Knights of the Drowned Table
We are coming up on two months of work on our latest game. Up until now, this was a game without a name. However, this is no longer the case! By allowing our fans to voice their opinions, we have finally decided on the name for our game – “Knights of the Drowned Table.” We received over 150 votes and ideas in our poll. As you can see by the results, this was a very close poll, but in the end we mixed the best our development team’s ideas with the best of the community’s ideas. It is a win-win for everyone! We ended up choosing a name outside of the poll that was submitted by a community member. Based on the theme and setting of our game and the results of our poll, we found that Knights of the Drowned Table was similar to our development team’s names, a clever play on words, as well as an intriguing and interesting name. We’d like to extend a special thank you to Reddit user /u/TreFoilHat for submitting the Knights of the Drowned Table!
One of the core elements we want to be present in each level of the game is humor. I have been negotiating with a YouTube celebrity with the hopes of having her voice act our script for the upcoming level of our game. The celebrity was a perfect fit for what we had written in our script and I was very optimistic that we would be able to work out a deal. Unfortunately, I learned this week that we could not meet on a price. The entire team was looking forward to working with this person, and now we have to start back at square one. Although it is a minor setback, it is the first failure we’ve experienced thus far as group, and I believe it will help us grow and learn to adapt. On that note, if any of our fans is interested in providing voice acting for Knights of The Drowned Table, please do not hesitate to contact me!
From the very beginning of this project, I have been a stickler for setting and meeting deadlines. It is very important to me that we are on schedule with all of our tasks. Luckily, I am surrounded by passionate team members who meet and exceed my expectations. At the beginning of September, we set out to have a playable version of our desert level Drunken’ Dunes completed by the end of the month. The Art and Design team has been hard at work creating an entire world from the ground up. Currently, we have over 90% of the scene complete and on track to meeting our first deadline. We will be providing live playable demos of this level during the October 20th-22nd DreamHack Denver event . We will be posting more information about this event in the coming weeks!
Drunken’ Dunes is the second level in Knights of the Drowned Table. It is a tale that describes the narrators haphazard adventure throughout an arid desert. The narrator describes her journey as up to three players relive the story through their own eyes. As players encounter certain events and areas, the narrator will describe the situation by continuing with her story. We are nearing completion and putting together the final touches this week.
Drunken’ Dunes differs from our first level in many ways. Unlike the Snow scene, 95% of the artwork is created exclusively by our art team. In order to defeat the boss, the players are required to complete the objectives. The level is not linear, and allows the players to tackle the objectives in any order they wish. It also features new effects, 3 new fully animated enemies, a new fully animated boss encounter, a detailed hand-crafted environment, and a slew of new structures, props, scenery, and more. We are very excited to finish this level and show it to our fans at all of our upcoming events. An early build of the level can be seen in the following video:
Although we are nearly done with the initial build of Drunken Dunes, there is still some work to be done. We are aiming to knock this list out by the end of the week.
- Sound Effects: The entire scene is missing audio. We are working this week on adding environmental sounds, enemy sounds, and more!
- Scripted Events: In order to complete the level, the players are required to complete multiple objectives. Some of these objectives require scripted events such as an ambush. I am implementing these events over the next few days.
- Voice Acting: While we recently learned that we will not have our desired voice actor, that does not remove the need for a narrator. We will be recording the script this week and adding into the game.
- Optimization: There are certain areas which we are losing performance. I am hard at work optimizing each level to ensure a smooth experience
- Testing: Testing cannot be overlooked. Although we play test frequently and often, you can never do enough testing.
- Polish: Add additional polish to the level, and ensure everything looks presentable.
Our progress has been nothing shy of amazing, and I do not see anyone taking their foot off of the gas pedal yet. We’ve started discussing the design of our next level, and will start building the Level Design Document during our weekly meeting. Keep an eye out for new posts on the RillyBoss Studios blog to learn more.