-Added sand roads environment change to Endless Journey and Rogue Rider Adventure
-Added ice caves, sand roads and red forest areas to Rogue Rider Adventure
-Added not passable mountains, lakes/rives and lava lakes/rives
-Added super slowmo deaths with text (similiar to GTA)
-Added new special jousting rewards
-Added anti motion sickness option which turns off camera bopping for 3rd person
-Added anti aliasing advanced option (does not work with alphas masks)
-Added a lot of new stats to "more stats"
-Added a lot of new achievements, mostly about special jousting
-Added info text for Rogue Rider Adventure about difficulty when not played story mode yet.
-Added slow motion also slowing down sounds
-Added some sounds and fx
-Added slowmo switching to knightmares
-Added Musketeer Hat, reward for Steam group followers
-Added detailed loading progress info for RRA mode
-Added loading graphics, animated skull and various stylized illus
-Improved Bucket AI, now can't see around curves and jumping is considered.
-Improved falling on edges
-Improved ragdolls physics when jumping into obstacles
-Changed difficulty of RRA Tiles, mostly constant now and easier for normal tiles.
-Changed some things with quests stats which hopefully fixes the rare issues.
-Tweaked slowmo fx, now without warp
-Tweaked gold show in game UI now also showing the added gold
-Tweaked lightning bolts, now easier placed
-Tweaked lower distance needed for Home Run
-Tweaked some generation values
-Fixed info box being too dark for some backgrounds
-Fixed crashing for some people when skipping intro
-Fixed 1440 resolution at wrong position in list
-Fixed rain in caves
-Fixed some rare issues with RRA screens
-Fixed castle achievement
-Fixed Pooptastic achievement
-Fixed issue with quests related achievements
-Fixed rare quest completed message being stuck
-Fixed a soldier quest never getting dropped
-Added sand roads environment change to Endless Journey and Rogue Rider Adventure
-Added ice caves, sand roads and red forest areas to Rogue Rider Adventure
-Added not passable mountains, lakes/rives and lava lakes/rives
-Added super slowmo deaths with text (similiar to GTA)
-Added new special jousting rewards
-Added anti motion sickness option which turns off camera bopping for 3rd person
-Added anti aliasing advanced option (does not work with alphas masks)
-Added a lot of new stats to "more stats"
-Added a lot of new achievements, mostly about special jousting
-Added info text for Rogue Rider Adventure about difficulty when not played story mode yet.
-Added slow motion also slowing down sounds
-Added some sounds and fx
-Added slowmo switching to knightmares
-Added Musketeer Hat, reward for Steam group followers
-Added detailed loading progress info for RRA mode
-Added loading graphics, animated skull and various stylized illus
-Improved Bucket AI, now can't see around curves and jumping is considered.
-Improved falling on edges
-Improved ragdolls physics when jumping into obstacles
-Changed difficulty of RRA Tiles, mostly constant now and easier for normal tiles.
-Changed some things with quests stats which hopefully fixes the rare issues.
-Tweaked slowmo fx, now without warp
-Tweaked gold show in game UI now also showing the added gold
-Tweaked lightning bolts, now easier placed
-Tweaked lower distance needed for Home Run
-Tweaked some generation values
-Fixed info box being too dark for some backgrounds
-Fixed crashing for some people when skipping intro
-Fixed 1440 resolution at wrong position in list
-Fixed rain in caves
-Fixed some rare issues with RRA screens
-Fixed castle achievement
-Fixed Pooptastic achievement
-Fixed issue with quests related achievements
-Fixed rare quest completed message being stuck
-Fixed a soldier quest never getting dropped
- Turned off Easter event
- Added Achievements
- Added info boxes for the different game modes (main and endless journey, english only for now)
- Added alternative buttons to the tutorial
- Added sensitive settings for mouse and gamepad stick deadzone (be careful with setting the deadzone too small)
- Added Diamonds
- Added X button to options display
- Tweaked Tutorial level to be skip able through level select.
- Tweaked some cutscenes (jousting tips and more about the magic lance)
- Tweaked bridges destruction fx to be more clearly
- Tweaked cutscene part about the castle not being shown when it is already build
- Tweaked 2nd Knightmare to be easier
- Tweaked toads spawn areas to be easier
- Tweaked Screenshot button to be shown as F12 for Steam
- Fixed a Soldier quest never getting spawned
- Fixed fallen heroes not counting correctly overall
- Fixed all levels gold/silver medals completed not showing up in stats
- Fixed Snowman wooly hats changing skeleton wooly hats
- Turned off Easter event
- Added Achievements
- Added info boxes for the different game modes (main and endless journey, english only for now)
- Added alternative buttons to the tutorial
- Added sensitive settings for mouse and gamepad stick deadzone (be careful with setting the deadzone too small)
- Added Diamonds
- Added X button to options display
- Tweaked Tutorial level to be skip able through level select.
- Tweaked some cutscenes (jousting tips and more about the magic lance)
- Tweaked bridges destruction fx to be more clearly
- Tweaked cutscene part about the castle not being shown when it is already build
- Tweaked 2nd Knightmare to be easier
- Tweaked toads spawn areas to be easier
- Tweaked Screenshot button to be shown as F12 for Steam
- Fixed a Soldier quest never getting spawned
- Fixed fallen heroes not counting correctly overall
- Fixed all levels gold/silver medals completed not showing up in stats
- Fixed Snowman wooly hats changing skeleton wooly hats
The graphics in Last Knight are considerably more complex than they look – a lot of work went into creating that effortlessly simple visual style.
The game environment was sculpted in ZBrush and then the high-res meshes baked to low-poly meshes with normal maps and ambient occlusion bakes. The game also makes full use of Unreal Engine 3’s Lightmass global illumination which was deftly implemented in the randomly generated game world. All kinds of post-process effects were used as well. “In the Knightmare levels I kind of went nuts with it; I used the material system to bend the whole world in different ways, literally,” Hagemann says.
Last Knight might look bright and colorful, but there are some dark and sinister characters: skeletons rise from their graves, giant toads swallow the heroes, and there’s an army of lunatic Horned Bucket Heads on the loose who are always ready for a joust to the death.
“I wanted to create a look that was reminiscent of older, stylized 3D platform games but which used all the graphic possibilities of Unreal Engine to make a detailed and rich environment,” says Hagemann.
The graphics in Last Knight are considerably more complex than they look – a lot of work went into creating that effortlessly simple visual style.
The game environment was sculpted in ZBrush and then the high-res meshes baked to low-poly meshes with normal maps and ambient occlusion bakes. The game also makes full use of Unreal Engine 3’s Lightmass global illumination which was deftly implemented in the randomly generated game world. All kinds of post-process effects were used as well. “In the Knightmare levels I kind of went nuts with it; I used the material system to bend the whole world in different ways, literally,” Hagemann says.
Last Knight might look bright and colorful, but there are some dark and sinister characters: skeletons rise from their graves, giant toads swallow the heroes, and there’s an army of lunatic Horned Bucket Heads on the loose who are always ready for a joust to the death.
“I wanted to create a look that was reminiscent of older, stylized 3D platform games but which used all the graphic possibilities of Unreal Engine to make a detailed and rich environment,” says Hagemann.