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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
Live progress #6 – breeding pines
NextGame has got some growing pine trees today. This was not a small bit, here’s why:
Posted in Live progress
6 Comments
Gallery section
Gallery has been added – there you might see pictures from the articles and hopefully some new ones will be added soon.
Posted in Site
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Live progress #5 – tile overlays
Today I’m going to explain how overlays are intended to work in NextGame. In NG terrain consists of 3D tiles that are morphed to follow the heightmap. Overlays are 3D models of special tiles “upgrades”. They are morphed too and … Continue reading
Posted in Ideas, Live progress
3 Comments
Tile engine in 3D
Converting games from 2.5D to 3D is simple – make a terrain, put some 3D houses and units, setup perspective projection camera. Game logic still remains the 2D. Starting from the top – is it really that simple to make … Continue reading
Posted in Early plans
2 Comments
Live progress #4 – throwing old stuff away
Today’s went under the “Throw away old stuff” flag. Since the code is our property and art assets are mostly not, they all have to go. The process has started a few months ago already, but today it was mostly … Continue reading
Posted in Live progress
6 Comments
Live progress #3 – tile surfaces editing
Tileset surfaces got some improvements. Now they are stored in XML instead of hardcode (which allows for handy editing in a Notepad). Of course XML is slower to parse, but for development we need it to be easy to edit. … Continue reading
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Neat advantage of 3D
3D models have many advantages over 2D sprites, (and drawbacks too), but when it comes to little details, 3D has a neat one – we can change how a unit model looks and that change is propagated throughout the game … Continue reading
Posted in Early plans, Sidenotes
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Live progress #2
Spent a few hours on refactoring the code to modern Delphi standards. The language has noticeably improved in last decade. New iterators, generics, lambdas, other fancy buzzwords. It appears though, some of them are very handy and speedier!
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Adding FAQ
Added a new section, there are few questions there yet, so feel free to ask what interests you in comments!
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Live progress #1
With this short note I’m going to start posting updates on project development, big and small. Last week I was redoing the tile morpher algorithm (once again) and it seemed that this time it will finally work (not for the … Continue reading
Posted in Live progress
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