Kings Can Fly

by Firedroid

Featured

Character Design

Our game has a good solid base: inviting scenery, difficult and engaging puzzles, a great atmosphere and a polished GUI. But it still needed that emotional trigger, an element players can relate to and easily recognize. To this end, we ...
Character Design

Lowland Fan

We've added a new feature, where players can now also place fans on the ground, instead of just on the mountains. We've given the new fan more body and made them look cuter. The current model has 292 triangles. The original ...
Lowland Fan

Balloon Brothers and Tiled

As our development progresses we're closer and closer to a version that supports puzzles and can be played as a game (although it'll be a work-in-progress). So we've had to think about how we're making those puzzles and how to ...
Balloon Brothers and Tiled

Early work: Our prototype

Apart from the concept art and stylesheets, we're been working hard on a prototype. Developing purely theoretical is doable, but it's much more efficient to have a prototype to check whether your concept is engaging and fun. So we turned to ...
Early work: Our prototype

Moving ships

The basis for our game is a grid of tiles. In our setup we've got a grid and tiles, with every tile aware of its neighbours (left, right, above, below). This makes lookups for determining the next tile to navigate ...
Moving ships

Designing ships

There are many tactics for 'visual' brainstorming, and this is one of them. Drawing silhouettes of an object gives you an impression of a shape. This allows you to work a lot faster than normal sketching because a silhouette doesn't need ...
Designing ships
Latest posts

Character Design

Posted by mariecke

Our game has a good solid base: inviting scenery, difficult and engaging puzzles, a great atmosphere and a polished GUI. But it still needed that emotional trigger, an element players can relate to and easily recognize. To this end, we crafted a storyline and created two main characters for Kings Can Fly. Despite the name [...]

The quest for level exploits

Posted by Willem

We discussed how setting and maintaining a difficulty curve helps with keeping people interested in your game. However, the player can only experience it correctly if your levels provide the challenge intended by the designer. Our test data provides us with information about how many fans users place in each level. When compared to the [...]

Difficulty curves

Posted by Willem

Our level design was a bit of a trial and error process. At first, our leveldesigner drafted a progress in which the various game elements were to be introduced and used. Then, we all spend several weeks producing a whole range of ‘raw’ levels, that did or did not follow the guidelines. The leveldesigner then [...]

Blockade and Trigger

Posted by Rachel

We made some sketches for blockades but spikes seemed like the best choice since most player refer to this as ‘danger!’. The harder part was designing the trigger/switch which lets the player pass the spikes. We’ve been experimenting with a lot of ideas… After a lot of ideas we realized that the we needed a [...]

ingame GUI design

Posted by Rachel

Even without any professional knowledge of interfaces or interaction design… an interface has to be made. In the game itself the most important things are buttons that resemble the fans and the time control panel. The GUI has to look like its part of the game, not just some buttons that were ‘just’ placed there. [...]

About tilesets and repetition

Posted by Willem

Our first mountain tileset was actually pretty good. It looked cute and did convey the message: “I’m a mountain, don’t bump into me.” It had it’s problems however. First off, it did not tile correctly in every situation. And placing several straight tiles in a row to create a wall resulted in a hideous repetition. [...]

Clouds and skirts

Posted by Willem

Sadly for us, the iPad 1 is very weak at rendering alpha (semi-transparent surfaces). So using clouds is a bit of a problem, seeing how they’re a significant part of the game’s look and feel. Performance-wise we can get a single alpha-rendered plane covering the entire map, and then only when the mesh below is [...]

Lowland Fan

Posted by Rachel

We’ve added a new feature, where players can now also place fans on the ground, instead of just on the mountains. We’ve given the new fan more body and made them look cuter. The current model has 292 triangles. The original designs for this fan:

Balloon Brothers and Tiled

Posted by Roy

As our development progresses we’re closer and closer to a version that supports puzzles and can be played as a game (although it’ll be a work-in-progress). So we’ve had to think about how we’re making those puzzles and how to feed them into our game. Now we already stumbled upon the Tiled Map Editor, which [...]

Balloon Brothers on the iPad

Posted by Roy

After some minor issues with licenses and software we finally have our work in progress running on the iPad! This was amazing to see and test after waiting for so long, since it’s hard to guess what will have a big impact on performance and what our game’s performance would be at this point. After [...]