Knights game this Sunday

Since the Knights server is often empty (although admittedly less so than it used to be), I have decided to start holding a regular multiplayer Knights game, once a month. I thought this would be a good way to give Knights players an opportunity to get together and play in a bigger game than would normally be possible.

The first of these monthly games will be this Sunday, 21st February at 16:00 GMT. This will be held on the official Knights server (knightsgame.org.uk). All welcome, just log in at that time and join in the games. Hopefully there should be quite a few people online. I myself will be there and so will a few people from the forums (see this thread for details).

Finished tutorial, and single player mode

I spent most of the weekend working on Knights. I’ve now got the tutorial working and I’ve also added a single player mode, as a couple of people have requested it. The tutorial took quite a while to get working properly, but I personally considered it important to have the tutorial and single player mode in place, for completeness more than anything else.

I also added optional time limits for quests – if no-one finishes the quest within the time limit, then all players lose. This actually works quite well with the single player mode. I played through a few of the standard quests with a time limit and it is quite fun and strangely addictive… which is encouraging!

I’ve also been working on a ton of bug fixes and other minor improvements; hopefully now that those are out of the way, there should be more time to work on more interesting stuff in the future.

The next step is to get this lot released – probably this coming weekend. After that I’m undecided about what to do next, but maybe adding some of the new quest types (e.g. team games) that have been suggested would be fun.

Tutorial Mode

It’s been a while since my last post, but I’ve now started working on Knights again.

One thing that Knights badly needs is more players. So at some point I am going to want to approach various indie gaming type websites and try to get some ‘press’ for the game. However, before I do that, I want to make sure that there is some sort of tutorial mode in place. The reason being that, since Knights is fairly difficult to learn (imho), I think we need to do as much as possible to ensure that new players can easily learn how to play. The last thing I want is for there to be a huge influx of new players, but then most of them disappear again because they can’t work out how to play the damn thing…

So the plan at the moment is to do one more release with tutorial mode added (and perhaps a couple of other things) and then start on the ‘marketing’ stuff.

Here is a screenshot of the tutorial mode so far (click to enlarge):

The tutorial is basically just going to be a standard Quest for Gems, except there is going to be a little window at the top right (as you can see in the screenshot) containing various hints. The idea is that as the player goes around the dungeon, certain events will trigger a message to appear. For example, the first time you see a door, a message explaining how to open doors appears, and the first time you pick up a trap, you’ll get a message explaining how to set traps.

I tried a couple of other approaches – like having windows pop up during the gameplay – but I found that just got annoying and interrupted the flow of the game. I also thought about making the tutorial more ‘active’ and giving the player little tasks to do – like ‘now go to this room’, ‘now set a trap on this chest’, and so on – but to be honest I don’t really like that sort of tutorial. (I remember downloading some space sim once, where the tutorial was trying to teach you about a million different key commands, and it wouldn’t let you move on to the next one until you had completed some little task with the previous one. I got so bored with that, I gave up half way through the tutorial and didn’t play the game again!) With the scheme I proposed above, at least people can just skip certain things if they want – for example if someone’s not very interested in traps, then they can ignore the instructions on how to use traps and just get on with the rest of the tutorial.

Anyway I think I’ve ranted on long enough for now… Expect another post when this tutorial stuff is finished. Also, at some point I am going to get Trac installed, and put all the outstanding tasks into it. I expect there will be time to put a few bug fixes or minor new features into the next version, as well as just this tutorial stuff.

Issue tracking systems – part 2

A while back I blogged about setting up an issue tracking system for Knights. There were two systems I seriously considered: JIRA and Trac. I found that my server didn’t have enough RAM to run JIRA so I was going to use Trac instead.

Since then there has been a slight change of plan. The folks at Atlassian (the makers of JIRA) have informed me that they offer free JIRA hosting for open source projects. This is very cool as it solves my hosting issues and also is much easier to set up than Trac (as they basically set it up for you!). Also I am more familiar with JIRA than Trac (as I use JIRA at work). For these reasons I have decided to give JIRA a try.

So there is currently a Knights JIRA installation running at http://knightsgame.jira.com. This is open to the public so feel free to have a play with it and let me know what you think. So far I have added one or two issues but otherwise haven’t really used it yet — I’m relying on you guys to fill it up with the things you want done in future releases 🙂

JIRA is quite easy to use, but here are some quick instructions in case you need them:

  • To view issues, click on Browse Projects and then click Knights. You will be presented with lists of components and versions. Since I haven’t set up any components or versions yet, just click on No Component and you will be taken to a list of all open issues. You can then click any issue to get details of it.
  • To search you can either type something into the Quick Search box (top right) or you can do a more detailed search by clicking on Find Issues. In the latter case you will have a panel on the left of your screen which allows you to filter issues by type, priority, text search etc, or any combination of these.
  • To comment on an issue, first browse or search for the issue you want (see above) and then click the Comment link on the left hand side. You need to create an account before you can post comments (see below).
  • To report a bug or request a new feature, click on Create New Issue and follow the instructions. You need to create an account to do this (see below).

Note that currently I am running an evaluation copy of JIRA which is limited to five user accounts (one of them being me). These will be available on a first come first served basis. In the meantime I will have to submit an application to Atlassian to be given full access for my open source project. Once this is done (and assuming they accept the application) we will get full access and the limit on the number of users will be removed. This process apparently takes about 2 weeks. (If they don’t accept the application, then plan B is to switch to Trac. Should this happen I will copy all issues from JIRA into Trac so don’t worry about losing any data.)

Anyway, please try it out and let me know what you think.

This week’s progress

Just a quick update. Work on the next version of Knights has been going well. Today I finished off the in-game player list and tidied up a few other things. I also made some changes to the in-game screen layout recently; you can see a screenshot in this forum post.

There is only one more thing left to do before the next release and that’s to fix the LAN game mode so that it works with multiplayer (currently it’s still limited to two players). I’ll try and get that done next weekend, and then we’ll have a release!

After that I’ll see about getting the Trac set up. (I haven’t forgotten the Trac, I just wanted to get the work for the next release done first.) In the meantime, if you want to submit bug reports etc. then the forum is always available, or just leave a comment here.

Issue tracking systems

I think it would be good if Knights had a public issue tracking system, this would be useful for keeping track of bug reports (of which there have been a few following the recent multiplayer beta) as well as feature requests.

I’ve spent a bit of time looking at the different bug tracking systems out there (and there are a lot of them), but eventually I think I’ve decided on using Trac. This is an open source system that seems quite popular and has most (if not all) features that would be needed for a project like Knights.

Of the alternatives, I liked Flyspray and Redmine, which are both very simple and easy to use, but they seem a bit limited in terms of features (imho) compared to Trac. I also considered JIRA which is what I use at work (and it’s free for open source projects to use); JIRA is a very nice system, but unfortunately it’s an enormous Java application which my server doesn’t really have enough RAM to be able to run properly, and anyway it is probably overkill for a small project like Knights.

In other news, I have now got most of the bugs from the multiplayer test fixed, and have been working on getting observer mode working in multiplayer games as well (so you can change who you are observing by using left/right arrow keys). I also want to get a player list and end of game statistics set up before releasing a “stable” multiplayer version.

After that I think the next priority would be making the game simpler for newbies. I think there are a lot of people who try the game out once or twice, can’t work out how to play, and then never come back (I sometimes see people like this on the server). Sadly people do not read manuals these days. Some sort of tutorial mode is probably the answer here.

Knights multiplayer test a success

Well we had our Knights multiplayer testing session and it was very successful and great fun! We had 7 players at the same time at one point. Thanks to everyone who joined in.

I think we established that Knights works very well in multiplayer, in fact I think it was even more fun than the two player game. We had a few disconnections / error messages but those should be solvable I think.

One issue was that certain quests do not work very well in multiplayer. For instance the destroy book with wand quest seemed to go on forever. One suggestion was that we should show items on the map after a certain time, e.g. show the wand after X minutes and show the book after Y minutes. Perhaps we should try that sometime.

The “gnome book” quest also did not work too well: with five or six knights flipping the switches all the time it was very difficult to actually get access to the book! Maybe it would have worked better with a different book — with some of the gnome books you only press the switch once and then the door stays open (it doesn’t close again when the switch is pressed again) so we wouldn’t have had the same problem.

The quests that worked best seemed to be the “escape from dungeon” type quests, especially with a few gems or a guarded exit point thrown in.

Another problem was that some players were at a big disadvantage due to having a bad starting position. Perhaps players should be able to change their starting point during the game (as rpr suggested). Or maybe players could just respawn into a random start point each time, instead of having the same one every time?

Another excellent suggestion was that potions/scrolls should respawn. (They get used up very quickly if there are a lot of knights about.)

Anyway… I will try and get a Knights forum set up soon. There is also now a #knights IRC channel on irc.freenode.net (courtesy of Dukey).

Thanks again everyone and I hope we can do this again sometime!

Knights Multiplayer – beta testers wanted!

I have been working on a version of Knights that allows more than two players in the dungeon at the same time. This has been requested by a quite a few people now. The new version is going quite well, it just needs a bit more testing/debugging, and will probably be ready in 1 – 2 weeks.

Before doing an “official” release of this, I’d like to do a beta test, both to iron out any bugs, and also to find out how well the game actually plays with many knights involved. My brother has agreed to join the testing but obviously we are going to need to recruit a few more players…

So… if you’d like to join in the first ever online multiplayer game of Knights, then please sign up below. We also need to organize a time so if you have preferred dates or times then please indicate this in your comment.

By the way – currently I am just using the normal quests from the standard two player game. So, for example, in a gnome book quest, there will be one gnome book, but a large number of knights all trying to take it back to their home 🙂 However, I imagine a lot of new quests will become possible in a multi player setting. If anyone has ideas for good multi-player quests then please feel free to post them below…

New Potion/Scroll Ideas

A while back David asked me to open a post on new potion/scroll ideas. Well, here it is 🙂

To start things off, here are a couple of potion ideas I came up with. (To clarify — these are not planned features at the moment, they are just ideas. Any feedback welcome.)

  • Levitation. Your knight rises from the ground and becomes temporarily able to walk over pits.
  • Extra Health. You (temporarily) get twice as many hitpoints as normal.
  • Confusion. Your knight becomes confused. Whenever you try to move, the knight moves in a random direction instead of the one you selected.
  • Blindness. Your knight is blinded — the main dungeon view goes black. You can still move around and your location will still be shown on the map (representing your knight feeling his way around the dungeon).

Now your turn. What new magic effects would you like to see in the game?