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Knights in Tight Spaces News

Patch 1.0.5



Greetings Knights, another update for you, and this one contains one of the most requested improvements: namely that ALL push attacks will count towards push-out objectives, even when the target has been killed as part of the attack.

We've also made party play more powerful. Previously there were restrictions on the number of support attacks that could be triggered by a single attack, and this has now been unshackled, so each supporting party member is able to make a Support Attack if they can. This means that Split Kicks, Twin Arrows, Sweeps, Rends, etc. all become massive force multipliers if your squad is lined up correctly.

Alongside these headline changes, there's a bunch of smaller fixes and improvements; and over the next couple of weeks we'll be making some changes to some of the Archetypes that have been underperforming; and talking of performance, thanks to our friends at Unity, the next patch will bring some major framerate optimisations for players on certain hardware.

[h3]Gameplay Changes[/h3]

  • Push objectives are now credited to the player, even if the attack kills the target
  • Support Attacks now fire more consistently and multiple support attacks can fire from a single initial attack (i.e. Sweep)
  • Consumable cards can no longer be Removed/Discarded by other abilities
  • Steel self no longer stacks multiplier
  • Dodge Counter no longer removes other dodge stacks
  • Additional status icons (Auto-Attack, Turn-to-Face, and Advance) added to overhead panel


[h3]Fixes[/h3]

  • Fix for Poison Strike doesn't apply Poison to all targets
  • Missing Warlock ability vfx added
  • Fix for occasional soft lock when cards were removed at the same time as a Combo reduction status was in play
  • Fix for softlock when Demons arrive at the end of Survival mission in Endless Mode
  • Fix for occasional soft lock when multiple characters die during Hurricane push
  • Fix for occasional soft lock when an enemy dies within range of another enemy's sweep
  • Music tracks correctly assigned within The Eleven Quest

A Sneak Peek Into KITS Art: Level Breakdown for the Blacksmith

Have you ever wondered what goes into making a tight space for knights to fight in? We thought we’d give you a run down so you can see how a level goes from an idea to a burning forge ready for combat.



[h2]Concepts and blockouts[/h2]

The process of making a KITS level starts with concept art and a level design. The Blacksmith is a 5x6 play space surrounded by some half height objects, full height walls, and two knock out tiles. The distinction between object heights is important as it determines whether characters can jump or shoot over them during play. The initial art concept, made by Omercan Cirit, was designed to be useful for multiple layouts, with objects that could be moved around like tables and anvils, and with focal points like the forge and bellows.



After being given the initial design the level is blocked out with aspects from the concept art used to fill the required tile layout. This process can take a little while in order to get things right - technical requirements take priority, for instance making sure the dimensions of objects are correct, and taking into account how the UI and character height affect the amount of space the level can take up on the screen. After that we consider how the room functions, the composition, the view for each level rotation etc… Where possible, environments are given at least one exciting focal point that elevates it above simply being a basic room. You can see how the smaller simple forge in the original design was expended and given more prominence and detail.



Once the initial blockout has been finalised, further details are added. While this happens, the lighting of the scene is also being iterated on to establish a focal point and mood. After the modelling is done everything gets unwrapped for texturing and lightmaps, and then it’s time to work on the materials.

[h2]Hatching and lighting[/h2]

The shader that’s used for most level assets displays hatching based on the orientation of an object’s UVs. Early on in the project we took inspiration from the work of Bernie Wrightson and Gabriel Rodríguez, who use linework and cross hatching to describe the form of objects. Hatching generally runs parallel to the longest edge on an object providing readability. In earlier versions of the levels, cross hatching was also used but tended to become muddy with the other details on top of it. Below you can see how the hatching gets applied to the fly press in the blacksmith.



This idea was used for tileables as well. For instance this brick tileable has hatching that changes orientation along with the bevels of the brick. This helps to distinguish each brick and to break up what would otherwise be uniform hatching. The shader is built in such a way that hatching is revealed and its thickness altered depending on the amount of light hitting a surface. Lighter sections in the middle of the bricks on the hatching map won’t come out grey in game, they will still be solid black, but require more light to hit them to be seen at all. This helps to give the impression of ambient occlusion and form.



Here’s a demonstration of some adjustments that can be made with the hatching shader. It takes the baked lighting data of a scene and applies the hatching relative to the amount of light that area receives. The edges of the hatching lines in the texture are blurred slightly so they can become thicker/thinner depending on the lighting and shader settings. This video only shows one type of hatching, but it can be replaced with other types such as the brick tileable above which goes with its own albedo and normal map.

Both the scene lighting and the hatching/material settings are an iterative process. For the lighting we try to keep the focal points of light warm, and the shadows cool to have contrast. It’s then usually a case of switching back and forth between working on the lighting, hatching and prop textures until things feel like they’re coming together.

[h2]Forge lighting[/h2]

One thing that was important to capture in this level was how intense the fire was in the original concept. The play spaces should also ideally feel exciting and dangerous, so lots of fire helps with that. The alpha channel from the coal texture is used to control where the flicker effect and light intensity is applied. You can see where this is happening on the green sections below in the ash and coal pieces.





[h2]Final touches[/h2]

Once everything starts coming together visually, we set up the colliders, knock out zone indicators, and real time shadows for the characters before doing a final higher res bake on the lighting. After that it’s handed back over to design so it can be set up to work in game, and then finally the room is ready for the battles that will take place inside its walls.








Hotfix

  • Fix for timing issue where Throat Punch wouldn't stun when expected
  • Fix for "phantom" pillar in Corridor level

Build Notes



Greetings, fellow Knights!

A new patch is here! This time we address some of your most recent QoL and accessibility concerns, along with some fixes, hoping to keep improving and polishing your KITS experience:

New Features


Once you have completed each main quest you will gain the option to start the game from that most recent quest (this will happen via a new conversation when you start a new game)

  • This won't apply retrospectively, so progress will only be tracked from your next run (or when you complete a quest in your current run if you have one in progress)
  • Because you are starting the game at a later point, you will miss out on recruits/rewards/upgrades that you would have gained from playing through from the start and parts of the game may become more difficult


Hostage Changes


  • Hostages now spawn closer to the player party, where possible
  • Player characters and hostages will avoid spawning adjacent to voids and edges
  • Hostage damage limits have been relaxed for secondary objectives


Quality of Life


  • You can now speed up animations by holding Space Bar/L3 - this is an unsupported feature and may cause visual glitches
  • You can end a run while still gaining the associated experience by using the Abandon Run button on the pause menu


Accessibility

New options for extra in-game visual clarity - these can be found in the Accessibility panel on the Options Screen:
  • Black and white backdrops
  • Extra visible player indicator
  • Scalable card description panel
  • Ability to disable screen/camera shake


Fixes


  • Enemies that can't be pushed are now shown correct in the Entity Panel
  • Prevent softlock when trying to Pull an obelisk
  • Change Recurve Bow Upgrade to use Aimed Shot Upgrade not Bullseye
  • Prevent Daily Play deck generation picking from inappropriate starter decks
  • 540 Kick now shows targeting sweep correctly
  • Fix for softlock when pushing enemy on downed enemy


Text Corrections


  • Make Yew Bow description accurately reflect behaviour
  • Make clear that Holy Water applies to all party members
  • Make Pinning Shot behaviour more clear
  • Make clear that One Two Punch duplicates a random attack card
  • Fix Support Damage modifier numbers
  • Fix some untranslated credits


As usual, we want to keep hearing from you! Don't hesitate to share your feedback; and if you have any specific question for our devs, we have a post in our forums where you can chat directly with James Parker, our Game Director.

If you have any further queries or need some technical support, you can reach out to the help desk directly to get a fast and thorough response: https://rawfury.atlassian.net/servicedesk/customer/portal/1



- Ground Shatter/Raw Fury

Ask The Dev: Join our Discord Q&A

Do you have any burning questions, comments, feedback you want to share with Ground Shatter?

Come to the Raw Fury Discord on March 14th, 4PM CET / 3PM GMT / 8AM PT and join our Q&A with James Parker, Game Director of Knights in Tight Spaces. If you're curious to know what's coming next for the game, don't miss this chance to chat with James directly.



https://store.steampowered.com/app/2315400