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Shovel Knight
Yacht Club Games  [ontwikkelaar] 26 mrt 2013 om 4:50nm
Dev Team Talk
Post here for comments and questions directly for the team here at Yacht Club Games. We will still regularly browse the comments section, of course!
1-15 van 41 reacties weergegeven
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Jack Nash 8 apr 2013 om 7:55nm 
Have you submitted this to Steam via "traditional methods"? I see a lot of games on Greenlight that look good enough to not have to go through this process. I'm wondering if devs try that first before resorting to Greenlight or if they just prefer to do so, due to the feedback and community generated here?
Yacht Club Games  [ontwikkelaar] 9 apr 2013 om 12:27nm 
Origineel geplaatst door Jack Nash:
Have you submitted this to Steam via "traditional methods"? I see a lot of games on Greenlight that look good enough to not have to go through this process. I'm wondering if devs try that first before resorting to Greenlight or if they just prefer to do so, due to the feedback and community generated here?
Steam Greenlight seems to be the only way to go for developers like us! However, since Shovel Knight is a bit more transparent (most of) the Greenlight process makes sense for us.
jalsimoo 11 apr 2013 om 2:42nm 
Can you tell me what is the programming language used for the game? I'm just curious. BTW real nice work here, i'll buy it for sure.
Yacht Club Games  [ontwikkelaar] 11 apr 2013 om 2:58nm 
Origineel geplaatst door jalsimoo:
Can you tell me what is the programming language used for the game? I'm just curious. BTW real nice work here, i'll buy it for sure.
Glad to! This is a from-the-ground-up C++ endeavor with OpenGL for rendering. We are using a few external tools here and there like the Tiled Map Editor[www.mapeditor.org]
Gunrun 11 apr 2013 om 4:07nm 
Since the game supports multiple resolutions and is sprite based how are you scaling? I've only really seen the game being played by the Game Grumps and that was at 1080p which is presumably what you draw the sprites to be displayed at, but how does it downscale etc? I've seen some really nice sprite art ruined by nearest neighbor etc.
Laatst bewerkt door Gunrun; 11 apr 2013 om 4:57nm
Yacht Club Games  [ontwikkelaar] 11 apr 2013 om 5:59nm 
Origineel geplaatst door Gunrun:
Since the game supports multiple resolutions and is sprite based how are you scaling? I've only really seen the game being played by the Game Grumps and that was at 1080p which is presumably what you draw the sprites to be displayed at, but how does it downscale etc? I've seen some really nice sprite art ruined by nearest neighbor etc.

What you see at 1080p is actually upscaled! The game initially renders at a very small resolution, 428 x 240. This is essentially the same resolution as an NES, but adjusted to work for widescreen televisions of today (16:9). Once this rendering takes place, the image is then scaled up to fit the proper resolution of the screen it is being played on. So the game actually renders in true, glorious 1080p! It achieves this by doubling/tripling/etc the pixels though so no quality is lost. This is unlike modern games, that often downscale for smaller resolutions like 480, or upscale for larger resolutions like 1080p and in the process, the rendering makes approximations of how it should look, which gives the games a very crunched, washed out look. Yuck!
thewwwyzzerdd 11 apr 2013 om 10:00nm 
I love the knight enemy from the demo with the shield. The way he blocks and reacts to the player is a true delight to watch, it looks like how you always wished games would play back in the NES days.

How representative do you think that enemy is of the game overall? Should we expect to see an enemy like that for all of the themed levels, or is the shield knight enemy more unique?
thewwwyzzerdd 11 apr 2013 om 10:04nm 
Oh! I just thought of another question... So following the Kickstarter I know that we can expect 2 (very soon to be 3) playable knights from the Order of No Quarter. When playing as one of those knights will shovel knight become a member of the Order??? If so, how will this effect the story of the game (if at all)
Yacht Club Games  [ontwikkelaar] 11 apr 2013 om 10:12nm 
Origineel geplaatst door thewwwyzzerdd:
I love the knight enemy from the demo with the shield. The way he blocks and reacts to the player is a true delight to watch, it looks like how you always wished games would play back in the NES days.

How representative do you think that enemy is of the game overall? Should we expect to see an enemy like that for all of the themed levels, or is the shield knight enemy more unique?

It was fun to implement the Iron Knight too! Having a tracking enemy with one extra reaction skill (like blocking above) goes a long way when you only have so many moves. Then it's just a matter of peppering in little bit of uncertainty with the attack pattern.

The "dueling" enemy type is one of our enemy design categories (like mid-boss enemy or simple enemy) so you will likely face one per level.
Laatst bewerkt door Yacht Club Games; 11 apr 2013 om 10:13nm
Yacht Club Games  [ontwikkelaar] 11 apr 2013 om 10:18nm 
Origineel geplaatst door thewwwyzzerdd:
Oh! I just thought of another question... So following the Kickstarter I know that we can expect 2 (very soon to be 3) playable knights from the Order of No Quarter. When playing as one of those knights will shovel knight become a member of the Order??? If so, how will this effect the story of the game (if at all)

Good question! We are still discussing how to best handle the alternate story arc. If you play as Plague Knight, is he the hero or has he just gone rogue? It will probably vary based on the character.

We want to have mirror boss fights ("I'm King Knight!", "NO! I'M KING KNIGHT!"). Shovel Knight can still be a random encounter on the world map.
thewwwyzzerdd 12 apr 2013 om 7:50vm 
Origineel geplaatst door Yacht Club Games:
Good question! We are still discussing how to best handle the alternate story arc. If you play as Plague Knight, is he the hero or has he just gone rogue? It will probably vary based on the character.

We want to have mirror boss fights ("I'm King Knight!", "NO! I'M KING KNIGHT!"). Shovel Knight can still be a random encounter on the world map.

Ah that would work. Lol not going to lie though... was hoping maybe we would get a shovel knight themed level!
Gunrun 12 apr 2013 om 10:23vm 
Origineel geplaatst door Yacht Club Games:
It achieves this by doubling/tripling/etc the pixels though so no quality is lost.

How do you achive this when the resolution isn't a multiple of 428 x 240, for example 1920x1080 isn't actually a clean multiple of that number?
Laatst bewerkt door Gunrun; 12 apr 2013 om 10:23vm
Yacht Club Games  [ontwikkelaar] 12 apr 2013 om 1:09nm 
Origineel geplaatst door thewwwyzzerdd:
Origineel geplaatst door Yacht Club Games:
Good question! We are still discussing how to best handle the alternate story arc. If you play as Plague Knight, is he the hero or has he just gone rogue? It will probably vary based on the character.

We want to have mirror boss fights ("I'm King Knight!", "NO! I'M KING KNIGHT!"). Shovel Knight can still be a random encounter on the world map.

Ah that would work. Lol not going to lie though... was hoping maybe we would get a shovel knight themed level!

That would be really fun to tackle too! And a completely fresh level would be a good change of pace for the new knights. Hm...decisions, decisions.


Origineel geplaatst door Gunrun:
Origineel geplaatst door Yacht Club Games:
It achieves this by doubling/tripling/etc the pixels though so no quality is lost.

How do you achive this when the resolution isn't a multiple of 428 x 240, for example 1920x1080 isn't actually a clean multiple of that number?

Very true. We're still playing around with the exact solution for this to find the best option for everyone. As it is now, the entire image is blown up causing the end display to either lose or gain a few lines of pixels. In non 16:9, we apply black bars which, again, are only a few pixels. The game prioritizes adding it first to the top of the screen above the giant all black HUD to make it less noticeable.
Laatst bewerkt door Yacht Club Games; 12 apr 2013 om 1:26nm
VRamund 13 apr 2013 om 10:26vm 
I just made my $10 Pledge via Paypal. But I have a couple of questions.
When and how I'll be getting my copy of the game? Because I've seen people playing the game/demo already and personally I can't wait to get my hands into it.
And also, Will it have controller support? Thanks! :)
ishralene09 15 apr 2013 om 3:32vm 
Origineel geplaatst door Yacht Club Games:
Shovel Knight can still be a random encounter on the world map.

Like how Proto Man suddenly shows up in Megaman 3? That'll be awesome.

By the way (and sorry if this have been discussed already), how are you laying out the levels? Is it going to be a one-level-per-knight ala Megaman, or several level per knight, or something like the Metroidvania games?

Also, will the game be simultaneously released across all platforms available?

Lastly, any chance on this game going on platforms other than the ones already planned?
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