previous iteration. Also I need to stop saying "iteration".



There are two interesting concepts within the bar:
  • It keeps time a bit late. This way the player more often gets the feeling of having finished the level just in the nick of time. Lightning strikes maybe almost half a second after the bar is filled. It's a secret, don't tell anyone.
  • The dithered gradient follows the same color scheme as the lightnings. Foreshadowing, subconscious associations and all that jazz.

Jump pads
I think I was inspired by the early Sonic games and that amazing feeling of soaring in the air that the jump pads provide. To me a Sonic level feels like a combination of loops (speeeeed) and jump pads (sooooaaar). Granted, I don't recall anything beside the Green Hill Zone.


(Frame stuttering is a result of screen recording gone wrong, the game runs smoothly in normal conditions)

Fun fact: the player dies from "falling" when he hasn't touched the ground in a certain amount of time. Because jump pads made the player soar for longer than usual, that time interval had to be lengthened for jump pads. This led to the inclusion of yet another flag in the Player class (Player.isSoaring). I'll have to come up with a solution to all those flags littering the player class. I'll move them to a PlayerState class which will contain nothing but flags. It's maybe not the ideal solution, but at least it'll separate the player logic from the player state.

Next on the Peasant Knight Devlog and How to Turn a Two Week Project into a Year-Long One show
  • Saw trap
  • UI experiments
  • Music and sounds (ft. awesome step sounds)
  • Moving platforms
  • Run direction switcher trap
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Pixel Noise
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« Reply #22 on: August 18, 2016, 08:47:14 AM »

Cool update! Looking forward to hearing the sound samples once you've got them in  Beer!
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Pixel Noise - professional composition/sound design studio.
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« Reply #23 on: August 18, 2016, 08:51:15 AM »

Had to post here Smiley
Game's looking great.
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« Reply #24 on: October 27, 2016, 05:48:50 AM »

I discovered this through the Coldfall devlog.

Really neat! I want to say it's cute, yet the instant death idea contrasts that completely hahahah. Keep it up!
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« Reply #25 on: January 11, 2017, 07:17:28 AM »

This looks like a lot of fun! Would also love to see some more gameplay in the gifs.
Just out of curiosity, Is there any reason why this knight is on a journey? A simple background story is simple to add and gives it a little more live. Like they did with No Time To Explain.
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wirelessbrain55
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« Reply #26 on: April 01, 2017, 10:07:59 PM »

please tell me you are still working on it. I loved playing this game.
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Ohmnivore
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« Reply #27 on: April 09, 2019, 07:25:57 PM »

YEEESSS it's finally released! It's on itch.io for PC https://ohmnivore.itch.io/peasant-knight and on PS4/PS Vita/Switch/Steam https://pk.fouramgames.com







-------------------

It really took forever to finish. The "new project" excitement depleted after a month or two, it's been a long slog since then. I don't even know how it took so long. I technically started Peasant Knight in 2015 (December 29 2015). But really it's been on/off from January 2016 till January 2019.

There was a 1.5 year period during which I focused on my day job and barely touched the project. Still, the Peasant Knight repo has 637 commits and that alone is interesting 0_0

It's quite a bit for such a seemingly humble game! ~500 of those commits were done since last time I posted in the devlog. Let's break them down by groups (in no particular order):
  • Localization (lots of UI work since elements are not fixed-size anymore!)
  • Gamepad support
  • Steam integration (mostly achievements)
  • Cutscenes which were eventually replaced by comics drawn by a friend
  • Added local multiplayer
  • Added settings (key bindings, volume, screen shake, flash, localization, etc)
  • Improved visibility of flamepit and other traps
  • Pre-level menu for scrolling through the level before starting
  • Added a bunch of levels, reworked some undercooked levels, improved some others
  • BUGS BUGS BUGS
  • Massive optimizations (pooling and preloading and making friends with the garbage collector)
  • Rendering fixes (wobbly sprites and tilemap/sprite tearing)
  • Made Steam and other promo artwork
  • Added new traps
  • Environment effects (darkness, rain, snow, lava steam)
  • Tombstones on death to mark progress
  • Skeleton boss
  • Mortar boss
  • Smooth level transitions
  • A pause menu that works correctly (even pauses in-progress sfx)
  • Integrated some more sfx and music tracks

I spared you the endless commits for polish, iterations, and tweaks which probably outnumber the feature-related commits. Commits with messages like:
  • Better stop after OverlayPauseMenu and GamePadPauseMenu (to prevent accidental player deaths)
  • Game now pauses on gamepad disconnection
  • Improved the orcknight sprite
  • Camera lerping during teleporting is now quicker
  • Fixed a crash in multiplayer
  • Small fix to lvl 8 (Ever Higher.tmx)
  • Fixed huge level transition bug
  • Fixed a MAJOR skeleton boss bug
  • Possibly fixed the bug where FlamePits don't erupt 0.01% of the time

Looking back, some of them have pretty amusing stories and would be fun to share Beer!
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Pixel Noise
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« Reply #28 on: April 19, 2019, 06:27:06 AM »

Better "late" than never - congrats on finishing and release!
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Pixel Noise - professional composition/sound design studio.
 https://soundcloud.com/pixel-noise
 https://twitter.com/PixelNoiseMusic
 https://pixelnoisemusic.bandcamp.com/

Recently completed the ReallyGoodBattle OST!  https://www.youtube.com/watch?time_continue=2&v=vgf-4DjU5q
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