Welcome, Guest. Please login or register.
Did you miss your activation email?

Login with username, password and session length

Advanced search

1356289 Posts in 62823 Topics- by 54620 Members - Latest Member: bitluni

February 23, 2019, 08:25:05 PM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsPeasant Knight - Puzzle/Platformer/Instant death simulator
Pages: 1 [2]
Author Topic: Peasant Knight - Puzzle/Platformer/Instant death simulator  (Read 7972 times)
Level 0

View Profile WWW
« Reply #20 on: August 17, 2016, 06:21:32 PM »

Sorry for the radio silence Sad Took me a while.

Level 0

View Profile WWW
« 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

Pixel Noise
Level 10

View Profile WWW
« 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!

Pixel Noise - professional composition/sound design studio.

Recently completed the ReallyGoodBattle OST!  https://www.youtube.com/watch?time_continue=2&v=vgf-4DjU5q
Level 9


View Profile WWW
« Reply #23 on: August 18, 2016, 08:51:15 AM »

Had to post here Smiley
Game's looking great.

i make games that can only ever be played once on http://throwaway.fun
Level 6

View Profile WWW
« 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!

Composer | Orchestrator

Currently making music for:
Kharon's Crypt
Call of Saregnar
Level 1

View Profile
« 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.

Level 0

View Profile
« Reply #26 on: April 01, 2017, 10:07:59 PM »

please tell me you are still working on it. I loved playing this game.
Pages: 1 [2]
Jump to:  

Theme orange-lt created by panic