View Full Version : Knight Time v1.04
deejay169
09-11-2005, 01:05 PM
I've just released a new version of Knight Time on my website:
www.smudgedcat.com/downloads/knight_time_1_04.exe
The game now runs full screen and the first level has been made much easier, partly due to the fact the time limit has now been removed. You can also now use the mouse for the in-game puzzles.
Here's some screen shots:
http://www.smudgedcat.com/knighttime/screens/shot00.gif
http://www.smudgedcat.com/knighttime/screens/shot01.gif
http://www.smudgedcat.com/knighttime/screens/shot02.gif
http://www.smudgedcat.com/knighttime/screens/shot03.gif
http://www.smudgedcat.com/knighttime/screens/shot04.gif
http://www.smudgedcat.com/knighttime/screens/shot05.gif
http://www.smudgedcat.com/knighttime/screens/shot06.gif
http://www.smudgedcat.com/knighttime/screens/shot07.gif
http://www.smudgedcat.com/knighttime/screens/shot08.gif
http://www.smudgedcat.com/knighttime/screens/shot09.gif
Comments are most welcome,
David Johnston
deejay169
09-11-2005, 03:39 PM
For those that missed it last time, here's the blurb about the game:
Knight Time is a retro-styled 2D platformer with a time travel twist. In order to progress you must use your time travel ability to zip back in time and encounter earlier versions of yourself. Say you stand on a switch which opens a door but as soon as you step off the door closes. No problem, just wander over to the door, rewind time and your past self will open it for you.
Knight Time has 9 uniquely styled levels each packed with puzzles, enemies and fun. Start off in the gentle tree village of Glensdale then make your way across the plateau to reach Killig's castle with a dungeon filled with time travelling conundrums. Lower yourself into the Bismor canyon on flower seeds then see if you can solve Petra's riddles. Finally, make your way through the magic tower and the goblin den in the Black mountains to come face to face with the dragon you're out to kill.
Robert Cummings
09-11-2005, 04:28 PM
Looks a bit like deflektor crossed with the film legend.
deejay169
09-12-2005, 09:33 AM
Looks a bit like deflektor crossed with the film legend.
Hmmm, I'm guessing you're basing that on the screenshots rather than playing the game? The mirrors don't actually appear in the first three levels of the game, which are available in the unregistered verison.
Dave J
Just wanted to chime in here and say... WITH mouse for the lil' puzzles... much MUCH better. MUCH. The art still needs severe overhauling in my opinion, but I actually played this time... up through where the little miner guys are... I may just go play s'more right now, now that I think of it. 'sbeen a long day.
Also -- nice work on easying up the initial shooting gallery... that thing was rough whilst still getting used to the controls. I still think the DEFAULT button config should be something more familiar to residents of Earth...
Keep on the war path!
-T
DayDream
09-12-2005, 09:13 PM
The art still needs severe overhauling in my opinion...
I agree - Big time... some basic things I noticed:
- intro -make those screens simpler... smaller logos will do and add all the contact to a credits page
- menu - the 3D look title doesn't match the menu screen - choose a nice font and stick to it [ maybe 2 - 1 for titles and headlines ]
- the hero sprite is just not standing out enough... he's smaller than the other characters and not as colourful and impressive looking - make him more dynamic - Imho the black outline is not working to well due to different sizes the game sprites are being displayed in
PlayerSprite1 (http://www.spriteattack.com/images/player00_1.png)
PlayerSprite2 (http://www.spriteattack.com/images/player00_2.png)
[took the outline off and added some highlights and contrast - 2 also has the sword in a more "natural" position ]
- the contrast need to be adjusted - atm background and gamesprites compete for the player's eye attention
Level1 bg (http://www.spriteattack.com/images/treetrunk.png)
[darkened the bg and added some highlight and variation to the leaves - it needs different size leaves and some colour changes still - not just one shade of green ]
I liked the game but it lacked atmosphere and feel to keep me interested for more than 10min.
deejay169
09-14-2005, 08:12 AM
I'll certainly direct my artist to the comments about the artwork.
What would be regarded as *normal* default keys? Bearing in mind that two keys for travelling backwards and forward in time get introduced later on.
I really want to make the game more accessible as I imagine no-one actually gets to the exciting time travel stuff. Is the artwork the main thing preventing this from happening?
DayDream
09-14-2005, 05:05 PM
No just the artwork... You are telling a story in you game but it's not engaging atm...
My suggestion would be smaller level layouts in the beginning... no need to run 3 screens to find a collapsed bridge. To me it feels too stretched out... needs some condensing.
But it's also the artwork and general design ( use of fonts / screenlayout / characters / etc ) to create more feel for the game.
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