Category Archives: How things work

Trying out video recording

This is the first Knights Province video and it is about one neat Map Editor feature called Map Resize.

Posted in How things work, Video | 2 Comments

Tweaking Recast Navigation

Recast Navigation is working better and better. It’s still far from being a replacement to our old and trustworthy Tiled, but major porting and rigging problems seem to be resolved now. What remains are inherent RN issues, one of which … Continue reading

Posted in How things work, Live progress, Sidenotes | Leave a comment

Pathfinding and unit interaction

Pathfinding and unit interaction (PUI) is a subsystem in the game responsible for most of the unit movements and interactions.

Posted in How things work, Live progress | Leave a comment

School sketch

Last few weeks I’ve been busy contracting freelancers to make us some more sketches. So let’s see how house design process goes on example of School.

Posted in Artwork, How things work | 11 Comments

Camp sketch

Since I don’t have enough time/skill to do everything by myself, from time to time I try to find someone to help. This time I’ve found a couple of sketch artists.

Posted in Artwork, How things work | 6 Comments

Drawing icons

Here I’ll try to explain how icons are being made for NG and why they are being made this way.

Posted in Artwork, How things work | 3 Comments

Food role in the game

Food plays major role in the game. Let’s try to understand why and what we can do about it:

Posted in How things work, Ideas | 8 Comments

Live progress #14 – tile picking

With a help from Jery now we have a precise tile picking algo and a nice debug visualization of it, showing the bounding boxes underneath: We split terrain into quadtree of bounding boxes. When we need to pick a tile … Continue reading

Posted in How things work, Live progress | Leave a comment

How terrain works #2

Last time we have stopped on basic terrain appearance. How mixing surfaces and transitions between them works. Today’s the second part of the terrain being explained – decals.

Posted in How things work | 9 Comments

How terrain works

I have been asked an excellent question – how do terrain tiles and objects work in NextGame? NextGame maps are still created from tiles, but those tiles have taken an extra dimension and I’ll try to explain what does that mean. … Continue reading

Posted in How things work | 7 Comments