Selective terrain painting

Implemented another “must-have” feature in Map Editor: painting of terrain surfaces into allowed areas (ground, water, mountains).

The screen shows how Sand brush was applied to “ground-only” area – notice how water and mountains remained intact, while terrain surface changed.

Posted in Live progress, Screenshots, Sidenotes | 3 Comments

Profiling CPU

Fixed a couple of bugs today, as usual. Did some GUI tweaks. And also implemented stacked CPU profiler. This is a nice way of seeing where CPU time gets spent.

Profiling 8-players skirmish mission. Most of the CPU time is spent on updating units .. Not a big deal yet, whole update takes ~6,5msec (out of available 100). Still it would be nice to optimize later on, so that on x10 speed it did not take 65msec (leaving too few for render and such)

P.S. Alpha 8 will feature new skirmish mission for 8 players!

Posted in Live progress, Sidenotes | 5 Comments

Another bunch of work

Fixed another couple of bugs revealed during automated testing.

Been redoing flat buttons:

They are still far from perfect. Next step will be to change grey menu backgrounds into something stone/leather/plaster-like. Probably darker shade.

Changed new Map Editor terrains selection from buttons to ListBox. Looks and fits much neater:

Some terrains don’t have textures yet (and I also plan to at least double the count of terrains in future).

Posted in Live progress, Screenshots, Sidenotes | 3 Comments

Today’s work

Fixed a couple of nasty bugs tonight:

  • Delivery task got corrupt when destination was destroyed and Serf was looking for a new destination. (yes, Serfs don’t throw away wares now, they will try to find a new demand)
  • Blanks were not properly unregistered from School. School was really surprised to see a Blank it was going to train to sit in Tavern xD
  • House animations sounds were not reloaded properly after save/load. There were several design mistakes working together. Now it should be fine.
  • Blanks were not taken from the Camp.

Perhaps there will be a new handy little function – when you click on a unit icon in the statistics page in the game, viewport will move to a unit of that type. Second click will move to a next unit of that type.

And this is desired result:

6 simulations in a row without any major flaws.

Posted in Live progress, Sidenotes | 1 Comment

What’s new with Knights Province since last newspost?

What’s new with Knights Province since last newspost?

  • New unit training is mostly done.
  • Rigged a new automatic test to help catch save/load bugs. Two bugs found almost immediately!
  • Fixed a crash when corrupt savegame was parsed.
  • Found a flaw in sound playback on house actions. Code redesign is almost done.

Now testing AI, to see how it handle new unit training mechanics ..

Posted in Live progress, Sidenotes | 1 Comment

New unit training mechanics for Alpha 8

I’ve almost rigged new unit training mechanics in Knights Province this weekend!

Cottages will generate new unit type over time called, (for lack of better title) – Blank.
Training citizen in School costs 1 Blank unit (no gold required yet?).
Blanks, Serfs and Builders occupy space in Cottages, so over time you need to build more of them.

Barracks train units as usual, but take Blanks instead of Recruits.
Recruits are removed from the game.
Towers will take an archer or melee warrior into them (each providing own bonus to tower strength).
Oh, I got an idea, I can reuse Recruits model for Blanks now )

At the moment, it’s 20 slots per cottage.
I’d say a typical town would need 5-7 of them. It all should be (and will be) balanced later on.
Building Cottages near School means Blanks will walk into School sooner and train faster.

Camp houses some units too, so that player could train citizens before building 1st Cottage.

So, you end up with Blanks not working but eating food unless you balance the number of cottages.
And if you want to grow fast you just build some Cottages and have to wait for blanks to appear? A bit less control over population growth.

Also now you can stack training orders in School, ordering up to 10 units of same kind in one training request.

I think Blanks can appear from cottages faster when cottage is near-empty.
That would be good. It would also help with recovering from your village being attacked.
So building one Cottage will generate 1 Blank per 15 sec, then after 10 Blanks it slows down to 1 per 30sec maybe.
However it’s getting complicated when unit is killed – which Cottage to take him out from – one with most or fewest habitants?

I’m also removing SheepFarm/Clothmakers/Cloth from the game, they did not fit in well.

Posted in Ideas, Live progress | 24 Comments

New map terrain

Finally decided to implement default terrain selection in new map menu.

map_ed_new

Table on the right will show all available terrain surfaces.

There are 2 issues remaining to solve:

  • Menu does not have terrain textures loaded, so there’s nothing to show as “terrain icons”. Working around that to find the best solution might take some time.
  • New map generation does not expect to be told which terrain to use. This will be trivial to fix. (fixed on 24/01)
Posted in Live progress | 5 Comments

Whats new with Knights Province?

It has been 2 months since last progress report. Hopefully new post will come up much sooner than in April =)

Most importantly – development goes on! I’m still finding time every few days to work on the game, write code, think through ideas, discuss about the game, reply to emails and Skype.

Last week HeavyBrain has made 2 more units – Baker and Carpenter:

baker_wipcarpenter

Animating them is a separate task, which may be delayed till Alpha 9 or later. You can notice, that models look a bit different compared to previous units, mostly due to several months span in between making them. At some point I’m going to line up all units and color-correct re-paint details to make them more uniform.

The only remaining citizen unit without a model is Tailor. I’m not sure if he will remain in the game “as is”. There are still doubts about how units get trained/hired in School/Fort/Barracks and wares they require (Cloth, Gold).

Alpha 7 touched unit-hiring topic lightly with introduction of Cottage houses. Intent is to generate serfs for free in Cottages and then train/hire them in School/Fort. I plan for Alpha 8 to fully feature this idea.

Posted in Live progress | 4 Comments

Improved undo/redo menu

Undo/Redo menu got its own mini-form now, so now you can see what undo steps are available and what did they include, also you can see redo steps in the same way:

kp_2016-11-16_21-43-07

Posted in Live progress, Screenshots | 5 Comments

Lasso tools for MapEd

Knights Province needs more content, including more maps.

Mapmaking takes a lot of time which is spent on repetitive tasks. Mountains, forests, stone fields and such.

There is a new tool now for these tasks – lasso selection with an automatic fill:

2016-10-31-forest

Testing how lasso selection translates to tiles

2016-10-31-forest2

Testing how lasso selection translates to vertices

2016-11-02-mountains

Automatic mountain

kp_2016-11-20_20-55-54

Automatic forest with decorations

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