Upcoming updates for Rogue Knight

Hi friends, fans and family!

We have a slew of updates on the way for Rogue Knight, both big and small. I’ve already mentioned that the hero is getting some much needed personality with a bunch of one-liners. They serve to give the game more flavour but also as player feedback to some events in the game. But that’s far from everything we’re adding. We are also adding an option for setting the animation speed of the game for those of you who want to quicken the pace. Along with that we have a ton of grahical improvements coming your way and a really big feature that we’re working on but I’ll save that one for later… Keep your eyes peeled for more news in the coming weeks.

Thanks for playing!

//Luis

Week 3: Progress slows down

Hi friends, fans and family!

Work on the prototype has been chugging along nicely and punches are flying left and right and bugs are being squashed all over the place but… the pace has slowed down somewhat in the last couple of days. I’ve been doing more parenting and more gaming than usual. You can blame a certain cowboy-themed game for that ;).

I’m going to try to finish strong but this is what’s working so far:

– multiplayer implementation is working pretty good and communication between devices has been set up

– punches can be blocked and countered etc but I have a few special cards and situations left to deal with

– work on the UI is ongoing on Xavier’s side

– i’ll be moving the prototype to Spritekit next week. Doing it in UIKit first is too inefficient

Tune in next week for more updates!

//Luis

 

Week 2: What is the new game about?

Hi friends, friends and family!

Some of you pointed out that I didn’t actually give out any “useful” information on the new game so I thought I would tell you now 🙂

You know that it’s a card game and you know that there are some angry looking men that look ready to punch someone in the face on the cards… So the game is about *drumroll*… punching people in the face! Yes, it’s a boxing game although not of the traditional, modern kind. No, this is old school. No padded gloves to soften the blows. No ring girls to distract you from the violence… Just a lot of punches. To the face. Oh, did I forget to mention that you get to punch people in the face?

The game is a two-player game in which you select cards representing punches of different kinds and defenses to block and counter your opponent. There will be at least two game modes: one where you play against the AI and one where you go head to head against a real person through multiplayer in game Center. If there is interest and time we also might implement a game mode where you can play the game on one single device through pass and play.

Stay tuned to find out more in the coming weeks!

//Luis

Week 1: Setting up the project

Hi friends, friends and family!

The first week of coding has ended and I feel like I’ve managed to put in some solid work. I’m staying at home taking care of my daughter and I have been able to squeeze in 1 to 2 hours a day when she takes her long nap around lunchtime. 

This week has mostly been about setting up a structure for the project but I’ve also gotten my hands dirty writing some actual logic. 

The following things have been done:

  • Configured game Center for multiplayer match making
  • Created most of the card comparison logic
  • Wrote tests to verify the logic
  • Set up the different states that a game can end up in

Next week I’m going to try to finish all the transitions for the game state machine and depending on how much time I have, I might even make an attempt to finish a very rough version of the game that can be played entirely from the code. I won’t be doing anything on the graphical side of things yet since I want to make sure that the code that handles the logic and the code that handles the graphics is entirely separated. 

Keep checking in to see how we’re  doing!

//Luis

Work has begun on our next game

Hi friends, fans & family!

We are happy to announce that we have begun working on a new game. Chris has created a physical card game that we are now “translating” into digital form. What the game is about? Stay tuned in the coming weeks to find out… 

In the meantime here is some card art: 

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We will be aiming for release in early 2019 but it still too early for exact dates. Let’s just see what happens ;).

//Luis

“Rogue Knight: Infested Lands” version 1.34 out now! #gamedev #screenshotsaturday #roguelike #pixelart

Hi fans, friends and family!

We’re back and have added some goodies to the game:

– Flavour texts and screens in story mode to set the mood for each stage
– Zogorath has a new animation for ranged attacks
– Fixed so that voice bubbles follow the enemies if/when they move
– Various small tweaks and improvement

Appstore link:
https://itunes.apple.com/us/app/rogue-knight-infested-lands/id1115082819?mt=8

Thanks for playing!

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“Rogue Knight: Infested Lands” Version 1.34 has been sent to the Appstore for review

Hi fans, friends and family!

We’ve been working on some fixes and new stuff for ”Rogue Knight: Infested Lands” and are now waiting for Apple to review before we can bring it to you 🙂

Here is the stuff that’s new:

– Flavour texts and screens in story mode to set the mood for each stage
– Zogorath has a new animation for ranged attacks

– Fixed some serious visual glitches for the iPhone X
– Fixed so that voice bubbles follow the enemies if/when they move
– Various small tweaks and improvements

Thanks for playing!

//Luis

Back from hiatus

Hi fans, friends and family!

We’re back in action after a longer break. Life kind of got in the way with both me (Luis) and Chris going through major life changes. Kids and weddings tend to take up a wee bit of time… 🙂

We’re gonna be updating Rogue Knight soon and are also prototyping some new stuff which we will share with you as soon as we have something exciting to show off.

I’ll end this with a promise as well… We will be more active in letting people know what we’re up to from now on. Feel free to hold me to that :D.

Til next time /Luis

“Rogue Knight: Infested Lands” Update 1.22 out now!

Hi friends, fans & family!

We have just released version 1.22 of “Rogue Knight: Infested Lands”. You can get it here: https://itunes.apple.com/us/app/rogue-knight-infested-lands/id1115082819?mt=8

In this version we have fixed/added the following:

– Added defend action and added/changed some explanations in the tutorial
– Fixed a bug where a dropped item in the portal would disable the portal
– Fixed a rare issue where the first selected skill when levelling up directly after loading a game would be of the wrong type
Thank you for playing and keep an eye out for upcoming updates!

Currently studying free-to-play mobile games

Hi friends, fans & family!

I am currently looking at different games for different genres in order to really study what people play on mobile and what the highly successful games do that sets them apart… It is interesting to say the least, partly because gameplay is so different from the games that I play on a regular basis but also because in-app purchases and monetisation for mobile is a whole science in itself. I will post something soon regarding my general thoughts on the subject… Stay tuned.

// Luis