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Author Archives: Krom
What’s new in Alpha 10: Particle effects (smoke for houses work, smoke for damaged houses, dust effects for plans placement and for house destruction, emitters that could be placed on terrain in MapEd (e.g. mist). SSAO (aka prettier lighting) New … Continue reading
In loosely chronological order: Finally set up Patreon page in June. If you wanted to support the game’s development – now there’s a way! Set up itch.io page. Nothing major, just another location to advertise the game. The game was … Continue reading
Mini-competition is over and I’m happy to announce the results! We have 5 maps in the competition: “Hodor” by Thibmo “Longfingers Legacy” by Klassix “Winter Stand” by Krom “Xmas Tree Combat” by DarkianMaker “Man Versus Man Versus Beast” by Eduardo Beltrame Score … Continue reading
Due to lack of time and small number of maps sent in, competition is prolonged till next week – 30 Dec! Winter is coming along with Alpha 10 of the Knights Province! Let’s celebrate this with a competition! Task is … Continue reading
All Knights Province units need food to eat (well, except machines and animals). Otherwise they die of hunger. So dedicating a large portion of town to a food production is a good thing. But how much food is needed anyway? … Continue reading
Alpha 10 is going out of “work in progress” stage. Now its features are mostly done and last bugs are being ironed out. Come by and take a stab at it in “Knights Province” Discord channel. Feedback is welcome!
Links page: Updated Polish site forum link, as it moved to new hosting. Reorganized links order a bit, to bring more active hubs to the top. Contributing page: Added Patreon link to the top. Ungreyed some contributing activities.
There’s a new map being made for Alpha 10 of Knights Province. Called Misty Mountains. Giving word to map’s author Klassix: “Mainly this map is for the future multiplayer, but of course AI handles it too, but surely it won’t … Continue reading
Last week started with a thought – “Copying skinning and animations from unit to unit should be trivial, right?” Let’s see, but first – some intro: Disposition All games need to store their assets (models, textures, sfx, etc.). For most … Continue reading