Cavaleiros Celestiais
Devlog
The making of the game told one episode at a time. What changed, why it changed and what comes next.
#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
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
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
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
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
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
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
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
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
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
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
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
The economy: coins, forge and bugs
How money moves, where you buy and sell and which mistakes showed up when I touched it.
#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
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
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
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
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
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
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
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
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
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
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
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.