Tiny Knight - DemonLabOfficial
Hi Knights!

Finally, an update is upon us.

Camera
First on the list is the camera controller. The old camera controller could only be described as 'clunky', and seeing as it is one of the most important contributors to players' overall experience, it received a lot of attention in this update. The new controller introduces a smoothing effect while moving, and also detects collisions to adjust its position if objects obscure its vision of the player. This is the first iteration of this system, so please send feedback so I know what to improve. Is the distance adjustment unnecessary in some situations? Is it a big upgrade and should be used more aggressively? Let me know!

Puzzles
Two new puzzles have been added to the game, and they mark a change in the game's puzzle direction. The old puzzles were relatively simple, and their mechanics were sometimes quite lackluster. The new puzzles, while not significantly more difficult than the pre-existing ones, feature new ways to interact with objects such as pushing objects around and changing the player's surroundings with pressure plates. !Important! This is where I'd like to get as much feedback as possible. Let me know what you think is good, and what is bad. Would you like to see more of these? And are these too easy/difficult? I'd like to know your opinion!

First Puzzle


Second Puzzle


Performance
There were a few elements in the game that significantly reduced players' framerates (water effects etc.). Many of these have now been either tweaked to run more smoothly or replaced by a better system. However, performance optimization is always work in progress so if you discover any specific part of the game that runs exceptionally badly, let me know!

Combat
A long time ago, in an effort to increase the amount of content in the game, we added the starting 'dagger' weapon with a shorter reach than the original default sword to the game. In hindsight, that was a mistake. The only thing it added was to make combat unnecessarily more clunky and difficult and has therefore been removed from the game. Everyone now starts with a proper sword.

Future of Tiny Knight
It's been a while since Tiny Knight received a major update and I thought I'd give you all an update on what to expect in the future. As a preface, Convex is an Icelandic company founded by 3 friends around four years ago with the aim to create fun and simple 3D games. We gave it an honest go but, in short, it didn't work out. We have all moved on to other things, and no one is currently working at Convex full time. However, I am still quite fond of Tiny Knight, as it is both the place where I got to work with two incredibly talented programmers, and the project where I took some of my first programming steps (my part of the code really shows..). For this reason, I'd like to continue to add more features to the game in my spare time and polish what I can. What I'd like to aim at is making Tiny Knight a solid 3D Puzzle/Platformer game that people can come back to again and again. I'd like to clarify though that I do not expect to see any significant revenue from this game and the amount of work put into updates will therefore not come in steady chunks. I see this as more of a hobby and passion project than anything else. And with that, I hope you enjoy these recent updates and I look forward to adding more in the future!

-Egill Sigurjonsson
Tiny Knight - DemonLabOfficial
Bugfixes
  • Level 12 loading screen flicker removed

Other
  • Game Size reduced from 3GB to 1.6GB
May 29, 2016
Tiny Knight - DemonLabOfficial
We've now completed implementing cutscenes in our quest to make the story more immersive. The first version of Tiny Knight was somewhat lacking in this aspect but we feel we have improved it greatly with this new update.

The cutscenes are not the only new thing to be introduced in this update, but now it's possible to collect weapon skins to be used in game. The crystal system which only determined the level score has now become a currency system with which to buy weapon skins with.

We hope you enjoy our tiny creation!
- The small dev team Convex :)
May 29, 2016
Tiny Knight - Convex
We've now completed implementing cutscenes in our quest to make the story more immersive. The first version of Tiny Knight was somewhat lacking in this aspect but we feel we have improved it greatly with this new update.

The cutscenes are not the only new thing to be introduced in this update, but now it's possible to collect weapon skins to be used in game. The crystal system which only determined the level score has now become a currency system with which to buy weapon skins with.

We hope you enjoy our tiny creation!
- The small dev team Convex :)
Mar 23, 2016
Tiny Knight - DemonLabOfficial
We've started adding cutscenes to Tiny Knight! The first scenes are ready and are now live, the rest will be added in upcoming patches.

New content:
Cutscenes: maps 1, 2, 4, 5

Bug Fixes:
Fixed gate not remaining open in "Slimy Way Down".
Crystal count now showing right amount in Lake City, Graveyard and Enemy Mines
Mar 23, 2016
Tiny Knight - Convex
We've started adding cutscenes to Tiny Knight! The first scenes are ready and are now live, the rest will be added in upcoming patches.

New content:
Cutscenes: maps 1, 2, 4, 5

Bug Fixes:
Fixed gate not remaining open in "Slimy Way Down".
Crystal count now showing right amount in Lake City, Graveyard and Enemy Mines
Mar 20, 2016
Tiny Knight - DemonLabOfficial
Patch changes:
  • Added dagger as a starter weapon.
  • User interface updated
  • Added health indicator to dragon boss
Mar 20, 2016
Tiny Knight - Convex
Patch changes:
  • Added dagger as a starter weapon.
  • User interface updated
  • Added health indicator to dragon boss
Tiny Knight - DemonLabOfficial
Tiny Knight on Steam

Contact us at support@convexgames.net for any enquiries.
Tiny Knight - Convex
Tiny Knight on Steam

Contact us at support@convexgames.net for any enquiries.
...

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