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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
Fishermans house sketch
This is a new fishermans house sketch. Fishermans house has a few key elements. Firstly there’s a beloved boat, with which fisherman just can not part. Maybe an oar will appear next to it. The house itself is built on … Continue reading
Posted in Artwork
6 Comments
Live Progress #30 – Working on houses
Been working on houses for the past few days. Modelling, texturing and previewing. This is Fishermans house model I’m refactoring now, optimizing polycount, covering holes and fixing proportions. Now house area can be set from GUI, with handy chechboxes. P.S. … Continue reading
Posted in Live progress, Tools
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Tavern wip
I did not show you the Tavern art yet, right?
Posted in Artwork, Live progress
6 Comments
Backstage
For the last 2 months I’m completely occupied with RecastNavigation – porting and bugfixing, with addition of rigging now, which goes slowly .. very slowly. On the brighter side – here’s a little glimpse of whats going on behind the scenes (aka … Continue reading
Posted in Artwork, Sidenotes
9 Comments
Live Progress #29 – Recast Navigation lib is mostly ported, yay!
Majority of Recast Navigation code has been finally ported to Delphi. Now I can switch back to more NG-related things. Plan is to make a test tool that will load NG map and try to build a Recast NavMesh on … Continue reading
Posted in Live progress, Sidenotes, Tools
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Porting Recast Navigation to Delphi, wip
This thing is monstrous! Luckily it’s simple and does not use any advanced data structures or C++ trickery. State of the ported code: NavMesh building works (will probably replace it with our implementation anyway, cos it’s rigged well with the … Continue reading
Posted in Live progress, Sidenotes
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Pathfinding and unit interaction
Pathfinding and unit interaction (PUI) is a subsystem in the game responsible for most of the unit movements and interactions.
Posted in How things work, Live progress
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Making House more data-driven
Today’s houses got more data-driven. Now it’s XML that governs which units can be trained in School/Fort/Barracks. Neat when you want to rebalance it 🙂
Posted in Live progress, Sidenotes
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Sidenote on wares
Spent this weekend coding the new wares handling for the houses. Now all the houses (except Market) store their wares in the same manner. This allows to experiment with Store/Barrcks/Camp/Fort wares set much more easily then before, without need to … Continue reading
Posted in Live progress, Sidenotes
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1k Anniversary addon
There’s one item I forgot to include into the “1k anniversary” post. I did not made it to the previous post date, but now, a day later, it is ready.
Posted in Live progress
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