Knight Lands Dev Blog — 22/07/2022
As you observe the silhouettes of sinister creatures creeping through the woodlands, another Dev Blog appears!
We’ve made fantastic progress this week in game development and our art departments. With these blogs, we want to show our whole community that we are open and trustworthy. If you value that, please assist us by forwarding this to a fellow gamer.
For those of you pressed for time, see our brief video, which summarizes and depicts our work.
All content shown in this blog is subject to change
ART & DESIGN
Working diligently, our artists have developed designs for various creatures and advanced 3D modeling. Over the past year, our process has improved, and seeing several 3D models being made at once gives us an incredible feeling of how this game will serve users.
Firstly, it seems lots of you liked the size comparison we gave in the last edition, so we’ve used another game to show some more lifelike comparisons. Players can clearly see the difference between each spider, allowing them to adjust their combat strategy without confusion.
Next, we have some 3D progress, beginning with our Consort Spider shown above. The solid, armored legs and the massive body are intended to make this creature as intimidating as possible.
We’ve also been exploring various 3D animations for our baby spider. At this stage, we’re keeping the animations rough so we can quickly test them in our prototype with the ability to change them if any issues occur.
Finally, as an innovational game studio, we’re always interested in cutting-edge tech and how we can utilize it to make our development process more efficient. Here we can see the use of Artificial Intelligence to explore various game aesthetics.
GAME DEVELOPMENT
We’re continuing to work on the game prototype. We are also incredibly close to the gameplay testing phase, where we will show many gifs in future dev blogs. Don’t forget to follow our socials, so you don’t miss these every two weeks.
We’ve been focusing on the ability creator this week, as game designers now have more options, parameters, and projectile types. If you haven’t been following previous blogs, this is essentially a tool for developers to easily add and edit various abilities to test them in the prototype. Knight Lands will allow capabilities for each player class, but also, each mob will have various attacks. Hence, a tool like this speeds up the development process and balances these abilities throughout development.
Moving to the back-end, we’ve adapted our infrastructure for MMO network syncing between clients.
The server guys have also done lots of work towards:
- Enemy logic
- Spawning
- Vision
- Chasing targets
- Behavior state machines
That concludes this week’s dev blog. For further updates, be sure to check back in two weeks. As a game studio, we intend to be as honest and reliable as possible for all of you who are enthusiastic about the high-quality game we’re making.
See You in The Knight Lands⚔️,
The Knight Lands Team🏰
Knight Lands is a F2P, P&E, MMORPG that aims to deliver creative gameplay and utility to the decentralized gaming space.
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