Author Archives: Krom

Parallelization

With more content in the game (units, houses, terrain textures) the game loading got noticeably slower. Being able to launch the game and check the changes as quickly as possible is critical for early development. It disrupts the workflow a … Continue reading →

Posted in How things work | 2 Comments

Grass is coming

First look at terrain textures in game:

Posted in Sidenotes | 7 Comments

Terrain textures

Past two weeks I have been experimenting with terrain textures for Alpha 7. I have a special tool to preview just one terrain tile – it makes experimenting and tweaking much simpler and faster. For example I have taken 4 … Continue reading →

Posted in How things work, Live progress | 2 Comments

Town Tutorial challenge

Thimo has posted a challenge on the forum – who can beat his time in Town Tutorial: topic

Posted in Events | 10 Comments

Alpha 6.3 bugfixes

Thank you for reporting bugs! Following bugs have been fixed: Crash on startup caused by terrain shaders (“const vec2 poissonDisk[16] = vec2[](“) Fixed Cidermakers and Brewery offsets Crash on ending missions with captured wagons Sorting SP maps by title and … Continue reading →

Posted in Downloads, News | 18 Comments

Alpha 6.2 bugfixes

List of bugfixes in Alpha 6.2: Crash when placing Fishermans near right/bottom edge of the map Crash when entering selected wagon into Camp Selecting Wagon in MapEd caused a crash Builders won’t repair damaged houses Fighting Back mission victory condition … Continue reading →

Posted in Downloads, News | 10 Comments

Alpha 6 is out – shadows and skirmish!

I’m happy to announce that Alpha 6 is out! Alpha 6 features improvements both in graphics and gameplay. Along with usual expansion of graphics content, the game has got quality improvement – dynamic shadows. Gameplay got improved with introduction of … Continue reading →

Posted in Downloads, News | 4 Comments

Changing AA lead to a crash

Alpha 5 has a bug that is responsible for almost half of its crashreports: For reasons, Windows does not allow to change windows pixel format more than once (something about it being more complicated than destroy and recreate the window). … Continue reading →

Posted in How things work | 10 Comments

Warriors got icons

Spent today’s morning making missing icons for warriors: Citizen icons got tweaked a bit too. Shoulders got wider and pose became bit more self-confident.

Posted in Artwork, Live progress | 2 Comments

Experimenting with terrain

Been experimenting with new terrain types and transitions yesterday: Not sure if they will stay like so though. I plan to update terrain rendering in next versions (to add support for textures among other things).

Posted in Live progress | Leave a comment