A lot of you guys have been asking us how to unlock the unlockable knights that are in the game. We decided to write a short blog post documenting the process of unlocking the 3 additional knights in Knight Squad. Here it is :
A lot of folks have been letting us know about their issues unlocking some knights. It appears that if the achievement is completed in multiple sittings, it won’t unlock the knight properly sometimes. We are working on a fix for this and it will be in the next content update we release as soon as we’re done fixing a bunch of things. Sorry for the inconvenience.
Spike is a crystal knight badass. Watch out for him as he spins his sword around leaving a trail of crystal dust behind. You can unlock him by completing the Crystal Prospector achievement. (Deliver the finishing blow to 25 crystals in Crystal Rush mode)
Half-ninja, half-knight (if that wasn’t a thing, it is now), Shadow is a deadly ghost of a knight. Unlock him by completing the Grim Reaper achievement. (Kill 1000 other knights)
Rocking his horn helm, Slayer is the ultimate challenge of the dungeons. Getting to his fortress will require courage and determination. To unlock him, defeat the challenges and complete the Darkness Awaits achievement. (Kill a single Dark Knight in the last challenge)
Knight Squad’s launch is right around the corner we’re unveiling the game modes that will be available in the Extra Chivalrous DLC. This DLC will be available next week on November 16th and will be free to all the Early Access backers.
PAX East was a total blast and a lot of people came to see us to play some Knight Squad at our booth! We thought we’d share some of the insane in-game stats we got from playing the game. Some stats are missing like the like the bombs and drills, but most of them are there. This accounts for the 3 days of PAX! Thanks to everyone that came by and contributed to these stats!
Pax South was SUPER AWESOME! Thanks to everyone who came to our booth and played a game of Knight Squad. Pax East is coming soon so we won’t have much time to update the game but JS is working hard to release a first playable of online multiplayer. Jade is almost done drawing the unlockable characters and I began working on a release trailer. What this all means is that the game is almost finished !!!
A new build is now available on Steam with a lot of fixes and some new content. We redesigned some levels and added more environment variations. We also added auto targeting ballistas that shoots freezing arrows.
We did some internal online multiplayer testing and we didn’t encounter any major problem so the first public online beta should be available soon.
Also, this week we are heading to San Antonio, Texas for Pax South. Come challenge us if you pass by our booth for a chance to win a Knight Squad t-shirt!
One of the main concerns we had with the visual of the game is that it was hard to keep track of our character when there was a lot of action on the screen. We found 3 solutions to fix this problem. First, we removed some details in the backgrounds because the characters were blending too much with the environment. We then scaled up the characters as much as we could without affecting the gameplay. The result is that they are about 25% bigger. The last part of the visual update was to add shadows to the walls and to the characters to add a depth effect. Since we are in a 2d environment without lights, all the shadows are faked with a texture. For the characters, the shadow texture is a clone of the animation so the faked shadow is completely dynamic. Here is a little before after comparison.
Something we really wanted to add in Knight Squad is some environmental hazards. We felt that there was something missing in the game that would affect the whole level and also add some action to the game. We realized that every power up in the game only affects one player at a time in a specific way. There was clearly some random action events missing to spice up the gameplay.
We already had the idea of a flamethrower as a weapon but the concept didn’t fit well with the one hit kill mechanic we have. Someone could just spin around and throw fire everywhere and it would be hard to determine what exposure to the fire is required to kill a player. Having powerful flamethrowers fixed in the level would solve this problem. So here, I present you the evil golden dragon head flame breathers :
The dragon heads will appear in some of the maps and will trigger after a given time. They will breathe fire in one of the predefined patterns : all at once, two at a time or one by one. You can expect more environmental hazards in new maps to come!