SXSW, Maps and Modes

Happy New Year! And as its getting late into January, Happy Lunar New Year! It’s the Year of the Rooster, which means we have some big stuff coming your way this year.


First and foremost, we are super excited to announce we have been nominated for the Gamer’s Voice Multiplayer Award at SXSW! Which means if you are heading to SXSW 2017 you will get a chance to play Sky Noon, and hopefully we can win your vote! Take a look at the full list of nominees here:

More information will be coming about our SXSW showing later on, so be sure to keep an eye on Twitter.


We’ve been hard at work finishing our newest Map for the main game modes! This one you may remember from the last Development Log, the Towers Map.

As you can see below, we’ve nailed down the flow and art of the level (including moving airships!), and its in the final stages of polish now. You can look forward to playing Free for All, King of the Hill, and Team Deathmatch on this map in the future!

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Time Trial Updates

We’ve been taking a closer look at the Time Trial section of Sky Noon, and looking at ways to improve it. Currently there are Gates around the map that test players use of the abilities and grappling hook, but we felt like the gun was a bit of an outsider to the system, and we looked into a way to bring this in. We are looking at adding static enemies, perhaps just targets, that remove time if you shoot at them. This will make Time Trial the ultimate skill tester, but we will perhaps look at giving players the ability to play time trials without having the shooting mechanics as well (as it is currently) – so give us your feedback!

Meanwhile, here’s some grey box maps that Alex has been working on!

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Team Deathmatch

Adding Team Deathmatch to Sky Noon was a very simple undertaking as it was the same framework as Free For All, but with using our Team Balancing structure. All in all it created a neat and different dynamic for a game type we are used to playing against everyone else.

King of the Hill

We’ve been working through some iterations of the King of the Hill game mode, and have reached a design we are happy with. The current King of the Hill is no longer free-for-all, as we decided that managing the times for each player was a difficult task to handle while you were trying to cap the Hill yourself. Opting instead for teams, which gives more incentives for team strategy and is a lot easier for players to track.

That’s it from us this week – sorry about the delay: we had news to announce! New Development Log coming next week as we start getting ready for SXSW.

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