Author Archives: Krom

Note on Knights Province animations and how they got better last week

Knights Province needs a lot of animations. They are essential to making the games’ world feel alive. Here’s how they work and how they just got better. Animations start with a skeleton rig. Rig is a description of how character … Continue reading →

Posted in How things work | 6 Comments

r4186 – Interpolating animations and refactoring AI

Smoothed house and unit animations. Where they were sampled at 30fps and nearest frame was picked to render, now the render shows interpolation result between two frames (article will follow later). Did a lot of work on refactoring old code, … Continue reading →

Posted in Live progress | 2 Comments

GUI improvements for upcoming Alpha 7

Added soft shadows around game panels. Also made panels to come to front and overlap other panels when clicked:

Posted in Live progress, Sidenotes | 6 Comments

Getting back to the game

This weekend was devoted to getting back to the game What has been done towards Alpha 7: Allowed to select enemy and neutral houses and units and see their generic info Added entrance element to house plans fences Added neutral … Continue reading →

Posted in Live progress | 3 Comments

Lower priority

I’m going through some busy times which put Knights Province development on a lower priority for now. Haven’t touched the game in 5 weeks and looks like won’t be touching for another few. On one side it’s a bad thing, … Continue reading →

Posted in Sidenotes | 5 Comments

4000 commits, yay!

Did 4000th commit into Knights Province repository yesterday – another milestone! đŸ™‚ Took me some 2,5 years.

Posted in Sidenotes | 9 Comments

Reworking fighting mechanics

This week I was working on new fighting mechanics for Knights Province. I want fights to be a little less random. Hence units will have a lot of hitpoints and proper damage range. Should these numbers show to a player? … Continue reading →

Posted in Ideas, Live progress, Screenshots | 21 Comments

Wallside texture

This weekend I spent at one of my favorite activities, which I turn to very rarely – painting textures. Here is wall side texture – at ~70% done. I’m painting in Photoshop at x4 scale and then resize the image to … Continue reading →

Posted in Live progress, Screenshots | 5 Comments

Light texture optimizations

For today’s improvement I have added textures reuse. All terrain decals are different models. For example road decals are 6 different models (having 0 – 4 connections to neighbors in different configurations). Each decal now has UV texture of the … Continue reading →

Posted in How things work, Live progress, Screenshots | 7 Comments

Working on UV mapped decals

Working on combining terrain textures and UV mapped decals:

Posted in Live progress, Screenshots | 2 Comments