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

Tech progress week 11

Posted by Roy

On the tech side this has been a productive week. Last week we implemented placing fans and having fans influence the ship’s route through the level. This week we expanded on that, implementing the wind indicators and fixing a bug with the ship’s roll. After that we heard that our Unity iOS licence was about [...]

Art progress week 11

Posted by Willem

It’s been a busy week! Our to-do list said “create a spawn and finish point.” Or rather, Roy (programmer) said: “Hey, what about those spawning points? Still using cubes over here.” We looked at each other and started talking about the hangar idea that was proposed weeks ago. After the first rough sketches Rachel (artist) [...]

Early work: Our prototype

Posted by Roy

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 Flash/AS3/Flixel for development speed and after a few days of programming and super smooth [...]

Styleframe v1.0

Posted by Rachel

This is the first styleframe that was made for the game. The GUI is not designed yet so all buttons are placeholders. In the end we came to the conclusion that we need to increase the size of the fans, give them more body and make them more interesting and distinctive. The wind effects are [...]

Moving ships

Posted by Roy

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 to faster and easier. The airships need to navigate this grid and turn away from [...]

Airship

Posted by Willem

The Brig is, arguably, the most iconic ship we designed. So we chose it as our “flagship”. The original model had around 330 triangles. After the first optimization run it had 285 of them. We were limited to somewhere around 300 triangles for this model so that should have been enough. But to provide the [...]

Design: The Brig

Posted by Rachel

In our tech demo we wanted to use a bit more advanced means of transportation than just a crate tied to a balloon. We designed this ship, The Brig, to be the impressive and iconic ship for our game. Instead of one big balloon like a zeppelin, we designed two separate balloons held together by [...]

3D tilesets

Posted by Willem

It was quickly decided that the most efficient and flexible way for making levels was working with tiles. Now 3D tiles are a bit more work then 2D tiles. The texture artist has to endure the traditional worries of getting the colours to line up. The 3D artist has to get all the vertices to [...]

Villages on the mountains

Posted by Rachel

The sketches above are the very first ideas we had for cities/villages on mountain tops. However, we decided they were bit too serious and realistic for our setting and that the scale was far too small. Our airships need to feel huge and impressive, and the small houses were dwarfing the effect. Next we came [...]

Designing Mountains

Posted by Rachel

Here are some sketches for the mountains in our game. It didn’t take long before we came to the conclusion that making a lot of sketches is rather useless. We just needed to try to make the mountains as cheap as possible (polygon wise) in 3D.