I have been thinking about how to proceed with Knights development. For me the next priority is to try to get a bit more publicity for the game, as it really deserves to have more players. However before I do that I’d like to make one new version with a few interface improvements. Specifically:
- Pop the window to the front when lobby activity is detected. This is a high priority because it might encourage more people to sit in the lobby waiting for players to show up.
- Save player name when the program exits.
- Confirmation when Esc key is pressed.
- Initial work on reducing CPU usage. I’ll see what can be done without needing too much work. I think reducing CPU usage while in the lobby is the most important thing, as otherwise people might be discouraged from waiting around on the lobby screen. Reducing in-game CPU usage is less of a priority at the moment.
- There is a bug where the game can sometimes (rarely) generate an “impossible” dungeon, because all the keys and lock picks are behind locked iron doors. Should fix this.
After those are done I think the game will be ready to be taken to a wider audience, so I’ll try submitting it to a few indie game review sites and see if any of them want to cover it. That should hopefully bring in a few new players.
If we get enough players, I’d also like to run an online Knights tournament sometime. (As of right now it doesn’t look like there would be enough people for a very interesting tournament.)
Looking further forward, there are still some further interface type improvements that could be made. For the record these are:
- Improving the game’s handling of network lag.
- Pausing for network games.
- Finish “observer” support.
- In game “Quest Requirements” display.
- Random Quest button.
- Further improvements to CPU time usage.
Then there is the question of gameplay changes. I think the most promising suggestion so far is to allow more than two players at once. This would probably need new quest types (and plenty of play testing) but it could be quite an interesting direction to go in.
Finally, as I’ve said before, I’m working on a room editor – however this is a lower priority as I’d like to focus on the main game, at least for now.
I’m going away for a week from the 18th, so work on the next version won’t start until I get back (on the 25th). This will probably take around a month (depending on how much free time I get) so look out for a new version sometime in August.