Store Page Preview; Potion Change; Steam Trailer

Store Page

I have been spending the last few days setting up the Steam store page. It isn’t live yet, but I can show a screenshot of its current state:

(Click the image to enlarge, or see a higher quality version.)

I think this looks reasonable, but if you have any feedback, leave a comment below.

If I don’t get any feedback in the next few days, I’ll probably just submit this to Valve for review – assuming the review is successful, the page would then go live with a “Coming Soon” release date.

Potion Change

Earlier today I pushed an updated build to Steam which reduced the duration of potions slightly. The reasoning for this change was the following:

A couple of years ago, Knight_Rider requested that I increase the variance of potion times, to make it more like the original game. For example, in the original you could have “dud” potions which lasted only a few seconds. I duly did this, and potions were changed to have a time distribution which was more similar to the original Knights.

However, after playtesting a bit recently, I now think that this change made potions last a bit too long overall. The change made it so that the average potion time was about 80 seconds, but there was a “long tail” so that potions could last up to a maximum of 6 minutes. Given that a Knights quest can be over in 3-5 minutes (for smaller maps at least), I felt this was a bit excessive.

I have therefore tweaked the random distribution so that the average time is now 73 seconds (slightly lower than before), but the “long tail” has been cut out, with the new maximum being 3 minutes. This doesn’t actually make all that much difference in practice (for example, the variance that Knight_Rider wanted is still there, and the “dud” potions still exist), but I do think that removing those extra-long-lasting potions is good for gameplay (e.g. it’s more interesting if you have to find a new potion every now and then, as opposed to having one potion that lasts the whole game), so that’s why I made the change.

NB: I’m talking about “normal” potions (strength, super, invisibility, etc.) here. Some potions like Invulnerability or Poison Immunity have different rules, and those have not been changed.

Steam Trailer Video

The last major thing that we still need is to make a trailer video for the Steam store page. (Steam requires this before you can release the game.) I was thinking of perhaps holding a playtest sometime soon, and recording footage from that, to potentially use in a trailer.

For reference, the Steam trailer requirements are documented here: https://partner.steamgames.com/doc/store/trailer. In summary:

  • Trailer should be as high resolution as possible, upto 1920 x 1080.
  • 30/29.97 or 60/59.94 fps.
  • High bit rate (5,000+ Kbps).
  • In .mov, .wmv, or .mp4 file format.
  • H.264 video and AAC audio is preferred, but Steam can transcode from many formats.
  • 16:9 aspect ratio is preferred (but 4:3 also accepted).
  • The trailer should primarily show gameplay as this is what the player will want to see (they want to know what they will be doing in the game and what playing will look/feel like).

Other Stuff

Just so I don’t forget, I will note here that I still haven’t added ZaRR’s Russian translation to the game, but that can be sorted out in due course. I also need to update the credits page, e.g. to set the actual release date, and probably to credit ZaRR and ImpassIve for their help with playtesting the Steam version.

About Knights

Knights is a multiplayer game in which players must explore randomly generated dungeons and race to complete various quests. For more information please visit https://www.knightsgame.org.uk/.

Knights is coming soon to Steam – if you would like access to the test build, send an email to stephen (at) solarflare.org.uk, and I will send you a Steam key.

Knights News

A new Steam build is online today! Here are the changes, since my previous update (about 2 weeks ago):

  • Added a help panel to the Quest Selection screen, giving detailed descriptions of each quest setting. This covers a good chunk of the content that the players would previously have got from reading the manual (hopefully the Tutorial does the rest).
  • Adjusted various other pieces of text.
  • Lua module system changes: depends.txt is removed, and a mod namespace with various new functions (like mod.RegisterMod, mod.GetRegisteredMod, etc.) has been added.
  • Added kts.GetPlayerID function, returns a string uniquely identifying a player (requested by ImpassIve).
  • Player names can now be printed in localized messages (requested by ImpassIve).
  • Added kts.VERSION which is just a string containing the Knights version, as an integer (currently 28).
  • Fixed a small bug in the Random Quest algorithm – I was looking over the code for this and I noticed that it can sometimes be biased towards certain options (for example, it was picking Ancient Book of Knowledge more than the other books). This should now be fixed.

I think this is now a good “release candidate” build – except for one thing, which is ZaRR’s Russian translation – I’ll follow up about that separately.

I’m going to spend the next few days setting up the Steam store pages, then we’ll have to think about doing some proper playtesting, and making a trailer video.

About Knights

Knights is a multiplayer game in which players must explore randomly generated dungeons and race to complete various quests. For more information please visit https://www.knightsgame.org.uk/.

Knights is coming soon to Steam – if you would like access to the test build, send an email to stephen (at) solarflare.org.uk, and I will send you a Steam key.

New Steam build

I’ve pushed a new build to Steam today. Since last week’s update the changes are as follows:

  • Text boxes now allow cut, copy, paste, and other shortcut keys (e.g. ctrl+backspace to delete a whole word).
  • Spent some time trying to fix the laggy Steam Overlay rendering – hopefully it is better now.
  • The Knights window will now flash on the taskbar, if someone presses “Ready to Start” and you are focused on a different window. This is to get your attention so you can respond.
  • Lots of tooltips and help text added:
    • Main menu and Start Game screens: hover text for all buttons
    • Options screen: various tooltips
    • Online Multiplayer screen: tooltip for “show incompatible games”
    • LAN games screen: static help text added
    • In-game screen: tooltips for inventory items, health indicator, and skulls
  • Other text changes:
    • Rewrote credits screen (to simplify and shorten it)
    • Some tutorial messages changed
    • Removed several localized error messages, in favour of a single “Network protocol error” message, with a numeric error code (this reduces the number of messages that need to be translated)
    • “Vote to restart” text tweaked slightly, plus this text now disappears if the game ends (winner/loser screen active)
    • Some small updates to game manual and other text files (readme, acknowledgments)
    • Removed the “first time message” (a short text displayed when the game starts for the first time) – I think this is now redundant given the tooltips and other help for new players that was added; and anyway, a lot of people would probably have clicked through it without reading it.

Some questions:

  • Is the hover text on the main menu helpful, or just annoying? I can’t make my mind up 🙂
  • Is the Steam multiplayer game flow (creating and joining games) sufficiently clear and understandable, or do we need some extra help text or tooltips?

Remaining tasks:

  • I still want to add some tooltips to the Quest Selection menu screen, if possible. (I think this could benefit from tooltips due to the large number of options and settings.)
  • Need to do another pass on the Lua module system, following recent feedback from ImpassIve. This will take a few days probably.
  • Steam store artwork, text, and a trailer video are still needed (I confirmed that Steam does require a trailer before you can release). Perhaps we can record a multiplayer game sometime, and use footage from that for the trailer (ZaRR did already make a video recently, but I’m not sure if we can use it, for various reasons). For the images, maybe someone from the community could be willing to help, or else I could have a go myself (or perhaps pay an artist to do it). We don’t have to think about this right away though – I have 1 or 2 more weeks programming to do first, probably.

As always, if anyone wants to help playtest, just let me know and I can send one or more Steam keys so you can access the private build. Look forward to seeing you in the dungeons!

About Knights

Knights is a multiplayer game in which players must explore randomly generated dungeons and race to complete various quests. For more information please visit https://www.knightsgame.org.uk/.