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Frayed Knights - When a Plan Comes Together

by Couchpotato, 2015-03-07 05:23:38

The Rampant Coyote's latest blog post this week talks about Frayed Knights.

I spent way too much time with Frayed Knights 2 laying groundwork to avoid some of the problems we experienced with building content in the first game. Maybe too much – I may have spent more time up-front as I’d hoped to save. Especially considering how many steps backwards I found myself taking, realizing I’d gone too far in the wrong direction. I think the first year of development was largely wasted, but at least I learned a lot about Unity in the process.

But as I’m trying to divide my time equally now between code and content (particularly because I can get help on the content side, if I don’t leave them hanging), it’s extremely nice to have all that up-front work done and working. For a lot of the basics of putting together the interactivity of a level, it feels like I’m working with a higher-level toolkit. Where something as simple as a basic door used to take me 2-5 minutes to set up and place in FK1 even when I got the process down pat and in a rhythm, it’s now a matter of about fifteen seconds or so. More complex behaviors take a little longer, but still less than they used to.

This really makes designing environments much less of a chore. In theory (and, so far, in practice as well) what it comes down to is that I get to spend my time focused on more interesting stuff. Complex interactions or unique one-off behaviors. That’s what I love. And hopefully there’ll be more payoffs when we’re getting to the balancing / testing / fixing stage.

I love it when a plan comes together.

I love it when a game comes together. I should have been far better about this from the get-go, because rapid iteration from a playable prototype is really important. But it’s really cool seeing a whole bunch of these pieces finally coming together, working well together (mostly), and although we’re still dealing with a lot of stand-in visuals and stuff… being able to see a game there. This is different from September’s demo, because there were a lot of things we simply had to turn off because we ran out of time and they weren’t working right, or because it would have caused a lot of player confusion.

Information about

Frayed Knights

SP/MP: Single-player
Setting: Fantasy
Genre: RPG
Platform: PC
Release: Released


Details