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Cavaleiros Celestiais

Cavaleiros Celestiais

Devlog

The making of the game told one episode at a time. What changed, why it changed and what comes next.

#25 Episode 25 Living ground, rain on screen and other news A roundup of the past weeks: ground that reacts, rain, Astrology, the HUD in two sizes, the Order's Call, the Golden Road and a few stumbles. #24 Episode 24 · The Mail and the wax seal The Mail delivers letters from one player to another. Here is how I designed the wax seal that closes every message. #23 Episode 23 · The death screen should not be a punishment Falling in combat happens. Here is how I redesigned the defeat screen to help and not to punish. #22 Episode 22 · I made the maps lighter Some maps were too heavy for simple computers. Here is how I trimmed the weight without losing the look. #21 Episode 21 · The Interlude: a place between places I made a region that sits halfway between the world and whatever comes next. Here is the mood I wanted for it. #20 Episode 20 · The cards: how I designed their rules The cards have rules that are easy to read and hard to master. Here is how I got there and how each card was drawn. #19 Episode 19 · The Bestiary: one page for every creature Every creature in the world got a page of its own. Here is how I organized the Bestiary and why it is worth a visit. #18 Episode 18 · The opening: telling the world in a few seconds About the story the game opening tells, how I chose each scene and what I wanted you to feel at the end. #17 Episode 17 · I took the beeps out of the game The alert sounds were dry beeps that wore me out. I swapped them for sounds with body and learned a lot about listening to a game for hours. #16 Episode 16 · I bought a whole HUD and the game did not change I bought a ready-made interface pack and found out the hard part was making it speak my game's language. #15 Episode 15 · Behind the scenes: how not to lose work I work on the game on several fronts at once. Here is the notice board and the backups that saved me from losing what I built. #14 Episode 14 · The seven Houses used to be the same character Gear, shields and wings now show the House of whoever wears them. Here is how I split seven looks that used to be one. #13 Episode 13 · The economy: coins, forge and bugs How money moves, where you buy and sell and which mistakes showed up when I touched it. #12 Episode 12 · Colosseum, Labyrinth and Lit Sky World events happen at set times and places. Here is what each one tries to stir in the people who join. #11 Episode 11 · My duel ended before I could blink The duel between two players needed rhythm. Here is what changed and the key shortcuts that make life easier. #10 Episode 10 · The clan war broke my game Clans got a city spot, a banner and a fire. They also found a way to show me everything I had forgotten. #9 Episode 9 · The 210-floor tower and the Doors The game has a tower that seems to climb forever and Doors that lead to sealed places. Here is how I thought through each scenery piece. #8 Episode 8 · The bosses: dragon, whale and colossi A look at the game big enemies, what I wanted from each one and why they need to be seen from far away. #7 Episode 7 · My axe kept flickering and my staff would not come down The characters now move according to the weapon in their hand. Here is what broke along the way. #6 Episode 6 · How the world pieces and scenery are born A look at the game art direction: where each creature and scene comes from, and why I cut so much before anything gets in. #5 Episode 5 · The ground of my world had thirteen centimeters of slope My world used to be as flat as a table. Now every map has hills, valleys, ravines and a shape of its own. #4 Episode 4 · Over 3,000 voiced lines The characters in the game really talk. Here is how I picked each voice, what went wrong and why even the alerts have one. #3 Episode 3 · Combat for the seven Houses Each House has its own way to fight. Here are the skills, the ground warning before a hit and the damage numbers that tell you what happened. #2 Episode 2 · The city stopped being an empty map I redrew the first city from above, with real streets and a square, and it finally started to look like somewhere people live. #1 Episode 1 · How Celestial Knights began An online game about a fallen world, seven knightly Houses and a city that grows with the people who play. This is the first entry.