Just wanted to make a quick announcement to thank everyone who has helped support Kingdoms Rise and has got us Greenlit! Now that a Steam release of Kingdoms Rise is imminent please don’t stop spreading the word, go and let your friends know about the game that YOU just got greenlit!
Expect us to post again soon with info on how to pre-order and get early access to play!
So yeah, big thanks to the indieComplex guys, it was a very fun interview to do.
As for progress on our Greenlight page / Trailers, they are still in the works, we just need some good footage of more than 2 players in a server at a time and we’ll be just about ready to publish those videos and the GL page!
I’ts been a while since I’ve posted anything here, that’s because not a lot of new content has been made in the past few weeks, due to making and editing trailers out of the content we already have.
Our cinematic trailer is complete and we just need to get a bit more footage for our gameplay trailer and we’ll be ready to release both of them!
In the meantime a couple of new gameplay features were added;
1. Character customization, it’s now possible to swap our armour/clothing options on each body part separately (videos of this soon hopefully)
2. Game recording; it’s now possible to record a fight / match and share a small file to your friends who can watch the whole thing back in the client. Not only can you watch it back from the players perspectives, but you can fly around your past fight like a spectator/camera man and also put the playback into slowmo!
As for new art features, Leigh has been mostly tied up in video editing but has lately made the following progress on a new “hunter” themed armor set;
A bit of fun testing out a couple of new features added this week, throwing axes, edge climbing and sword “holstering”
In the background we are also working on our first set of spells, including teleport, ground slam and lightening bolt. Most of the back end and art for these is complete, so expect a video update on those soon!
Our current goal is to make KR a nice video “trailer” as something to go with a greenlight page we will make soon. So far all our videos have been dev updates and such, so we are hoping that having a more “ad-like” trailer will get new people excited about the game
Also, here are some new art assets made this week;
This short video demos some interactive birds recently implemented, these birds can be placed anywhere in a map and will fly away when startled. Also seen in this video is some of our recent work on forest environments with meshes of tree and logs as well as falling leaf particle systems.
Last week I got blocking out some new multiplayer levels and in the process I’ve learnt something about how to develop games in general. From the outset I held back from jumping into producing a lot of maps before we had tweaked and tested the actually combat/gameplay. This is something I learned to be important after making Kingdoms Collide since that game featured many maps that didn’t suit or enhance the game-play they were simply made based on artistic merits. However, even after recognizing this problem with my processes I still wen’t ahead and made a nice fancy looking level “Ruins of the wolf king” for KR. But now since blocking out and testing these test levels I am finding them 1. A whole heap more fun and 2. A million times faster to modify or iterate to suite what the gameplay needs.
My advice to any new game developer from here would simply be, don’t art-up your levels until the end. Go ahead and model generic props etc. But don’t get decorating or beautifying your maps until they have been thoroughly tried, tested and adjusted while still in easy to manage block form. Why? Because once you place hundreds of grass meshes on your terrain how willing do you think you will be to change the position of a small hill? or how willing would you be to move a wall once it’s been decorated with bricks, moss, paintings, vines etc.
So yes, bad news from all of this, the current “pretty” map will likely also be the least fun. Good news is there will be many more fun and well balanced maps in it’s place.
Meanwhile Paul has been re-coding the player’s movement and rolling code to be more fluid, it’s disappointing having to pause work on exciting things to re-make such low level code, but I think once we show the results everyone will agree that it’s worth it.
End of the work day Paul and I have a daily play-test – to feel how our work has affected the gameplay. This time I cut together some of the fun had, to share here;
So as you can probably tell, we have increased the pace of the melee fighting quite substantially. It’s been one reoccurring criticism of the game by many many people so far that the combat looks slow and boring, so we finally got around to doing something about it!
We’re really glad we did too, play-testing the game has become a lot more fun one these speed changes where tweaked right,
tell us what you think of the new pace!
A few things moving along lately, We’ve got a new map in progress. If you remeber Kingdoms Collide you may see that this map is somewhat inspired by the old Survival maps. Looking over some old screenshots from those maps gave me the urge to quickly block together something similar in KR. ‘Powering up’ attacks now has an effect, this was in response to some feedback we got, people said
The sword is too hard to see against the background, I can’t tell which direction enemies are attacking from!
So now the sword will glow and have a charge up effect when performing attacks, making the incoming direction a lot more clear we hope!
Lastly, we’ve made some post processing filters which show the players health, the less health you have the more bloodied the screen will be and the more grey everything will look. Hopefully this takes peoples eyes off the HUD and leaves them free to focus on the game!
This weekend we’ll be taking the game to SwitchLAN in Melbourne for anyone who is willing to try out, so hopefully I’ll be posting again soon with some of the fun/notfun that goes on tomorrow!