Multiplayer dungeon questing fun. Lead your knight into randomly generated dungeons, fight zombies, vampire bats and other knights, use magical potions and scrolls, avoid traps, and be the first knight to complete the quest and achieve ultimate glory.

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Blog RSS Feed Report abuse Latest News: Regular Knights Game on Sundays

0 comments by Stephen_T on Nov 9th, 2011

Some of you may have noticed that it is difficult to find an online game of Knights to play in, because the server is often empty. To help solve this problem we have now arranged for a regular weekly game to take place every Sunday at 7pm GMT (2pm EST). Last week, five players turned up, and we had a great time -- Knights really is great fun (and quite hilarious) when there are four or five knights running around at the same time. If you've never played before, I'm sure someone will be happy to explain what the game is all about, so why not join us this Sunday?

If the above time is not convenient, there is also now a system for players to propose their own times for a game, and for other players to vote on what times they can attend. This should make it easier for people to arrange times to play Knights online. To use this system, visit the following page: Knightsgame.org.uk.

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Knights source code (version 019)

Knights source code (version 019)

Jan 8, 2012 Source Code 0 comments

Latest release of Knights with several new features: deathmatch quest type; improvements to team games; dungeon generator can now reflect/rotate rooms...

Knights Windows installer (version 019)

Knights Windows installer (version 019)

Jan 8, 2012 Full Version 0 comments

Latest release of Knights with several new features: deathmatch quest type; improvements to team games; dungeon generator can now reflect/rotate rooms...

Knights source code (version 018)

Knights source code (version 018)

Nov 9, 2011 Source Code 0 comments

Latest release of Knights, containing several bug fixes and a "Random Quest" button. Source code for building on Linux or Windows.

Knights Windows installer (version 018)

Knights Windows installer (version 018)

Nov 9, 2011 Full Version 0 comments

Latest release of Knights, containing several bug fixes and a "Random Quest" button. Installer for Windows platforms.

Knights Windows installer (version 017)

Knights Windows installer (version 017)

Aug 11, 2011 Full Version 0 comments

New Windows installer for Knights. This is a bug fix release. A couple of crash bugs have been fixed, but there are no other changes compared to the previous...

Knights source code (version 017)

Knights source code (version 017)

Aug 11, 2011 Source Code 0 comments

The source code to version 017 of Knights. For Windows and Linux.

Comments
Leicheh
Leicheh Jul 24 2010, 5:41pm says:

not bad, but not good either.

there are some flaws, like the unusual controls, and it really ruins the game for me :<

+3 votes     reply to comment
Stephen_T
Stephen_T Jul 25 2010, 5:15am replied:

I hear what you're saying about controls and would definitely like to improve this.

Note that you already have some (limited) ability to remap the controls, on the Options screen.

Some things we could do in future are:
- have a separate key for opening the menu (instead of holding down ctrl).
- have a separate key for throwing daggers / firing the crossbow.
- separate key (Tab?) for activating the chat box, then the letter/number keys would be available for use as additional controls.
- possibly map different actions (pickup, drop etc) to their own keys instead of using the menu.

I'd like to hear feedback from players though... what would your ideal control scheme be?

+3 votes     reply to comment
Mataro
Mataro Jul 25 2010, 10:37pm replied:

W, A, S, D; movement.
Enter/T; chat.
Left Arrow; attack/set bear trap/use wand/activate held item/etc.
Down Arrow; open door/activate object/pick up item.
Right Arrow; access menu/manage drop-ables (gems and the like).
Up Arrow; throw dagger/etc (select activated secondary weapon via Right Arrow menu).
I; inventory, for more advanced stuff later on such as armor management.

I would personally like to see an indepth explanation of the functions for items and such as well as a great deal more functions added for various things. If you were to add the above control features, as well as making modding more accessible, we, the players, could begin to help turn it into an expansive action/hack'n'slash or adventure/action-RPG or any number of other similar styles with the right tweaks. Additionally, more extensive enemy lists (or better yet, more extensive/better explained modding possibilities so we can make our own enemies, especially given the resolution of the art being so accessible). And finally, options for persistance. EG, coop campaigns with towns and levels/skill systems and such? All in all, you just have to put the features in the game, really. I would be more then happy to provide the content, like many others I'm sure.

Oh. And a personal request. Make it so that only the host can change settings?

+2 votes     reply to comment
Stephen_T
Stephen_T Jul 26 2010, 3:27pm replied:

Thanks for the control ideas. I'll try and add those (or something similar) to the game soon.

There is already an indepth explanation of items etc. in the game's manual. I strongly recommend reading the manual if you want to enjoy this game fully -- it is one of those games which is not much fun at first, but gets a lot better once you know what everything does. The manual is installed along with the game (check your start menu) or can be read online on the Knights website.

As for modding, I have recently started to add Lua scripting to the game. This is going to take a while to complete as there is a lot of stuff to convert over, but I hope to get it done gradually over the next few months. There is also a half-completed map editor which I should be able to polish up once the scripting system is a bit closer to completion. This should allow plenty of modding possibilities.

Finally, making it so that only the host can change settings: actually someone else requested that as well, so I suppose I will have to do it :)

+3 votes     reply to comment
Mataro
Mataro Jul 26 2010, 9:18pm replied:

I actually already went through the manual for the ingame items. And, in fact, I dug a great deal through the game's data files. I feel I could start modding as is with a few caveats.. I can't work around the problem of only two slots for monsters. I could quite easily change the two monsters, but I can't extend the enemy list beyond that without changing the game itself.. The documentation I was talking about was more for the code of the given items, and in the future, the Lua you're implementing (which is an awesome addition, by the by). For instance, I see that the Wand Of Undeath has scripting to turn targets into zombies, and to instantly kill zombies. However, the part where the zombies fear it is actually not scripted into the wand itself, but into the zombies with an ai.fear command regarding that particular item. And in this sense, it would be quite easy to, say, make an ice demon, and a torch. And script said ice (or shadow, even) demons to fear fire (or light, etc). Mostly, it's just a matter of making the game a little more open-ended (like the two monster limit).. Once the fullstops are removed, this game could expand exponentially. And, like I said, I'd be more than happy to help out with that content generation. Whether you'd be interested in cooperating on it directly, or whether I'd be simply generating content as a player. Up to you, really. :P

+2 votes     reply to comment
Stephen_T
Stephen_T Jul 27 2010, 4:11pm replied:

I'd certainly be interested if you (or anyone else) wanted to help out with content generation. In fact one of my aims of posting here on ModDB is to try to get people like yourself involved :)

Basically, I came to the conclusion recently that I am probably going to need some help to make this game reach its full potential. For example, people keep sending me ideas, but I don't have time to implement them all myself; but neither is there any way for people to add things on their own (except by editing the data files, which, as you have noticed, are not really flexible enough to do the job). My solution to this problem is to open up the data files a lot more, so that the community can start adding their own content to the game. This is why I wanted to add Lua support. Also, as you point out, a lot of the restrictions etc will have to be removed, but hopefully that should not be too hard.

So, in summary, yes, I agree with everything you say :) Just give me a bit of time to start making these changes, then, we can see how it goes from there...

+3 votes     reply to comment
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Knights
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Windows, Linux
Developed By
Stephen_T
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Official Page
Knightsgame.org.uk
Release Date
Released Dec 1, 2006
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