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Author Archives: Krom
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
Alpha 10 is entering “work in progress” stage, where it has its features mostly done. This stage usually runs for several months while I’m polishing features (and adding smaller new ones). Come by and take a stab at it in … Continue reading
New features development on Alpha 10 is nearing its completion (more on that in articles end). Here I would like to list and explain features that went into it: Particle effects Smoke, dust, fire and mist effects were added to … Continue reading
Goals Ever since the beginning of Knights Province project I wanted it to be visually pleasing. Slightly cartoonish style with bright colors, semi-realistic soft lighting and shading. Ambient Occlusion (AO) is one of those shading effects that add depth and … Continue reading
I’ve finally set up Patreon page for Knights Province! Patreon is a site that allows to collect monthly donations to support and sponsor projects and people. I’ve been asked a lot about setting up donations for the Knights Province. Finally … Continue reading
One of the features I’m working on for Alpha 10 is particle effects. Those include smoke, dust, fire, mist and others. Here are some early particle tests from dev tools: Faced difficulties included writing a shader for billboard particles (so … Continue reading
Been working on unit navigation for Alpha 10. It is still very hard and complicated, but progress makes me happy. Made some terrain collision outlines generation code tonight: