Author Archives: Krom

FAQ expansion

Thanks Anon for asking, I have expanded the FAQ page with more questions and answers! What kind of license this project will have, will it be open-source? What systems do you plan to release KP on? When is it going … Continue reading

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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.

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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

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Sidenote sketch

Did this sketch while explaining over Google Hangouts to Jery how in-game cursor areas work:  

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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

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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

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