Tales of the Rampant Coyote

Adventures in Indie Gaming!

Frayed Knights Development: Stuck in a Dungeon

Posted by Rampant Coyote on March 12, 2013

I’ve been staring at the same dungeon walls for months now. I began to feel as if I were trapped in a literal dungeon. The dungeon in question is a test case area in Frayed Knights 2 that has lots of little interactive objects already set and ready for testing. It’s sort of like a […]


Filed Under: Frayed Knights - Comments: 9 Comments to Read



Frayed Knights 2 Update: What It’s Got in its Nassty Little Pocketses?

Posted by Rampant Coyote on January 29, 2013

One might think that working  11 to 12 hour days on the “day job” – plus weekends – would make it impossible to do game development on the side. One would be wrong. But it really does slow development a lot. What used to be four hours a night of development time slows down to […]


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Frayed Knights 2: Building a World

Posted by Rampant Coyote on January 10, 2013

Someone told me last week that J. K. Rowling said that her secret to success in writing the Harry Potter series was to make up a bunch of details in the early books and then try and figure out what they were about when incorporating them into the later ones. I can’t verify that quote, […]


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Frayed Knights 2 Update: Taking Initiative… AWAY!

Posted by Rampant Coyote on November 15, 2012

I guess I really am a game designer. I can’t resist the urge to tinker with game mechanics. While I’m quite proud of the old-school feel and the depth and playability of the combat system for  Frayed Knights: The Skull of S’makh-Daon, I am still not satisfied.  In spite of the more abstract tactics, I […]


Filed Under: Frayed Knights - Comments: 13 Comments to Read



Frayed Knights 2 Update: Cranking Spells Up To Eleven

Posted by Rampant Coyote on October 25, 2012

I wanted to run an idea off you. This kinda runs contrary to my talk about simplification, but not really. Technically, I’m already going down this path, but nothing is final. But now that it’s looking more and more feasible (and likely), I thought I’d solicit some input on the spell system – definitely one […]


Filed Under: Design, Frayed Knights - Comments: 15 Comments to Read



Frayed Knights 2: Stripping!

Posted by Rampant Coyote on September 27, 2012

Judge:Sergeant Highway. Drunk and disorderly, assault on an officer, urinating on a police vehicle? Highway (Clint Eastwood): Well, it seemed like the thing to do, sir. — Heartbreak Ridge (1986) Hindsight is a great thing. Sometimes it reveals that the thing that seemed to be the thing to do, maybe wasn’t the best thing to […]


Filed Under: Frayed Knights - Comments: 11 Comments to Read



Frayed Knights: The Story So Far

Posted by Rampant Coyote on September 14, 2012

It’s a little challenging to talk about the Frayed Knights storyline without getting into spoilerific details, but I’ll try to keep it as light on the spoilers as possible. Originally, Frayed Knights was intended as a single game, which I expected to clock in at around sixteen hours of gameplay. It grew. It grew a […]


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Frayed Knights: Now a Little Cheaper

Posted by Rampant Coyote on September 3, 2012

Between it being a holiday weekend here in the U.S., the start of a new month, exciting things happening on the sequel (not nearly fast enough, but happening), and the Valve Greenlight thing going on, I figured it was time: Frayed Knights: The Skull of S’makh-Daon is being reduced in price.  It’s not a huge […]


Filed Under: Frayed Knights, Game Announcements - Comments: 3 Comments to Read



Frayed Knights 2: Virtual Graph Paper and Tool-Driven Development

Posted by Rampant Coyote on August 30, 2012

(UPDATE: The original game, Frayed Knights the Skull of S’makh-Daon, is now on Steam Greenlight. If you are on Steam, I’d be most appreciative if you’d kindly vote it up at this link: Frayed Knights for Steam! ) So if you were to ask me what the number one challenge I faced making Frayed Knights: […]


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Frayed Knights: Taking On An Army

Posted by Rampant Coyote on August 9, 2012

So here’s something with the development of Frayed Knights 2 that I haven’t come to a conclusion on yet: Changing (or tweaking)  some of the fundamentals of  combat. When I began work on Frayed Knights, I had a lot of big ideas about designing role-playing games. A lot of these big ideas – like a […]


Filed Under: Frayed Knights - Comments: 9 Comments to Read



Frayed Knights: Testing Flashbacks

Posted by Rampant Coyote on July 3, 2012

DGM recently sent me some semi-amusing excerpts from emails we exchanged during the very, very lengthy testing phase of Frayed Knights: The Skull of S’makh-Daon. I don’t know if they would be that amusing to anybody not living through this ordeal, but as I was eating and breathing Frayed Knights, and so were a handful […]


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Frayed Knights Dev Update: Looking Back

Posted by Rampant Coyote on June 20, 2012

I guess it’s time to start talking a little bit about Frayed Knights 2. Having weekly (or nearly weekly) updates on the original on the blog was actually pretty handy for the development process, and we’re getting close now to the point where I may be doing the same thing with the first sequel. We’re […]


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Last Chance to Get Frayed Knights: The Skull of S’makh-Daon On Sale!

Posted by Rampant Coyote on May 31, 2012

The big “Because We May” sale on Frayed Knights: The Skull of S’makh-Daon ends in a few hours. Hopefully, all of you reading this have already picked up your copy. If not, and if you are reading this early enough, there’s still time. Grab it! You can also get the game at Desura, if you […]


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Huge Indie Sale. Frayed Knights Over Half Off!

Posted by Rampant Coyote on May 24, 2012

“Because We May.”  It’s now live. For one week (the last week of May) – a whole slew of indie games are at deep discounts. This is quite possibly the largest indie game sale ever. Nearly 400 games are participating, though in many cases these aren’t all unique games, but games on multiple platforms and […]


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Because We May

Posted by Rampant Coyote on May 21, 2012

Power to the Indies, Brothahs and Sistahs! Because certain services (and, of course, direct sales) allow indies to set their own prices, the indies are getting together for a special sale this week. The last week of May. The sale is called “Because We May.” From May 24th to June 1st, steep discounts on lots […]


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Frayed Knights, Crunch Mode, Research, and Development

Posted by Rampant Coyote on April 26, 2012

There are a few advantages to being a part-time indie. You have considerably more freedom to make any kind of game you want, as your livelihood doesn’t depend upon sales. Your “day job” can finance your game development habit. The disadvantages are pretty obvious, however, and a big one is that the indie thing has […]


Filed Under: Frayed Knights, Geek Life - Comments: 9 Comments to Read



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