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- Kirsof on Knights Province Alpha 13 release with Multiplayer!
- The_Crow_ on Knights Province Alpha 13 release with Multiplayer!
- Krom on Closed testing for multiplayer starts now
- from steven -Gameplay Ideas Inspired by Knights and Merchants on About
- steven Corput on Closed testing for multiplayer starts now
Author Archives: Krom
Houses sketches
These are sketches of Knights Province houses. This sheet is composed of many (but not all) wip houses. Many houses are still missing. You may note that several houses are made by different artists, even more, some are duplicate because … Continue reading
Posted in Artwork, Live progress
17 Comments
Contributing
There is a new page on the site – Contributing. It explains what needs to be done before contributing to the project and lists kinds of contributions that the Knights Province needs.
Posted in News, Sidenotes
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Recap
This is a special post to recap what has been going on for the past 1,5 years. Media library: Artwork Development Screenshots A list of most notable posts since Knights Province devblog was started in late 2013. Many answers can … Continue reading
Posted in Early plans, News
3 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
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Sidenote sketch
Did this sketch while explaining over Google Hangouts to Jery how in-game cursor areas work:
Posted in Sidenotes
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Fooling around
Was fooling around the other weekend and over-painted this jolly Baker:
Posted in Artwork, Sidenotes
5 Comments
Cleaning up
Having hard time concentrating on a complex problem of navigation, so my mind starts to wander around getting up to speed to deal with that by doing minor bits and pieces. Right now – cleaning up the code: removing unused … Continue reading
Posted in Sidenotes
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Live Progress #33 – On Recast navigation
Unit navigation is one of the core systems of the game which effect almost everything: terrain, passability, unit interaction, fighting, city planning, houses, gui, resource mining, and other things. Since the dawn of ages we used so-called Tiled navigation. Terrain … Continue reading
Posted in Live progress
2 Comments
Live Progress #32 – Unit costs
I’d like to keep AI up to date because it can build towns in a very short time and that is a good simulation of the load put on CPU and GPU. As well a showcase of the games looks. … Continue reading
Posted in Live progress
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Live Progress #31 – Tavern Animated flag
Since last “live progress”, I did some more Tavern texturing and fixing and started with Fishermans. I’m not happy with basement stones layout and plaster texture, so I need to take a break before returning to them with fresh ideas. … Continue reading
Posted in Live progress
3 Comments