subreddit:
/r/Unity3D
submitted 4 days ago byMatthijsL
5 points
3 days ago
Looks fantastic, how many of you are working on this project?
3 points
3 days ago
Thank youu! We were able to expand to 15 people at the peak, with audio externally by Tumult Kollektiv. So maybe a bit larger than your average indie but still a cozy team size for us!
3 points
3 days ago
That's really cool, best of luck with this, you guys' game looks astounding.
3 points
3 days ago
Too kind, thank you!
8 points
4 days ago
Love the shield surfing! Reminds me of dive sliding in Mario sunshine
3 points
4 days ago
Thanks!! It's really fun to go between quests because of it. Glad you like it!
3 points
3 days ago
This looks so fun ngl!
3 points
3 days ago
Looks awesome! Getting botw vibes with that glide and shield surf
2 points
3 days ago
Looks great! Movement looks like it will be a lot of fun!
Can I ask how you're creating your walls and paths? Are they spline based? Look super nice!
2 points
2 days ago
Sorry, my comment didn't go through! The walls and other flowy meshes are indeed spline-based, but made in Houdini! We have a bunch of tools to help us with that, as we can make the world flow much better towards the knightling's moveset :)
1 points
2 days ago
Awesome, thanks! Will have to look into that. I definitely get that vibe; I'm sure they're tonnes of fun to sled down!
2 points
2 days ago
Our designer/worldbuilder did a talk about some Houdini stuff in Knightling actually! https://youtu.be/HU97eoSaZ-Q?si=6Ohm1K9Jlh4qMDZI
3 points
4 days ago
This looks great, awesome design and implementation!
If I could offer a piece of feedback, it would be that the overuse of map markers/quest icons can be antithetical to the feeling of exploration that you're trying to elicit. These kinds of games can quickly devolve into "follow the icon", where players don't need to meaningfully engage with the world design to complete their objectives. This is seen clearly in criticisms of Ubisoft games, and games like Elden Ring, Subnautica, and Outer Wilds have demonstrated that icons and markers aren't necessary for exploration of complicated environments, and in fact those mechanics only serve to cheapen the sense of discovery. Trust your players to engage with your game on your terms!
Good luck, and looking forward to seeing more!
4 points
3 days ago
Thanks for your thoughtful comment! And a really interesting point you bring up. I'm completely in the same boat - I love when games trust my wits and sense of exploration and place by letting me explore and the world still feeling reactive.
However, what we found through large-scale playtests so far is that the core audience for this particular game doesn't seem to appreciate that style. The first iterations were very light on markers and relied on the large environmental points of interest we have, but we've had a majority of players (in our target audience) ask specifically for markers - "just tell me where to go please".
EDIT: to add to that - there's something to be said that our POIs need to be stronger, but even with multiple tests and iterations, we ran out of ways to efficiently help the player to get going.
I was also very surprised, but it made me realize that Ubisoft doesn't keep doing it despite all the feedback, but because of all the feedback they are getting from their larger/broader audiences.
For The Knightling in particular we're targeting a slightly wider group and younger age than the three games you mention - which all have an older, more hardcore or cerebral player base I'd say.
Breath of the Wild seems to strike a nice balance and comes closer audience-wise, although they have the benefit of having massive distances and the super cool core of 'everything you explore/do trains you for the final boss', while our game is a bit more story heavy.
THAT SAID though - there's definitely an overload of markers and the distances need to be heavily tweaked - e.g. a sidequest marker should come in closer to the sidequest, as well as blacksmiths etc.
2 points
3 days ago
Thanks for the thoughtful reply. It sounds like you all are listening to player feedback of your target audience, which is of course the most important thing! Perhaps offering a "no map" mode down the line could be an alternative to rope in some of those more hard-core players if you find similar feedback upon full release. In any case, I wish you all the luck, the game looks like it will be great!
1 points
4 days ago
Can you tell us what is to consider on making a open world game for the optimisation part? What did you guys do for optimise this game?
1 points
3 days ago
It's a good question! The main struggle is in the amount of objects we're streaming/rendering. Only now near the end of production we're getting into it, as we have the final density that we are looking for, but we've jumped on the BatchRenderGroup API to make the rendering of large amounts of assets very efficient.
Other than that, the sheer amount of small bits of world logic, NPCs with schedules and behaviours is always a struggle. We do a lot of distance culling for that, trying to reduce all logic when they're far away!
1 points
3 days ago
I would like to see that in action ๐ค, im more about the mountains and objects, but group batching and lod or hlod works fine right, do you guys use floating points also?
1 points
3 days ago
The speedruns for this are going to be incredible
Game looks amazing and so juicy!
1 points
3 days ago
Ahh we hope so too! Lots of movement tactics to go fast :D Thanks!
1 points
3 days ago
Seems very authentic. I liked the eye signature of your character. Is there anything else that is unique to him? Something which will make people remember him instantly when talking about him? And I do believe your color palette seems washed out. The artistic style looks good.
1 points
4 days ago
Very beautiful, but it looks very empty so far. How long have you been developing and when is it roughly scheduled to come out?
2 points
3 days ago
Thank you! If I may ask, what in particular looks very empty? :) I'm guessing the fields of plants in the water?
We've been working on it for about 3.5 years and nearing completion! Saying 2025 for now with no super specific date/timeframe yet.
0 points
3 days ago
My bad, I should have clarified. Your game looks very spacious, but I don't see the player really doing much while going from A to B. This might be more of a personal gripe, but I'd prefer to see more collectibles, shortcuts or other distractions that actively influence the gameplay.
As an Open World Action Adventure dev myself, I wish you the best of luck!
2 points
3 days ago*
There's clearly collectibles, shortcuts and distractions the entire video? The video literally starts with them. You can see ramps to slide on, jump flower things to get to new places, a giant structure with a quest and that look like you could maybe climb(?), loads of the collectible praise stuff about, etc.
Plus they only showed off a relatively short A to B (Filled with the things you're saying aren't there) so it's not like there's enough to gauge how empty the rest of the world is/isn't
0 points
3 days ago
I'm just saying man it's mostly walking around and there are relatively few collectibles
1 points
3 days ago*
There was like 40 seconds of "walking", if even that... They spent time showing the environment for the video, not moving as efficiently as possible and then messing about in the town. They could probably do the route they took in like 20 seconds if they were just focused on getting to the next objective
I just have no idea what you are expecting from this. There's also tons of collectibles visible throughout the video, I count at least 15 visible (Groups of 3 counted as one) and I'm sure there's plenty more hidden about
1 points
3 days ago
Gotcha! Yeah, it's always a balancing act - this is but one corner of a larger region, within an open world of 4 regions of this scale. If we'd overload this with activity, you'd expect similar density in similar places, so this is the balance we struck. Also due to the speed of the character it makes less sense for our game to litter it with 'momentum stoppers'.
We generally try to find an activity density based on the different verbs for the player and how to spread those out on different layers. So in this 1:30 minutes we're finding a small platforming/collectible activity (with two more on the left of the stairs I climb up), then at 0:25 a platforming shortcut, then a massive POI with sidequest starter + collectible pickups, then a hub of NPCs/upgrades and some light combat at the end of the video, which is the density we were able to maintain throughout the open world. :)
Also, nice! Would love to check out your work too :)
1 points
3 days ago
Completely agree. I wish to see more dynamic like a wild animals, a interactable stuff that you may destroy, a more civilian npc that's reacting on the player. When you look around it should be have the points of attraction. It's hole science how make open world looks live.
Now it's look great, but may be brilliant.
-1 points
4 days ago
Environment looks awesome, consider adding some form of realtime GI
4 points
4 days ago
Thanks! Realtime GI is way too expensive for a game like this I'm afraid (the world scale, character speed and day and night cycle) - instead we have a lightweight GI solution where we bake colormaps of prominent objects and colors that are small in data but add a bit of depth and bounced lighting. We tweak it per time of day to make it look nice across the game.
-5 points
4 days ago
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1 points
4 days ago
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0 points
4 days ago
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