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- R. ter Haar on Cue in more diagrams!
- TCTS Studios on Working on new terrain highlights for the Map Editor
- Krom on F.A.Q.
- Jasper on F.A.Q.
- Burken on Wagon wheels animation turning out rather nice
Author Archives: Krom
Live progress #24 – Terrain got some Fog Of War
Since we are now in fair 3D, it’s time to use some clever tricks. One of such is terrain Fog Of War (FOW).
Posted in Live progress
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Live progress #23 – GUI changes
I’m a bit lazy to write news, but the coding and drawing goes on. Want to see some GUI improvements – proceed inside:
Posted in Live progress
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Drawing a button
Here’s an excerpt from last 1,5 hours that I’ve spent designing a button for NG. This button to be exact:
Posted in Artwork
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Drawing icons
Here I’ll try to explain how icons are being made for NG and why they are being made this way.
Posted in Artwork, How things work
3 Comments
Preliminary wares icons done
Just as planned – are all wares icons done. So far they are just preliminary sketches, but some are already looking nice. Proceed inside!
Posted in Artwork, Live progress
3 Comments
Yarn, Cloth and Cider
New wares ideas: Yarn, Cloth It has bugged me a lot to have skilled citizens cost the same as serfs – one gold chest. We can add new ware – Cloth. So that low-skill units (serfs, builders) cost just the … Continue reading
Posted in Ideas
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Working on ware icons
Developing a game without graphics is hard. For example, opening Storage house and seeing set of empty squares with numbers below – what are these invisible wares? That was irritating me for a long time, so at last I got … Continue reading
Posted in Artwork, Live progress
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Live progress #22 – Distilling water
Here’s what’s new from the last week: Multilevel water support has been added. So far it is quite limited – only 2 water bodies, but that can be easily upscaled to 4. On the screenshot below you can see there’s … Continue reading
Posted in Live progress
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Live progress #21 – Fog and performance
The biggest hit from the last weekend is an improved render, but lets maintain the order of events and start from top. Firstly there was a lot of work on the water shader and overall rigging of it with the … Continue reading
Posted in Live progress
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