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Fight Knight Thread: Featuring AMA with Boen. Anonymous Board owner 09/08/2024 (Sun) 19:17:55 Id: 3255a1 No. 1011377
THE AMA IS OVER Hello /v/, This is an AMA I’ve been wanting to do for a good while since the dev is a very fun guy to talk to, and he made a fantastic punch out/dungeon crawler game. It is my honor to introduce Boen, the game dev behind Fight Knight. https://store.steampowered.com/app/792120/FIGHT_KNIGHT/ Quick disclaimer: due to the panic that happened last time we had an AMA. To those of us looking at the thread and wondering "Is this a evil satanic nazi pedophile board", the answer is "no". While we welcome anyone who wants to participate in this community, we ourselves hold no extremist political alignment. Anyone posting CSAM or any sort of illegal content will be banned, said content will be removed, and the IP associated with the illegal will be reported to the proper authorities. Harassment is also against the rules, as it has been since I created 8chan’s /v/ in 2014. Anyone claiming otherwise is spreading misinformation. We are not associated with Jim Watkins, Ron Watkins, or 8kun. If you have any questions, email me at markmann@tuta.com Please read the board rules and global rules for more information: https://8chan.moe/v/rules.html https://8chan.moe/.static/pages/globalRules.html I hope everyone has fun!
Edited last time by Mark on 09/13/2024 (Fri) 23:18:08.
test
Thread unlocked. 84f1bf is boen btw.
When will you add benis
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>>1013701 I enjoyed your game a lot, beat it in a couple of days with the vanilla set. I got a lot of questions, but for the sake of letting other people post I will stagger my spergery and seperate them by a few posts. I'll keep my questions mostly about the game itself and the development procedure behind it, since you're probably sick to death of being asked about your Ex fucking you over. >Round 2 is kicking my ass any tips besides getting gud or slowing the game down like a bitch? >Is there an armor set you had particular care in making? >During the >Was there a particular game or set of media that you aimed to emulate or use an an influence? >Which boss was most fun or required the most effort desigining designing? Who do you think was most fun to fight?Hard Mode: Not Rivali. Outside Rivali I really enjoyed the Zone 3 boss. >Did you have a specific playstyle in mind when designing the game? An "intended path" where the player is supposed to be more aggressive or defensive? Be warned that malcontents with a hatred towards the site will try to fuck up this thread. Here's hoping the cunts that tried to dumpster you don't try dragging your rep through the mud for this
Will you promise to never put trannies in your games Boen? I just abandoned a shitty overrated woke VN with AWFUL Rick-and-Morty tier writing called Stein's Gate over the repulsive tranny Ruka Urushibara. I should've listened to OneAngryGamer who's been right about everything, he warned us about that disgusting shit in his factual list. Not even Crapcom (Or Valve recently trying to offload old models of their failed Deck with "this is the old one" at the bottom in a blend in color so you don't fucking see it) pisses me off like trannies in games. <But trannies are fine <It's just a joke <It's actually helping No it fucking isn't. Never put trannies in your games Boen.
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HELLO GREETINGS I have three questions if you don't mind. 1. How has the reception to your game been, and are you happy with it? 2. Is there anything you wish you could have done, but couldn't due to time/budget/scale? 3. Do you have any advise for any aspiring devs? We have a lot of them here.
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hey gamers it's me boen. I'm the creator of FIGHT KNIGHT and some other things before that you might have heard of if you were in agdg circles like sorcerobe. thanks to Mark for inviting me to do this, not sure how many people are interested but i'm happy to take questions about anything you like
Hi Fight Knight dev. You're gonna get some insane schizo posts here so please beware of that, imo you should just ignore stuff like >>1013755 instead of trying to give a measured reply.
I have no money and you have money so can I move in with you? I'm fucked dude my family is kicking me out soon. You can rape my asshole and I won't tell anyone and I'm not a schizo who hears bird voices. I'm a middle aged man but femboy looking, buy me a wig and a dress and I'll be your trad wife do your dishes wash your clothes and call you Master Boen. Please?
Who is your waifu?
>>1013701 Your game looks rad and is on my backlog.
>>1013759 Ya got some questions above already >>1013753 >>1013757
>>1013767 He knows, he's working on it.
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>>1013768 No, I WANT INSTANT GRATIFICATION NOW!
Is there anything that really inspired Fight Knight? Also I'd like to know your opinion on the wave of procedurally-generated-deckbuilder-rogue-like/rogue-lite-dungeon-crawlers. These are made fun of a lot in gamer circles but I've love to hear an actual developer's thoughts on them.
>>1013769 fugg, pls undastandu.
Personally enjoyed your game a lot when I got it a year or so ago as a gift. Two questions. >What inspired you to make the speed of the game a difficulty slider, rather than having pre-set difficulties or no difficulty options at all? >Do you have any future games in development at the moment?
I haven't played the game, but my interest is piqued at the system requirements of needing 300MB for storage & Win7. In this day and age of the vidya industry bloating their games with gigabytes of uncompressed sounds & bethesda-tier code that also makes their games run like shit on even the best PCs, this feels like a breath of fresh air. That being said, what are your thoughts on retro computing? Where instead of using the latest and broken intel CPUs they are instead stuck with a Core 2 Duo from 2007 & 4GB of DDR2 RAM? They might not be able to run the latest version of windows or mac, but there is still support for them on linux.
What made you choose to do 2D sprites in a 3D environment? Not a lot of modern games do this, and very few of them are first person. Did you want to be like DOOM but you can punch the demons?
>>1013753 >Round 2 is kicking my ass any tips besides getting gud or slowing the game down like a bitch? the stalwart glyph helps a lot, you can also use the shield potion to negate encounters for its duration. other than that it's just down to getting good and going back for heals whenever you can >Is there an armor set you had particular care in making? copout answer but I like them all. actually the swamp set is probably my favorite just because of how differently it plays from the rest. the cyber armor was a funny joke that didn't land for most people >Was there a particular game or set of media that you aimed to emulate or use an an influence? godhand was the big inspiration for a lot of combat stuff, the premise was basically to figure out a way to simplify the game into something I could deliver on my own and possibly improve it. that's where all the tile based, 1d hallway combat concept came from. enemies always in front so you don't need a radar. visually Katsuya Terada's zelda art is a big influence, i just love bold weird print colors and things like that. and it's another way to simplify by not having to worry about colors as I make assets since it all gets applied at the end. >Which boss was most fun or required the most effort desigining designing? Who do you think was most fun to fight? the tower was definitely the most work, i'd say that sequence took about as much effort to make as an entire level. king casket is probably my favorite otherwise just because fighting him was the moment i realized i could really make the rest of the game >Did you have a specific playstyle in mind when designing the game? An "intended path" where the player is supposed to be more aggressive or defensive? yeah definitely. the whole time i'm designing levels etc I'm thinking about the experience the player will have and how to shape it to be enjoyable. not that i'm always successful at my predictions but it's definitely a constant concern
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>>1013759 Congrats on getting the game delivered, I can only assume it was a really arduous task to get it done. I wanted to ask you a few questions, one in regards to mechanics, and one in regards to projects. How did you define the mechanics of the game, and figure out what was a good idea to implement and what wasn't? I had it happen to me, making something and then seeing it doesn't really make it much more interesting. On another note, how did you approach gamedevving? Did you make this as your first game or did you develop other prototypes prior? How much time did you give it to them, and how did you know you wanted to get them done, vs something you wish you didn't start? I'm sure I have other questions but these two are the ones I got right now.
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>>1013701 1) What are your opinions on the current state of (commercially successful) indie games? Some titles that kinda are, kinda aren't indie games like Dave the Diver are being mixed in with pure indie stuff like Balatro, I wanted to know from someone who's engaging with that kind of market what are your opinions on what has changed in the development side. 2) What are your stances on fanart and mods of your own intellectual property? Is there a line you wish your fans wouldn't cross? 3) Which Punch Out do you think is objectively the better game? Which Punch Out clone you like the most? 4) How did you come to know Mark/8chan? What are your opinions on imageboard culture in general? 5) Opinions on piracy?
This is more of a gamedev question, but what are your thoughts on file compression and whether devs utilize them properly or not? I ask because file sizes for games are getting bigger and bigger to ludicrous lengths and I've always wondered why that is the case. Are devs getting lazy or is there a technical reason? I use image, video, and audio compression a lot and I've noticed a lot of the time video and audio assets in games are often not compressed. Some games also have a large amount of duplicate assets, such as my ZSTD-formatted drive once taking a game from 15GB to 2GB. Obviously your own title is merely 250MB but I wanted to get your thoughts on the matter.
>>1013757 >1. How has the reception to your game been, and are you happy with it? Because of the rocky launch I was worried about things at first, but in the longterm it's really impressed me how much staying power it seems to have. it's enough for me to live comfortably and continue being a gamedev and I really couldn't ask for more than that. >2. Is there anything you wish you could have done, but couldn't due to time/budget/scale? infinity things. lol. I don't think i'll be able to stop myself from making a sequel eventually, there's just too much good stuff left on the table not to. >3. Do you have any advise for any aspiring devs? We have a lot of them here. 1 you have to be very honest with yourself about your skills, but 2 you have to be kind of naively confident in a way. you have to hold both of these contradictory ideas in your head at once. overall don't do it unless you really can't stop yourself because it's a very difficult and unlikely path to find success in. you have to look at yourself and rationally think that yes, you are in the 99th percentile
Who's your favourite gay character? Can you drop by our favourite gay character thread and post him? >>979412
>>1013780 >>1013792 >>1013785 Yeah, please take the meta stuff to the meta thread
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Is Fight Knight the only game you/Sorcerobe have worked on? Do you have any other gaem plans? What was the entire process of making the game like? Did you strategize and plan out things before with something like a game design document or did you and your team just plink away at it during the time it was in development? How do you keep MOTIVATED and stay on course, especially when doing a thing like making a game that requires you to basically spend hundreds of days and thousands of hours on it?
>>1013794 His own characters probably lmao, Fight Knight has a lot of homoerotic fanart. Big strong armored men are very popular. Speaking of which, what do you think of all the fanart? Your game gets quite a lot.
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>>1013772 >Is there anything that really inspired Fight Knight? other than godhand, dark souls is probably #2. very strange combination but there it is. fight knight is actually one of my characters from dark souls pvp back in the day, that's why the character design ended up all red lol. >Also I'd like to know your opinion on the wave of procedurally-generated-deckbuilder-rogue-like/rogue-lite-dungeon-crawlers they're very effective at getting people into the addictive loop but I don't really think about them personally. I enjoy good gameplay but really I just like stories, if a game doesn't have a real narrative I have a hard time caring
Have you attempted or considered bringing the game to other storefronts (GoG, Itch.io, Zoom-Platform, DLsite) and platforms (Consoles, phones, etc.)? If so, what has the process been like?
>>1013799 Also I guess I shouldn't say "entire process" that makes it a very open ended question, but I guess I'm more wondering what the depth of your planning was like. Keep a journal, meticulously set goals and targets, or just open your IDE and take it one step at a time?
>>1013803 >if a game doesn't have a real narrative I have a hard time caring Yeah, I find myself to be the same way. Like, even if it's something simple like a save the princess story, if there's no progress then why bother?
>>1013803 >Trolling people with a martial monk build in Dark Souls Absolute legend.
>>1013766 thanks man. i hope u like it when you get to it eventually >>1013776 >What inspired you to make the speed of the game a difficulty slider, rather than having pre-set difficulties or no difficulty options at all? just simplicity really, it's way easier to implement a special timescale that only effects enemies, than it is to have to fine-tune the balance in other ways. And people seem to appreciate it so i'd say it worked out pretty well. >Do you have any future games in development at the moment? too many. I can't talk about some of them, but I've been helping friends out on their projects and working on my own when I have the time. you can see some of the personal stuff ive been messing with recently on my youtube channel https://www.youtube.com/watch?v=VkPWRfzD-ZE
>>1013808 >you can see some of the personal stuff ive been messing with recently on my youtube channel Cool.
>>1013777 I definitely appreciate the people who keep old stuff going for future generations. one of my more frivolous purchases since FK came out was an old sony trinitron CRT. I had this whole saga with figuring out how to hook it up to my computer and the crazy thing is it's actually still pretty usable. this is a machine that is older than I am, and it actually has arguably better color depth and picture quality in some ways than my modern LCDs. I think it's important we keep in mind exactly how powerful old stuff really was. also it's kind of pathetic how slow and terrible modern software is. the damn mcdonalds app crashes my phone. I just wanted a hamburger
>>1013808 I see, I'll make sure to keep an eye on such then. Keep up the good work man.
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>>1013782 Remember that you can filter IDs and message content, there's a marked circle icon that you can pick and choose what to do with the post from there. >stalwart glyph and shield potion Will keep that in mind, I was initially waiting before picking up coins to save up on them to buy stuff Im interested in but no point in being to proud of relying on NG+ shit designed for this. >copout answer but I like them all. actually the swamp set is probably my favorite just because of how differently it plays from the rest. the cyber armor was a funny joke that didn't land for most people I was kind of afraid of losing my grip with the mechanics, but I'll give those a chance now that Im done. Cyber armor seemed very interesting since it changes the game that much. >the tower was definitely the most work, i'd say that sequence took about as much effort to make as an entire level. king casket is probably my favorite otherwise just because fighting him was the moment i realized i could really make the rest of the game For such a a short section, that sounds surprising but a lot had to go in making things land just right. It makes me wonder how much had to be changed/adjusted from the base combat to make the victory lap work. >yeah definitely. the whole time i'm designing levels etc I'm thinking about the experience the player will have and how to shape it to be enjoyable. not that i'm always successful at my predictions but it's definitely a constant concern Speaking of narrative, more questions >Did you form the game around the characters or the other way around? Did you have a setting/tale in mind from the beginning regarding the tower or was it just an excuse to have wildly different levels? >Speaking of the setting I have talked in a lot of writing projects in development and people tend to get lost in world-building,rules and powers before even having an actual story take place. The tower has too much thought and attention put into it to be a last second addition, so I wonder whether the Tower or Fight Knight as the final product came first. >How much of the story was preplanned from the outset and how much of it was just fitting existing pieces into place? >Are June and May biological sisters or is one/both adopted? One is obviously a mantis and the other looks closer to an ant, but Zone 5 implies there is a lineage or legacy involved be it a bloodline or at the very least customs passed down. >Do you have other stories with FK and company in mind? I really like the cast and I look forward to seeing more of them.June is best girl.
>>1013802 I looked it up and wow you're not joking, not a game I would have expected to have a big queer audience. Fucking vhkansfweer has drawn bara of it, that's an achievement in itself >>1013803 >character is inspired by an old Dark Souls build That's really interesting! I've heard of things like that before; Disco Elysium was inspired by some tabletop scenario its devs came up with.
>>1013823 I might since the guy is kinda getting annoying, although Boen is smart enough to ignore it.
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Thanks for stopping by, hope this doesn't cause any unwanted turmoil for talking to us, but in any case; 1. Any cool games that flew under the radar you would recommend? 2. If you were ever asked, would you put Fight Knight in another game as a crossover? If so who would you like to work with the most? Alt 2: If you could add any character to Fight Knight as a crossover, who would it be? Hope you have a good day and rest of the year, maybe stop by again sometime as an anon!
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I bought and played your game before, but I haven't finished it. This AMA's motivated me to get back to it once I'm done with other games I'm already playing through. I haven't read any interviews about you before, so I apologize if I'm asking question other people asked you before. My questions for you is: >how did you decide on the artstyle/art direction of the game? was there any particular inspiration on that aspect? >how long did it take you to figure out the combat system and was it difficult? >do you have any plans for a sequel or a new game entirely?
On PCGamingWiki, they list that Fight Night runs on GameMaker. What made you choose that engine over others?
>>1013829 >Fight Night runs on GameMaker The game has a Unity Crash Handler IIRC t. had to manually change the save files due to dual booting
Your game only runs on a very specific version of proton instead of working out of the box on proton experimental.
>>1013832 You sure it's not your PC? I haven't had any issues running it.
>>1013781 simple efficiency really, I figured if I could just find a way to get my doodles into the game with minimum effort to polish and have it look good then that's one of the best returns for time invested I could imagine >>1013783 thanks man, games is hard lol. >How did you define the mechanics of the game, and figure out what was a good idea to implement and what wasn't? I had it happen to me, making something and then seeing it doesn't really make it much more interesting. for figuring out what's good, you kind of just have to rely on your internal taste and understanding of what is good based on games you've played. because if you go off intuition, no matter what you make it'll feel boring eventually just out of the rote act of repeatedly testing it a million times. so you just have to cognitively think about it and go "yes this should be fun" and hope that you're correct. that's why a lot of games suck, every gamedev is blind in a way. playtesting can be helpful with mitigating this somewhat but you have to also take their feedback with a grain of salt as well because they don't necessarily have the full context of things. >On another note, how did you approach gamedevving? Did you make this as your first game or did you develop other prototypes prior? How much time did you give it to them, and how did you know you wanted to get them done, vs something you wish you didn't start? before I started on FK, I was working on a game called sorcerobe, which was basically my autistic obsession unleashed with no premise or plan. I worked on it for 5 years and by the end of it i had a really crazy in-game editor and a bunch of debug levels, and no real game to speak of. I realized that I had to take a step back and actually plan what I wanted to make and make early choices that optimized the return for my time invested, and the result of that was FK. pretty much everything about FK that makes it unique are decisions that were chosen to increase the efficiency of development. you just have to be smart about where you spend your time and think really hard about if the choices you make are worth the time or not
>>1013818 Fuck forgot to write this >>yeah definitely. the whole time i'm designing levels etc I'm thinking about the experience the player will have and how to shape it to be enjoyable. not that i'm always successful at my predictions but it's definitely a constant concern Concern over what the player can and predicting what they will do/learn from it seems to be a big part of game deving. I've seen a lot of games where people give up on engaging with a game and just cheese everything.** Speaking of which, is there any special you could call the "Casual de-filter"? Kongo Wollop clears out waves and I'm kind of ashamed to admit I used it often to clear out the rabble. >>1013832 Works on my machine™
>>1013834 I guess it could be, it only runs on 7.0-6 for me. Just linux being nigger trash then I suppose.
>>1013839 I've used 9.0 in the past with no issues. I'd be happy to help you out and trouble shoot after the AMA.
>>1013840 There's a 0% chance you know more about linux troubleshooting than anyone else on this board.
>>1013842 True, but if no one else is willing to help out then I wouldn't mind giving a hand.
>>1013759 1. What game do you most frequently go back to when you want to play some vidya? 2. Worst game you ever played?
1: What are your top 5 favorite videos games? 2: Do you have a favorite console? If you do, why is it your favorite? 3: What are your hobbies?
Boen see >>1013762. Boen please. I'll let you dress up as a cowboy robot or lizard man like >>1013802 and rape me. I won't tell anyone I promise.
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>>1013836 >first answer I see, I kinda learned that the hard way. Doing a platformer and did something that just didn't make it that fun, and then went to beat SMB to see what things could stick for a small platformer Now this is a question that I always try to ignore but I think it's best to be upfront about it. There is always this thing about making an audience as a gamedev, so that your game can actually reach to it and become profitable. How did you go about creating an audience for your warez?
>>1013847 Lmao.
What are some aspects of the current game industry that you're happy with or optimistic about? What are some aspects of the current game industry that you despise or pessimistic about? What would you like to see done, somewhat specifically, to improve that?
>>1013786 >1) What are your opinions on the current state of (commercially successful) indie games? Some titles that kinda are, kinda aren't indie games like Dave the Diver are being mixed in with pure indie stuff like Balatro, I wanted to know from someone who's engaging with that kind of market what are your opinions on what has changed in the development side. it's just marketing really. my rule is you're only indie if you make your game in your underwear. but really it doesn't matter. indie means independent and ultimately caring about anything that goes on in the industry circus just makes you dependent on others. thankfully I am actually independent, and so I don't have to care about the state of the industry, I can just chill out and make fun games >2) What are your stances on fanart and mods of your own intellectual property? Is there a line you wish your fans wouldn't cross? I've never been bothered by and kind of fan stuff, frankly I'd just be impressed if someone cared enough to figure out how to mod FK. It might be a different concern for big games, but at least for a small fry like me any kind of attention is just a benefit to my bottom line so I have no reason to be bothered by it. overall I don't think I've ever felt a line was crossed... some of the porn people draw is crazy though. Lol. but I never feel negative about it, I'm just surprised what some people get out of the game more than anything. >3) Which Punch Out do you think is objectively the better game? Which Punch Out clone you like the most? I've only played the original and super punch out but I definitely prefer the original. honestly it's not even anything to do with the gameplay, i just prefer the presentation. little mac being absolutely miniscule tucked away at the bottom of the screen and the rest of it completely devoted to your opponent just looks way better than the semitransparent thing super has going on >4) How did you come to know Mark/8chan? What are your opinions on imageboard culture in general? i don't remember actually, we've just talked occasionally for a long while. he's always checked in on me since the game came out and we chat about random stuff. as for 8ch/4ch I honestly don't really browse much anymore outside checking up on /biz/ every week or two, I don't really have much time for imageboards in general these days. I find the culture is basically the same as it always was which is reassuring in a way >5) Opinions on piracy? TBH, I still pirate big games on the rare occasion i decide to play one lol. I always just buy indie stuff though. it doesn't bother me if people pirate my game though, i've been there as a teenager too.
>dungeon crawler Is it like wizardry
>>1013790 >what are your thoughts on file compression and whether devs utilize them properly or not? it's the fishbowl thing. there's nothing encouraging games to be smaller, like very few people actually decide not to buy a game because of the install size (at least as far as the metrics can discern), and hdd space is cheap so with no limiting factor game files just grow bigger and bigger. and for AAA it's genuinely a dominance tactic. if people on their PS5's can only have like one or two games installed at once, they're more likely to only play those games, and therefore more likely to buy DLC/etc. it's annoying but it's only the natural outcome of the ruleset
>>1013855 For a question this basic, you should probably just look up the trailer.
Have you been reading any good books? Watching any good film/shows/anime? Does you visit any of the degenrate boards listed across the top of the site?
>>1013759 How do I hypno-rape my GF? Asking for a friend...
>>1013868 Hypno is trash. Hypnofags get the rope.
>>1013854 >it's just marketing really. my rule is you're only indie if you make your game in your underwear. but really it doesn't matter. indie means independent and ultimately caring about anything that goes on in the industry circus just makes you dependent on others. thankfully I am actually independent, and so I don't have to care about the state of the industry, I can just chill out and make fun games My man, thanks for the answers. >I've only played the original and super punch out but I definitely prefer the original. honestly it's not even anything to do with the gameplay, i just prefer the presentation Play the Wii version when you get the chance to. Next Level Games had a very specific touch to all their games, at least before Nintendo decided that they couldn't do anything without their strict supervision.
What are your opinions on the current AAA scene? For years there's been talk about it being unsustainable and it looks like that's finally coming to ahead. And to follow that up; what's your view on the current indie/AA scene? It looks healthy now but it feels like for 15 years now commentators have been predicting this meteoric dominance of indie that I'm not sure has actually happened. >>1013867 Have you seen what he retweets? He would not mind that sentiment at all.
>>1013872 I know, I just thought it was a fitting reaction image.
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>>1013794 funky kong >>1013799 >Is Fight Knight the only game you/Sorcerobe have worked on? Do you have any other gaem plans? I've worked on lots of prototypes before and since FK, but nothing that's actually gotten finished yet. working on it though haha. I have infinity game plans, too many to do in one lifetime. The hard part is narrowing down the ideas and figuring out the best ones to actually spend time on. >What was the entire process of making the game like? Did you strategize and plan out things before with something like a game design document or did you and your team just plink away at it during the time it was in development? lots and lots of writing, my "text" folder in the FK folder which only contains .txt files is like 15mb. but as much as we did that, we never had like a formal design document or anything like that. just a million different scattered ideas about little things that were all connected in a giant imaginary schizo chart in my head. when you're really going on a game I find things move too fast for formal documents to really be useful. it's more just nice to write stuff down so you don't forget the nuance of your ideas. as for gamedev over the course of development in general please refer to this chart >How do you keep MOTIVATED and stay on course, especially when doing a thing like making a game that requires you to basically spend hundreds of days and thousands of hours on it? you have to make something that you actually are in love with and care about more than anyone else. you won't make it if you aren't the biggest fan of your own game. I've found over the years that this is actually the most important thing period, because if you can't get excited about making the thing there's nothing else there for you since it's a massive timesink and you're not getting paid. at the end of the day we can't be mercenaries, we have to be artists
>>1013802 >what do you think of all the fanart? Your game gets quite a lot. fanart makes me really happy. it always brightens up my day
More of a gamedev question I don't know if the laptops & PCs made now still include ethernet ports or they took after apple and started removing them. Either way, many games of the past utilized ethernet for LAN multiplayer and they still work to this very day when online servers have an expiration date, not to mention the benefits of a lag-free experience. Look at how all generations of the Xboxes are able to connect & play OG Xbox multiplayer games that have them. Judging from the two trailers on the Steam page & how the game isn't too hogful on resources, it would be cool if you could get 4 or more faggots to hook up their old & new computers together & all of them fight in the medieval ring. Like how every fag would link their battlestations together to play Doom, Quake, & Duke Nukem matches. Would it be a difficult feature to implement in the likes of gamemaker & also take away too much dev time if the game was primarily made for single-player?
>>1013793 >infinity things. lol. I don't think i'll be able to stop myself from making a sequel eventually, there's just too much good stuff left on the table not to. What are some of the other things you would have liked to do with Fight Knight? Sneak peak on idea for the sequel? :^)
>>1013804 other PC storefronts not really, the way steam works you really get the most algo benefit by driving everyone to your steam page, and it's the biggest store by far anyways. other than that, getting it on switch has been an ongoing thing but honestly it's been very hard for me to go back to the project. in my head, when i open the files in gamemaker and look at it, it's kind of associated with the rocky launch and there's kind of a mental block there for whatever reason. hopefully I can get over it eventually though. >>1013806 yeah even just a token effort goes a long way
Jokes aside, did you ever take part in an indie dev scene, actively or passively? If so, did the allegations affect your relation with those groups in any way? Did you meet any new friends as a result of the drama?
>>1013759 What do you think of the recent resurgance of dungeon crawlers in the indie and AA sphere? Have you played the dungeon crawler version of Rogue also made by an /agdg/ guy, and what do you think of it? Why did you want to start making dungeon crawlers in the first place, and which one was your favorite? What do you think you'll do after Fight Knight?
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I don't really have a question so I'll just be yet another anon to say that I loved your game and you're a cool dude. And I also loved all the armored dudes as a helmet enjoyer
Outside of other /agdg/ friends, have you worked with any other developers (Be it big names or companies)?
Since we have a dev AMA I figure it would be a neat time to tackle an ongoing topic. Initially, FIGHT KNIGHT was set to be published with Dangen Entertainment with ports to Switch and PS4. It sounds like you were going to be responsible for said ports? I thought Dangen would have likely been responsible. How did Dangen get ahold of you, and what was it like working with them as opposed to being independent? And for said ongoing topic, FIGHT KNIGHT's path to release was unorthodox, with a Kickstarter, a publisher, and finally a self-published release. Since a lot of nodevs have been discussing the difficulties of getting your title seen by prospective gamers as the utmost priority when it comes to developing something, how important is it to foster a community around your game before release? Do you credit Dangen and Kickstarter for getting eyeballs, or other factors like social media and Discuck? Still remember a Kickstarter started by an /agdg/ regular hut its goal because he had a friend with Reddit savvy.
Boen see >>1013762 >>1013847 you can fight me all night I won't say a word. Boen I'll take your rape bone and your bird can cum into my head. All a guy needs is a place to stay. I won't accuse you of anything but love Master Boen we're meant to be.
>>1013818 >Did you form the game around the characters or the other way around? Did you have a setting/tale in mind from the beginning regarding the tower or was it just an excuse to have wildly different levels? the initial premise we joked about was a melee combat game where you play as a fantasy knight, everything kind of flowered out of that. beyond that it was pretty organic, i couldnt say we definitively did x before y or anything because it was all very mixed up case by case. we definitely had a lot of story ideas we eventually shaped gameplay parts around and a lot of gameplay ideas we eventually shaped story parts around. >Speaking of the setting I have talked in a lot of writing projects in development and people tend to get lost in world-building,rules and powers before even having an actual story take place. The tower has too much thought and attention put into it to be a last second addition, so I wonder whether the Tower or Fight Knight as the final product came first. >How much of the story was preplanned from the outset and how much of it was just fitting existing pieces into place? I can answer both of these together, but basically the very rough concept was blocked out initially, big magic moving tower, every floor is somewhere different, twist is it's an ancient machine sorting the world. that was enough to build like half the game off of. we figured out all the details for everything else as we went and it became necessary. >Are June and May biological sisters or is one/both adopted? One is obviously a mantis and the other looks closer to an ant, but Zone 5 implies there is a lineage or legacy involved be it a bloodline or at the very least customs passed down. I'd consider them biological sisters despite the obvious physical differences, it's just fun character design stuff. maybe individuals of that race grow in different ways depending on their personality or something like that. >Do you have other stories with FK and company in mind? I really like the cast and I look forward to seeing more of them.[June is best girl]. oh I have a whole-ass sequel. I'm looking forward to it too
Favorite racing vidya?
Have any good Food/Drink recommendations for keeping the juices flowing?
What's your favorite color?
>>1013794 >>1013860 >>1013881 Somehow worse posts than the foxdick spammer.
>>1013821 yeah in a lot of ways I feel lucky the game gets so much high quality fanart, even if a lot of it is porn lol. >>1013827 >1. Any cool games that flew under the radar you would recommend? at the risk of shilling for my friends, check out "sunset devils", it's a dark western isometric shooter with really indepth gun mechanics, it was made by a couple friends of mine. they just ran a kickstarter and their demo is awesome. (I might have helped out a little bit on some things). trailer https://www.youtube.com/watch?v=kmTsLDQbR6U >2. If you were ever asked, would you put Fight Knight in another game as a crossover? If so who would you like to work with the most? I'm certainly not against it assuming i don't have to do anything lol. making games is hard. someone made a guacamelee fight knight skin which is pretty funny >Alt 2: If you could add any character to Fight Knight as a crossover, who would it be? mario
>>1013908 Personally, I'm surprised it didn't immediately devolve into pure (but amusing) chaos like the THQ AMA.
>>1013913 Same, although that was probably because THQN reposted it on Twitter and giving it a lot more attention.
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>how did you decide on the artstyle/art direction of the game? was there any particular inspiration on that aspect? >Katsuya Terada's zelda work was an inspo, but generally it was just me thinking, what can I personally execute (silly cartoony doodles), and what can I do to make that work for the game, how can I make thie effectively and efficiently. the whole palette thing the game has going on, it serves the purpose of being a bold art choice, but it also saves me a ton of time because all the assets are actually just grayscale >how long did it take you to figure out the combat system and was it difficult? the whole combat system was actually one of the most straightforward things about the game, it went from nothing to being 90% complete in the span of about 6 months. the real grind was just making all the content, enemies, bosses, levels, npcs, etc >do you have any plans for a sequel or a new game entirely? oh yes. too many plans if anything. here's a little doodle of how FK might look in FK2
>>1013917 OH SHIT FK2 TEASER
>>1013829 >On PCGamingWiki, they list that Fight Night runs on GameMaker. What made you choose that engine over others? at the time I started using it in 2011, it was about as prominent as unity. I tried both and just found gamemaker easier. by the time I started FK in 2017, I just figured i'd stick with what I know. I'm trying to escape gamemaker now but it's hard once you've built up so much expertise in a software >>1013845 >1. What game do you most frequently go back to when you want to play some vidya? honestly trackmania is my #1 podcast game when i just wanna zone out. totally random. I'm liking deadlock recently, it's reminded me that I enjoy multiplayer shooters when they're good >2. Worst game you ever played? I cant think of anything funny but I was really annoyed by certain decisions in the dead space remake. I mostly don't play bad games though
>exclusive never seen before FK2 teaser IN YOUR FACE GEOFF KEIGHLEY
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>>1013846 >1: What are your top 5 favorite videos games? I made one of these images for this >2: Do you have a favorite console? If you do, why is it your favorite? probably gamecube, simply because nostalgia >3: What are your hobbies? videos games cats mcdonalds backyard with friends talking politics it's a simple life
>>1013910 Ah nice, I loved the Sunset Devils demo. I've been trying to get my friends to play it. I have always had an idea for a wild west setting where a character uses a Calvary saber as like an iai katana. I'm glad someone more talented took it and made it really cool.
>>1013850 >Now this is a question that I always try to ignore but I think it's best to be upfront about it. There is always this thing about making an audience as a gamedev, so that your game can actually reach to it and become profitable. How did you go about creating an audience for your warez? Posting progress on twitter/yt/etc is always good practice but more than anything you just need to make a really good game. I saw a video that summed this up really well just today actually, here https://www.youtube.com/watch?v=xej_wsBB5tY >>1013853 >What are some aspects of the current game industry that you're happy with or optimistic about? it's never been a better time to be an indie dev and it feels like longterm things are only getting better. annapurna interactive just got totally screwed, can't feel anything but happy about that. steam is great, market is still strong for us. engines just get better all the time >What are some aspects of the current game industry that you despise or pessimistic about? What would you like to see done, somewhat specifically, to improve that? the entire western AAA space is a massive dumpster fire and the only way to fix it is to start over totally from scratch. it's unfortunate to see so much money going towards such pointlessly terrible enterprise. hopefully we can build something to replace it in the next few decades
>>1013864 >Have you been reading any good books? Watching any good film/shows/anime? I am currently obsessed with C.S Lewis's Space trilogy. I'm going to make a game about it >Do you visit any of the degenrate boards listed across the top of the site? honestly I don't really read any imageboards other than 4chan /biz/ these days. I'm TOO OLD
>>1013920 >Trying to escape gamemaker now, but it's hard Painfully true, sir, but I'm happy you've got your money's worth out of it.
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Have you played Slay the Princess?
Any indie games you're really looking forward to?
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>>1013898 >the initial premise we joked about was a melee combat game where you play as a fantasy knight, everything kind of flowered out of that. beyond that it was pretty organic, i couldnt say we definitively did x before y or anything because it was all very mixed up case by case. we definitely had a lot of story ideas we eventually shaped gameplay parts around and a lot of gameplay ideas we eventually shaped story parts around. >I can answer both of these together, but basically the very rough concept was blocked out initially, big magic moving tower, every floor is somewhere different, twist is it's an ancient machine sorting the world. that was enough to build like half the game off of. we figured out all the details for everything else as we went and it became necessary. I see, I suppose something as gradual as game development that is influenced by the realities of the process makes plans fragile and easy to crumble. >I'd consider them biological sisters despite the obvious physical differences, it's just fun character design stuff. maybe individuals of that race grow in different ways depending on their personality or something like that. Fair enough, I was personally thinking of Caninu/Felineko rules from LTB regarding interspecies breeding if they were biological but that autism is sated. >oh I have a whole-ass sequel. I'm looking forward to it too Nice to hear, here's hoping you get those ideas you were planning to implement. spoilers use * *(without a space) at both ends around here Last pre-written questions, mostly dev focused ones. Anything after this is spur of the moment shit. In case you leave earlier than I expected thanks for coming over. >Was there any portion of the game that served as a roadblock, be it a tricky programming or repeated scrapping from unsatisfied with the result? >How long did it take to micromanage the numbers so they feel "just right"? The distance between functional and fun tends to be larger than expected and it often takes a lot of tweaking to get reactivity, enemy behavior and animations to work. >How much technical/programming knowledge did you have before initiating development in earnest? Do you think you could have used some programming habits or patterns earlier that could have expadited the process? >The game seems to be a rather tight package and besides the Boss 2 Beta theme, did you have anything planned to put in the game that just didn't work out due to time or not aligning with the rest of the game? >>1013917 PUNISHED KNIGHT A man denied his weapons again. I wonder who's the salty bitch this time since Rivali has worked out most of his shit. >>1013929 >It's unfortunate to see so much money going towards such pointlessly terrible enterprise. hopefully we can build something to replace it in the next few decades The money's running out and the parasites are leaving the corpse to screw over something else, the current/eventual industry crash hopefully sinks the worst of the vermin with it.
>>1013872 >What are your opinions on the current AAA scene? >And to follow that up; what's your view on the current indie/AA scene? I figure i'll just direct you to the 2nd half of this reply >>1013929 but yeah i mean indies won't rise up and replace big studios overnight, this is really a generational thing
>>1013920 >I'm trying to escape gamemaker Thoughts on Godot?
>>1013879 >Would it be a difficult feature to implement in the likes of gamemaker & also take away too much dev time if the game was primarily made for single-player? yeah multiplayer is a very significant decision. it's not an insurmountable amount of work assuming you decide on it from the outset, but retrofitting a singleplayer only game to be multiplayer is a really tall order
>>1013880 >What are some of the other things you would have liked to do with Fight Knight? Sneak peak on idea for the sequel? :^) one of the areas we made significant plans for and which was ultimately cut from FK was a kind of "dragon's den casino" zone. the concept was you're clambering over mountains of gold to play casino games to win the items for the floor. and the top level would be a giant board game where you roll the dice to move around DMC4 style. and the stage boss would be the casino mob boss/giant dragon. We're probably gonna vaguely repurpose this for something in FK2
Great job and congratz on the game. 2 Questions, What was the programming language/engine you used to develop? 2nd, how long did you take to be able to have a first release?
I was going to the game this week but it wasn't available on PS4 online shop. It looks neat though.
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>>1013940 >expadited Fucking Expidited*. I know the last question is a bit of a repeat with the sequel and all but it would feel wrong to edit shit out. >>1013923 Solid tastes, though Treasure Tracker stands out a lot and it kind of makes me wonder how it exactly manages to stand side by side by the likes of GX and Shadow of the Colossus.I only played the Captain Toad levels on 3D world and I wasn't insanely impressed so I didn't bother with it, did TT expand on it that much. >>1013945 Sounds fucking great, looking forward to it. I don't get why people hated the dice section of DMC4.
>>1013945 Oh neat, are you thinking it would work similar to the dice in DMC4 where you can control it, or will it be random like in Mario Party.

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Last question from me, this time not related to software or the industry. When you say at >>1013923 >backyard with friends talking politics Do you grill? Thanks for stopping by and doing the AMA. Will have to try the game out when I can do so.
>>1013898 >the initial premise we joked about was a melee combat game where you play as a fantasy knight You should really try to make a more combat oriented version of a Shadowgate type game next. You could probably "Sekiro" FK's game engine into it even.
>>1013883 >Jokes aside, did you ever take part in an indie dev scene, actively or passively? If so, did the allegations affect your relation with those groups in any way? I was somewhat in the "inside circle" of indie devs preceding the drama, and was immediately shunned by nearly everyone as soon as the drama dropped. it was quite incredible really. the thing is though, it's a big self important circlejerk and they all act like gatekeepers to success but none of it actually matters, none of those people actually help you make money. the only thing that matters is making something cool. it unfortunately exposed me to how fair-weather-friendly and frankly stupid most people are, but I guess everyone has to learn that eventually. >Did you meet any new friends as a result of the drama? some people reached out, but moreso it just helped me realize who my real friends actually are. It was certainly crystalizing in that sense. I probably owe my life to my circle of friends who helped me weather the storm. >>1013885 I honestly haven't played that many dungeon crawlers, that's more the FK cocreator TVHEAD's bag than me. But I loved the Dark Spire on the NDS. It just had such a cool mood. I guess that's another inspiration for me.
What made you decide to become (or made the jump to) a professional developer, as in someone who actually worked for money, as opposed to keeping it as a mere hobby or whatever? What were your biggest inspirations both in general and for Fight Knight?
>>1013955 >I was somewhat in the "inside circle" of indie devs preceding the drama Was this related to the Dangen or /agdg/?
>>1013892 nope and hopefully I can keep it that way. though I wouldn't be against working for valve someday. we'll see >>1013895 >How did Dangen get ahold of you, and what was it like working with them as opposed to being independent? it was initially nice but it ended up being a huge pain in the ass and a waste of time. Technicals made a great video covering all the dangen nonsense among other things that happened over the course of FK's development if you're curious. I'm just linking it since it goes into way more detail than I can remember off the top of my head https://www.youtube.com/watch?v=a8FLM_Jwtq4 >And for said ongoing topic, FIGHT KNIGHT's path to release was unorthodox, with a Kickstarter, a publisher, and finally a self-published release. Since a lot of nodevs have been discussing the difficulties of getting your title seen by prospective gamers as the utmost priority when it comes to developing something, how important is it to foster a community around your game before release? Do you credit Dangen and Kickstarter for getting eyeballs, or other factors like social media and Discuck? publisher did nothing, I'm not against publishers though, getting a real publisher like devolver might help, at least assuming you get the good treatment from them. kickstarter helped the snowball, but only because I already had an existing following from twitter/tumblr. but honestly the game is changing and even these things matter less these days... I still think you should do them though. Just post your shit. show off your game somewhere where people can actually see it. more than anything though you just have to make a really good game
>>1013955 A good example of a fair-weather friend is the legendary Toby Fox. That guy does not have anybody's back, it's kind of funny. Did you know he worked on Y2K: A Postmodern RPG? Probably not, and for good reason; he scrubbed any mention of ever having worked on it within days of release when it wasn't an indie darling. He also hid a Kickstarter backer's OC in an extremely obscure and hard to reach location, made him the only character in the entire game you can kill in a pacifist run, and re-named him "So Sorry". There are other stories but I can't recall them.
Are you an ass man or a titty guy?
>>1013901 >Favorite racing vidya? Trackmania is definitely the one i've played the most, Motorstorm 1 on the PS3 rules though. that's one of those games that makes me want to make a game just like it so that more people can experience it. >>1013904 >Have any good Food/Drink recommendations for keeping the juices flowing? mcdonalds coffee box desiccated beef thyroid >>1013905 RED
>>1013923 Nice taste. An list of games even /v/ can't find much wrong with.
As far as I know, you've done most of the 2D and 3D art for the game yourself. Are there any resources you would particularly recommend for character design and for 3D modeling/rigging? >>1013955 >none of those people actually help you make money Were they at least useful to float ideas around and gauge their reactions? What's your current process for spitballing your ideas and figuring out what sticks and what to drop? >>1013803 With all the "Struggler" mentions in the game, I'm surprised you didn't list Berserk. >>1013815 >was an old sony trinitron CRT I feel you. If I had the space for it, I'd be keeping a CRT around too. For me it's a bit less about the blacks and a bit more about the slight blurriness (and other hardware tricks) that older games used to their full advantage.
>>1013938 sunset devils oddity other her loving embrace mostly my friend's games other than that, I really enjoyed the "the big catch" tacklebox demo. it's great to see the yo noid 2 guys doing their thing, I think they nailed what they're going for perfectly. I'm also looking forward to jon blow's next game, it looks pretty interesting from his streams
>>1013923 That's a nice list, but you put a tech demo in the fourth spot. I'm glad that Wind Waker is someone else's favorite. Nintendo screwed over the devs of the trilogy Wind Waker was the start of then made almost spiteful loose handheld sequels for console concepts.
Are there any big tiddie lolis in your game?
>>1013940 >Was there any portion of the game that served as a roadblock, be it a tricky programming or repeated scrapping from unsatisfied with the result? it's stupid but figuring out how to program all the menus for the various NPCs in town took me forever and it was agonizing trying to manage all those different data structures and lists and etc. I still don't really know how best to handle a lot of stuff like that lol. >How long did it take to micromanage the numbers so they feel "just right"? The distance between functional and fun tends to be larger than expected and it often takes a lot of tweaking to get reactivity, enemy behavior and animations to work. tbh, I think I have a pretty good intuition for this kind of thing, at least in the domains I feel confident in like action games, so it was pretty painless to do as I went with one quick pass at the end. I do regret cranking up the difficulty of NG+ at the last minute a little, but overall i'm still happy with it and other than that I think I did a pretty good job >How much technical/programming knowledge did you have before initiating development in earnest? Do you think you could have used some programming habits or patterns earlier that could have expadited the process? I certainly could have been more experienced but i think it was the right time for me to make the game. I'd spent 5 years making games in gamemaker by the point where I started FK in 2017, and so I had a pretty good grip on how to do it and what I needed to make. >The game seems to be a rather tight package and besides the Boss 2 Beta theme, did you have anything planned to put in the game that just didn't work out due to time or not aligning with the rest of the game? lots of stuff yeah. I mentioned the dragon's den casino in another reply here, that's a big one. but generally I find the best way to get to a good idea is to have 100 and eliminate 90 until you're left with only the best stuff. a lot of ideas get left by the wayside but they'll be recycled into other stuff eventually. it's all part of the process
>>1013982 That's an oxymoron
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>>1013984 No, you're a moron.
>>1013986 well fugg my doot :DDDDDDDDDDDDDDDDDDDDDDDD
>>1013943 >Thoughts on Godot? big fan, the node system is very cool and live code editing and other things make it the natural choice for me. I hope they can optimize it somewhat but i'm pretty sure it'll be my next stop whenever I can get out of the gamemaker orbit >>1013948 >What was the programming language/engine you used to develop? made in gamemaker with GML >2nd, how long did you take to be able to have a first release? started making games in 2011, started fk in 2017, released in 2021. so 10 years? lol. i guess that's a good point to bring up. don't make games unless you like the idea of not making any money for 10 years
>>1013950 >I only played the Captain Toad levels on 3D world and I wasn't insanely impressed so I didn't bother with it, did TT expand on it that much. yeah the full game expands on it a ton. not so much in your basic moveset, but the variety and creativity from level to level with such a simple character is something I admire quite a bit >>1013951 >are you thinking it would work similar to the dice in DMC4 where you can control it, or will it be random like in Mario Party. being able to manipulate the dice in your favor is probably the way i'd wanna do it, but it would be funny if occasionally the antagonist stepped in and fixed the bet to force stepping on an encounter tile or something like that. obviously still very vague >>1013952 >Do you grill? not as much as we should
>>1013960 neither, really i just meant twitter indiesphere type circles. agdg more or less had my back thru the drama because they're not insane >>1013974 >As far as I know, you've done most of the 2D and 3D art for the game yourself. Are there any resources you would particularly recommend for character design and for 3D modeling/rigging? I wish i had a better answer for this but i'm mostly self taught, I just try to copy the stuff I like and dive into software and figure it out. lots of random googling. a lot of my character design sense comes from cartoons like samurai jack where simplicity and getting the most bang for your buck is key >Were they at least useful to float ideas around and gauge their reactions? What's your current process for spitballing your ideas and figuring out what sticks and what to drop? twittersphere indies not so much. but yeah it's extremely useful to talk with friends about ideas, I do that all the time. as long as you keep in mind that everyone is coming from a different context and you don't let someone else's sense of taste totally override your own. >>1013978 >>1013972 lol thanks guys. it's always fun to share and compare
>>1013997 >twitter indiesphere type circles Ah, that makes a lot more sense then.
Are you a /v/irgin or did your ex steal it from you?
>>1013701 Any advice when it comes to reaching out to streamers/good game journo sites? Do's and Dont's?
On this note >>1014000 , how big is your dick. Asking for a friend. :^)
I'm going to be running off, but I just wanted to thank you for being willing to do the AMA.
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>>1013956 >What made you decide to become (or made the jump to) a professional developer, as in someone who actually worked for money, as opposed to keeping it as a mere hobby or whatever? I don't think I ever really made the jump, I always wanted to make games, when i finally took the dive I just sort of started doing it and became obsessed and then 10 years passed. I think if someone feels any uncertainty at all about if it's the thing for them to do with their life they probably shouldn't do it >What were your biggest inspirations both in general and for Fight Knight? for fight knight it's some interpolation between Katsuya Terada, Godhand, Dark Souls, Dark Spire, and a million other little inspirations and things I like. It's very much just me put into a video game. in general i've never really thought about it, I guess I'm kind of inspired by people like Jon Blow and Elon Musk, Carmack, people who just do crazy things because they didn't get the memo that they couldnt be done >>1014000 wizard status is revoked >>1014001 I've never had any luck with reaching out directly tbh. If it comes about then great, but that kind of thing generally just happens organically if you're on the right track >>1014003 never had any complaints about it ok that's probably a good time to call it lol. thanks for humoring me guys, I hope you got something interesting out of it. buy fight knight, wishlist sunset devils, read the space trilogy and have a great life. here's cats
Oh shit it's not over ye->>1014007 FFFFUUUUUUUUGGGGGGGGGGGGGGG cool game, love the ost
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>>1014007 Godspeed.
Gonna keep this thread up as a general Fight Knight discussion thread if more people want to discuss the game. That said thank you to Boen for coming and thank you to the anons for participating. I hope everyone had fun. >>1014007 Thanks for coming
>>1014007 >happens organically if you're on the right track oof damn I guess I suck.
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>>1014007 Thanks for answering all my questions, it was really cool having you around. You made a great game and got farther than most any armchair gamedev/backseat driver faggot ever dreamed of doing. I wish you good luck in all your future endeavors and may your cats live long.
>>1014007 Thanks for dropping by. Look forward to whatever you do next.
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>>1014007 Thanks for the AMA bud. You're a good lad >wizard status revoked haha.... Maybe one day... Haha...........
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>>1013877 >fanart makes me really happy. it always brightens up my day Here, I made this.
>>1014007 Thanks for the answers and the AMA fag, I will buy your game now probably
Can we say the nigger word now? If Mr. Boen is still lurking. What do you think of people making money with your characters (be it artwork, porn comics, etc...)?
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>>1014026 And this one from the drawthread long ago
>>1014026 >>1014038 Send them to him through xitter
>>1013759 Why are you risking cancellation by posting on the infamous, racist, sexist, hate-mongering, misogynistic, neo-nazi, trump-supporting, bigoted, homophobic, transphobic, islamophobic, antisemitic, pedo-factory, Qanon, conspiracy-theorist, chud, boomer, shitlord, karen, virgin, neckbeard hacker banned for hosting ACTUAL Democrat activismography known to the world only as 8chan?
>>1014048 He's already gone bro.
>>1014050 Guess he got cancelled.
>>1014048 >cancellation How? Steam isn't removing anyone's game for something like that, so what's there to cancel? 99% of "cancellations" are literally just faggots having """friends""" stop associating with them, which means nothing.
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>>1014050 no...
>>1014054 > just faggots having """friends""" stop associating with them, which means nothing. Sometimes these "freinds" are you coworkers or the company you work for. But this is an indie dev that isn't reliant on faggy indie dev cliques, so he's probably safe.
>>1014065 I personally think it's more that 8chan is no longer the boogeyman of the internet, as that mantle was earned by Foxdick years after the main site went down and the communities splintered and shattered. Anyone have that post where 8chan is compared to a race of undesirables hated by all? I remember it rhyming with Uman Dangda or something like that.
>>1014007 Thanks for the AMA. Hope you do another one after your next game.
>>1014070 >race of undesirables hated by all? I remember it rhyming with Uman Dangda or something like that. Uman something or other. It wasn't really "a race of undesirables", but the "horde from nowhere".
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>>1014070 >>1014072 Nvm found it.
>>1014070 It's 99% just that it's a random indie dev that isn't reliant on any corporate structures or relationships. It's basic common sense. If you are doing sketchy shit with questionable PR implications and have people connected to you in some capacity then you get "cancelled" because you're a financial liability for them. If you aren't in that situation then the worst that happens is 12 people on twitter call you a racist pedophile and forget about it in 2 days.
>>1014011 >I hope everyone had fun It was nice. Keep doing more shit like this mark.
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fuck I missed it. Well thank you boen for doing this, I've been watching the agdg people here start to pick up steam and stuff like this REALLY helps I feel. Especially when I'm not able to make visible progress and post on agdg myself If youre still lurking, one of my friends used to talk about your game a fair bit when it was still in development. I always lumped it in with the Burrito-Galaxy-esque crowd since he also talked a lot about that too, interesting to see that wasn't the case. or it was and I'm about to be even more surprised
>>1014065 I have a coworker who after talking to me a bit meekly asked if I ever used to go on 4chan. I probably shouldn't have but I told him "No I went straight from normie to 8chan after HWNDU" Still have my job. Though I tend to blend in pretty well so that might be a part of it. >>1014070 I can say as a frequent go-outsider that the average person where I live is EXTREMELY tired of the (for lack of a better term) woke status quo, and you can kinda feel the weight shifting. If you're a friendly enough to people and make it clear you're not gonna eat them alive for wrong-think people will start to show their true colors to you. I admit I kinda want to go check out the local tabletop/boardgame scene just to see if it's still as pozzed as I remember. it probably still is... if there's any thing trannies actually enjoy it's invading niece hobbies and social spaces to make it about them, so they're probably a lost cause
>>1014104 >I have a coworker who after talking to me a bit meekly asked if I ever used to go on 4chan. Kek, I saw someone browsing 4chan on the bus a month ago, and called them out in the thread they were in.
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>>1014007 Your input was really motivating. I hope one day I can make something 1/100th as cool as your stuff. Thank you for hanging out!
>>1014104 I once was in a college history course. It was the fifth year of a Specialized Honours degree program, so it was still just a BA, but an extra year to make it a bit fancier. Usually I felt like I was the most autistic one in whatever course I was taking, but this course had a guy who showed up every day in a trenchcoat and fedora. Anyway it was an American history course and this was over ten years ago, so the word "negro" came up a lot, and one day he cracked up at a conversation that happened to say it a bit more than usual, and he said "come on, guys, this isn't 4chan!" Nobody laughed. I just felt bad for him. I guess I was just a bit higher functioning, so I could at least tell the other people in the class were normalfag enough to not laugh at that. I'd been in other classes with other people who would, but not this class. The guy just cringed after a second, then sunk down in his seat. A few minutes later he excused himself (the class probably only had about 15 people) and left. We never saw him again. He outed himself and cringed so hard that he blew a course that was mandatory for a degree that he was working five (or arguably 18) years for.
>>1014111 Goddamn. At my old college I have seen similar things with autists saying something stupid the first week and then remaining irrelevant for the rest of the semester but not just immediately taking the L and fucking off forever. I always used to browse pixiv and sadpanda on my phone between classes. One class we had to do group work, I had my phone face up on my desk for some notes. At some point I accidentally swiped to the side and switched it to the pixiv app, but I didn't notice. So I for a good minute my partner had full sight of it, I saw him look down and stare at it for a dozen seconds. It was on a picture of a loli getting fucked by a dog. I just said "oh shit I'm sorry" and we continued working like normal. No normalfags were gonna stop me from getting my degree.
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>>1014105 >>1014111 Gotta mention this /g/ classic too.
>>1014070 >foxdicks >boogeyman of the internet Literally all they do is jerk around about drama, the closest thing they had to being a boogeyman was annoying some random tranny who had more power than they expected. I don't recall them being involved in any notable events otherwise.
>>1014146 >I don't recall them being involved in any notable events otherwise. <he doesn't know about byuu's >suicide
>>1014146 Didn't they get into a war with Furaffinity recently?
>>1014174 That was a false flag and had nothing to do with them
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>>1014146 The position is entirely reputation based. Whether they have earned it is irrelevant since guilt-by-assocation based shaming/controversy generally works by how the press/clout-chasers depict, therefore what the public perceives as, the "designated den of evil pedophiles/harassers/doxxers/nazis/alt-righters etc.".
>>1014192 I don't remember seeing anyone even talk about them besides the Keffals shit. 8chan (and GG) was constantly under attack by the media for its entire life.
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>>1014070 Foxdicks is Centrist something awful and despite how much I hated the goons, they at least genuinely knew how to be witty. Foxdick users are these self righteous asses with zero self awareness of themselves, and Josh is the most unaware himself.
>>1014207 Most of this image is not funny and reeks of butthurt, but >R34 artists are lolcows for drawing Man if that ain't the fucking truth with cowtists. What they sperg over is often the most innocuous and tame shit. However it later cites Shadman, and whoever is trying to act like Shad's not a morally bad person knows nothing about him. There's a reason none of his old NG friends want to deal with that burnt-out addict anymore.
>>1014209 >not funny That's the nature of wordswordswords memes >>1014207 fixed, and also made my own version too.
>>1014105 I saw a cute girl at AnimeNYC who was on 4chan, and I asked her what board she was using, so I could potentially make conversation and potentially have a new local friend. She said /vt/ and I NOPE'D right out of there.
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>>1014224 Using current era 4chan would have been enough reason to nope out.
>>1014229 >top spammed image on /biz/ in 2017 is Iris Heart
>>1014229 >/v/ >Barneyfag Lmao.
blackpill you missed him by an entire day lmao retard
>>1014250 An absolute blunder
They aren't sending their best.
>>1014250 >>1014253 damn did we buckbreak some poor sod so hard that he does it for free collecting screencaps and posts to make us despair like him?
>>1014250 Damn that is embarrassing. Nothing new for him though I guess.
>>1014242 Something something ark shitcoin
>>1014229 >barneyfag is still going >7000 reposts I have to wonder if it's even him anymore or if it's others carrying on the legacy.
>>1014300 He got btfo so hard that he's probably never coming back.
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>>1014118 >I just said "oh shit I'm sorry"
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>>1014209 The world needs more wildcard people like Shadman, I say this without ever liking him or his work simply because every single person I've seen go after him is a gigantic faggot with an axe to grind or a retarded spineless nigger following said gigantic faggots out of fear
>4cucks salesman here to poach better userbase
>>1014368 No, you fucking tard, It's LCP.
>>1014371 That's basically what he's doing.
>>1014374 The only one that matters to you.
>>1014300 >>1014302 I saw him on here a couple of months ago. I believe it was him because it was just an off the cuff reference and not the main point of his post.
>>1014207 Most r34 artists are woke though.
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>>1014224 >/vt/ What a shame. Some of my best friends I met off of 4chan, but this was back in like 2012-2013. >>1014229 >Using current era 4chan would have been enough reason to nope out. Only if you browse the plebeian boards like /v/, /a/, /tv/, et cetera. I quite enjoy /out/, /trv/, and others. /diy/ was in its golden age a few years ago, I still go back to check the Abominations threads sometimes.
>Derailed the thread by mentioning the shift in what makes normalfags stay up at night these days. Anyway, I've been giving Round 2 a more honest shot after the third encounter spooked me Bone defender that consistently dodges even fucking parries+ Gizzards being faster + fucking King Gizzard and I've been having fun. I didn't give the other sets a chance until after I beat King Casket using the Zone 4 set. Zone 5 is kicking my ass and the butcher just keeps being shitstomped by the night-watch so I don't even get to learn him that well with the Vamp set. Up From Zone 3 to 4 I've used the zone appropriate sets but the Vamp set is throwing me out of the loop. >Punk Set allows a more turtling based approach where youre encouraged to weave through attacks for a big hit. Speed Tokens make it so the speed change isn't that big and in the Swamp you get by on two special attacks just fine. Charged attack makes trades and taking your time worthwhile since >Gladiator's fire and ice parry/charge attack effects free up and stack respectable DPS that normal attack pale in comparison with. If you fight a mostly ranged faggot that has a lot of HP like King Gizzard get ready to stay there for a while. Meanwhile the special attack HP costs make being swarmed a life ender(and guess what happens at round 2 a lot) and the HP drain doesn't hit stun or do respectable enough damage for targets you want to suck from like the big niggers. The jumping attack isn't even that useful for me since you need to get your timing right in advance and with a bad enemy combination that's a death sentence.I could carry health potions but that defeats the whole point of the set.
I fucking MISSED IT! FUCK WORK
>>1014931 That's what you get for being a wageslave instead of being a NEET you faggot. I know that feel, I missed it too
>>1014931 >>1014964 >Fucking losers working on a Friday
>>1015024 >Poor loser attacks his superiors
>>1015027 >Poor Lmao. Imagine working Fridays. Weekends are supposed to be 3 days long. It's what God intended.
>>1015028 >Poor loser attacks his superiors again
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>>1015028 Friday is actually my day off, I was sleeping it off
>>1015043 Good. You are following God's law.
Isn't the Sabbath a day of rest on the seventh day, not Friday?
>>1015058 I saw Jews observe it on Friday and Christians observe it after Friday.
Fight Knight is on sale on Steam this week for their boomer shooter promo. Chuck dev-non a few bucks if you're feeling supportive. https://store.steampowered.com/app/792120/FIGHT_KNIGHT/
>>1015327 >no GoG/DRM-free version I should've asked him about why there isn't any.
>>1015327 I hate how the reddit term "boomer shooter" totally eclipsed retro FPS and became the mainstream term, goddamn it.
>>1015350 Same here. I'm also (usually) an autist about such things and rage against the "Metroidvania" tag quite often. They should be called Metroid-likes! Anyway, I only used Boomer Shooter in this case because that's literally what's written on the promotional page on Steam for this week. I much prefer the term retro FPS though apparently that not includes COD4MW according to my nephew.
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>>1015361 >COD4MW is retro now
>>1015361 >>1015709 Doesn't retro refer to the 80s, and retards just started using it to generally refer to "stuff that's older" in the past decade?
>>1015709 I think "classical FPS" might be better? When people say retro FPS they don't literally mean games from 15+ years ago, Escape From Tarkov won't be considered retro FPS in 2040 just because it's old, they specifically mean that time period from Doom to up until around Half-Life. You could easily extend the range a year or two if you wanted. Before that FPS was very primitive and after that we started getting cinematic and online focused games. >>1015713 No? Retro is short for retrograde; moving in reverse, backward.
>>1015714 >Retro is short for retrograde Yeah, the literal meaning of the root word means that, but didn't it start as slang by referring to 80s style and stay that way for a couple decades before it became more general?
>>1015716 No, you fucking retard. IN the 80s they were referring to 1950s diners as "retro".
Retro just refers to old stuff. What "old stuff" is, is relative to the period.
>>1015720 And do people call 80s style diners retro nowadays?
>>1015735 What the hell is an 80s-style diner?
>>1015716 You think the term "retro" didn't exist until long enough after the '80s that it could refer to the '80s? No. It existed long before then. The '80s (and '70s) already had a huge wave of retro nostalgia for the '50s and '60s. Boomers loved that shit. American Graffiti, Happy Days, Grease, Back to the Future, etc. >>1015739 Weren't 80's style diners already just retro '50s style diners?
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>>1015749 >>1015720 I am clearly uneducated.
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>>1015720 >50's retro Segregation should be also a retro aesthetic.
Does anybody have clearer art of Fight Knight's armors? It's difficult to make out what he's wearing on the encounter screen when he's bobbing up and down so much.
>>1015327 Oh snap I'm definitely gonna pick it up for that price. I feel a bit bad because it's such a steep discount but I'm also jobless and cheap
>>1016479 If you feel bad about it just making it up to dev-anon by leaving a proper review, they help immensely with Steam's algorithm.
Game's really fun but holy shit I hate these magic midgets, thank God you can parry their orbs.
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>>1016418 Some guy extracted most of the game's sprites on a steam thread, if you want the rest look it up there.
>>1016483 drop in a bucket, it has 1163 reviews
>>1016543 That's not really a lot. Plus Steam shows both all-time reviews and recent reviews.
>>1016552 >That's not really a lot It's not bad actually for a game that's never been bundled, is only on steam , has a fairly high bae price and has no publisher, average is more like 300-600 reviews
>>1016543 With how much I hear developers harp on about getting good steam reviews I'd imagine the benefit they provide to a games algorithmic exposure is pretty significant.
>>1016543 From dev friends I know reviews really do count for a lot, the fabled "algorithm" could push the game to more people if it detects positive activity. That many reviews for this game seems super low, too, I thought this game had way more excitement but now I honestly believe journos shafted this after the psychic rape accusation
>>1016702 Valve has repeatedly said this is not true, they've made videos explaining how the algorithm works. Reviews and review score does not affect a game at all unless it's 39% or lower, where it will be de-prioritized. Gamedevs believe in a lot of superstitions and myths about Steam, don't believe everything they say. "Creatives" in general are really superstitious, go listen to some of the stuff YouTubers believe about the YT algorithm, some actually believe the video file's raw filename somehow factors into things so they'll tag stuff it. There is no evidence for this whatsoever and I have no idea how it started.
>>1016861 There can never be evidence for how Youtube's algorithm works because it's a complete blackbox that they actively work to make sure you can never understand. So obviously people are going to speculate about it. Steam has little incentive to be as secretive about their recommendation algorithm because you can't game it nearly as much. Link the videos you're referencing.
>>1016901 The Steamworks channel. https://youtube.com/channel/UCStZs-X5W6V3TFJLnwkzN5w Probably the most relevant video you're asking about. https://youtube.com/watch?v=qkmAqBvUBOw
>>1016901 Youtube's algorithm is based off of which glowie branch is spooning them money for xxx.
>>1016927 Oh and bots I guess since viewercount probably still contributes.
So, is fight knight fun?
>>1017042 Fun is a buzzword


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