Pixel Knights - Dev Log

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Post » Sun Oct 26, 2014 2:15 pm

Here's a quick little update hopefully this gives you all a better idea of what it will sort of feel like.

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Post » Tue Jan 27, 2015 4:27 pm

So it's been awhile since I updated on this dev log,

I have been busy implementing a lot of behind the scenes weapon related stuff and inventory. I had trouble figuring out how to get unlockable player skins for quite some time but have managed to get the base code for that working.

-New UI elements for the in game menu which will pause gameplay and allow you to select any previously unlocked weapons.

-inn/weapons shop has been somewhat implemented.

-You can currently upgrade your health when you gain enough gold and soon upgrade your weapons and pay for a new character skin.

-new enemy sprites and new enemies

-Enemy behavior, new spawning method

-more polished tile set, trees, walls, lamps and world map

Here are some sprites which I am still working on.

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There is currently an issue with z-ordering.. The method I found on the forums seems to be too demanding with the amount of objects currently in use.

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I think I will just end up combining some future sprites into one to avoid the player going over or behind them and keep some objects z-ordering separate from more critical art assets.

I have added destructible objects in game, grass and crate.

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Here is an example of changed enemy behavior.

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I'm going to be putting focus on adding more weapons and finishing up on the level selection screen. this is their current state:

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Those are still a work in progress.

So that's it for this dev dump I hope I can show a little more level design in the next update.
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Post » Tue Jan 27, 2015 4:35 pm

Very nice! :)
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Post » Tue Jan 27, 2015 4:40 pm

I like the the visuals, it looks really nice!

That said, I think you need to work on the UI, at the moment it covers about half of the screen, which is overwhelming in my opinion.

Anyway looking forward to see more.
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Post » Tue Jan 27, 2015 4:44 pm

Looks amazing.
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Post » Tue Jan 27, 2015 4:58 pm

@Bl4ckSh33p Thank you!


DoudouSupreme wrote:I like the the visuals, it looks really nice!

That said, I think you need to work on the UI, at the moment it covers about half of the screen, which is overwhelming in my opinion.

Anyway looking forward to see more.


Most of the UI is incomplete I was considering the D-pad go semi transparent when pressed. Still needs some experimentation. I may touch on this in the next dev dump or maybe even sooner *But one thing to note is that the ui is scaling down in these shots so when on mobile there should be considerably more room.* I'll try to show that in a future image. Thank you for the feed back!

@Burvey Thank you!!
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Post » Tue Jan 27, 2015 5:17 pm

Then that's cool :)
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Post » Tue Feb 24, 2015 4:01 pm

Just a minor update

I have been working on more behind the scenes stuff lately. But I have some UI art I just finished up, still a work in progress but I am very happy with the new tabs system for switching weapons you currently own.

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Item sockets are greyed out if you don't currently own them.

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Maps are still being worked on but I needed to make some changes to how they currently worked. I want to have more to show for that update, that will have to wait.
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Post » Thu Feb 26, 2015 7:30 am

Starting to add functional shops in the world, the town will eventually be populated and you will be able to have some interaction with npc's.

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Post » Thu Feb 26, 2015 3:40 pm

Worked on a new game logo!

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