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Category Archives: How things work
Substance Designer purchase
Thanks to monthly support from my patrons on Patreon I was able to purchase Substance Designer! SD is a tool for procedural texture generation. Those nice shingles, wooden beams, plaster and whitewashed walls, grass and lava. Guess what, instead of … Continue reading
Posted in Artwork, How things work, Screenshots, Tools
4 Comments
More player choice comes to missions in Alpha 11
A long ago requested feature from mapmakers and player is to have a choice in missions. It is coming to Knights Province Alpha 11. With this new feature missions can ask player in a convenient way to make some choice. … Continue reading
Posted in How things work, Live progress, News
8 Comments
Fish count display
Some time ago I was reworking fishing mechanics. Biggest flaw that had to be fixed – unnatural fish depletion. Now fish slowly regenerates. To make it work, waterbodies had to be made to keep track of their fish reserves. One … Continue reading
Posted in How things work, Live progress, Screenshots
5 Comments
Refactoring Neutral hand and alliances
Making AI to attack neutral aggressive animals (and their dens) proved to be more complicated than I thought. Why is that? Existing AI attacks work quite simple – AI has a list of attacks it needs to run at certain … Continue reading
Posted in How things work, Sidenotes
5 Comments
Food values
All Knights Province units need food to eat (well, except machines and animals). Otherwise they die of hunger. So dedicating a large portion of town to a food production is a good thing. But how much food is needed anyway? … Continue reading
Posted in How things work
8 Comments
Working on render quality – Part 1 (SSAO)
Goals Ever since the beginning of Knights Province project I wanted it to be visually pleasing. Slightly cartoonish style with bright colors, semi-realistic soft lighting and shading. Ambient Occlusion (AO) is one of those shading effects that add depth and … Continue reading
Posted in How things work, Live progress
7 Comments
Working on Caster unit navigation
Been working on unit navigation for Alpha 10. It is still very hard and complicated, but progress makes me happy. Made some terrain collision outlines generation code tonight:
Posted in How things work, Screenshots
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Fixing Delphi project compilation time
TL;DR: When compilation time goes out of hand – prune “uses” sections. Over the time the game`s EXE compilation time grew longer and longer. Today it clocked at 70sec! Of course codebase has also increased (~350kLoc now), but still it was weird, … Continue reading
Posted in How things work, Sidenotes
1 Comment
A dozen of ways to loose a unit
I’ve been categorizing and refactoring unit deaths in the game. Made this comment block in the code. Might be interesting for you to see it too: // Killing of a unit is done in 4 big steps // 1. KillUnit … Continue reading
Posted in How things work, Sidenotes
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Note on Knights Province animations and how they got better last week
Knights Province needs a lot of animations. They are essential to making the games’ world feel alive. Here’s how they work and how they just got better. Animations start with a skeleton rig. Rig is a description of how character skeleton … Continue reading
Posted in How things work
6 Comments