New unit training mechanics for Alpha 8

I’ve almost rigged new unit training mechanics in Knights Province this weekend!

Cottages will generate new unit type over time called, (for lack of better title) – Blank.
Training citizen in School costs 1 Blank unit (no gold required yet?).
Blanks, Serfs and Builders occupy space in Cottages, so over time you need to build more of them.

Barracks train units as usual, but take Blanks instead of Recruits.
Recruits are removed from the game.
Towers will take an archer or melee warrior into them (each providing own bonus to tower strength).
Oh, I got an idea, I can reuse Recruits model for Blanks now )

At the moment, it’s 20 slots per cottage.
I’d say a typical town would need 5-7 of them. It all should be (and will be) balanced later on.
Building Cottages near School means Blanks will walk into School sooner and train faster.

Camp houses some units too, so that player could train citizens before building 1st Cottage.

So, you end up with Blanks not working but eating food unless you balance the number of cottages.
And if you want to grow fast you just build some Cottages and have to wait for blanks to appear? A bit less control over population growth.

Also now you can stack training orders in School, ordering up to 10 units of same kind in one training request.

I think Blanks can appear from cottages faster when cottage is near-empty.
That would be good. It would also help with recovering from your village being attacked.
So building one Cottage will generate 1 Blank per 15 sec, then after 10 Blanks it slows down to 1 per 30sec maybe.
However it’s getting complicated when unit is killed – which Cottage to take him out from – one with most or fewest habitants?

I’m also removing SheepFarm/Clothmakers/Cloth from the game, they did not fit in well.

Posted in Ideas, Live progress | 24 Comments

New map terrain

Finally decided to implement default terrain selection in new map menu.

map_ed_new

Table on the right will show all available terrain surfaces.

There are 2 issues remaining to solve:

  • Menu does not have terrain textures loaded, so there’s nothing to show as “terrain icons”. Working around that to find the best solution might take some time.
  • New map generation does not expect to be told which terrain to use. This will be trivial to fix. (fixed on 24/01)
Posted in Live progress | 5 Comments

Whats new with Knights Province?

It has been 2 months since last progress report. Hopefully new post will come up much sooner than in April =)

Most importantly – development goes on! I’m still finding time every few days to work on the game, write code, think through ideas, discuss about the game, reply to emails and Skype.

Last week HeavyBrain has made 2 more units – Baker and Carpenter:

baker_wipcarpenter

Animating them is a separate task, which may be delayed till Alpha 9 or later. You can notice, that models look a bit different compared to previous units, mostly due to several months span in between making them. At some point I’m going to line up all units and color-correct re-paint details to make them more uniform.

The only remaining citizen unit without a model is Tailor. I’m not sure if he will remain in the game “as is”. There are still doubts about how units get trained/hired in School/Fort/Barracks and wares they require (Cloth, Gold).

Alpha 7 touched unit-hiring topic lightly with introduction of Cottage houses. Intent is to generate serfs for free in Cottages and then train/hire them in School/Fort. I plan for Alpha 8 to fully feature this idea.

Posted in Live progress | 4 Comments

Improved undo/redo menu

Undo/Redo menu got its own mini-form now, so now you can see what undo steps are available and what did they include, also you can see redo steps in the same way:

kp_2016-11-16_21-43-07

Posted in Live progress, Screenshots | 5 Comments

Lasso tools for MapEd

Knights Province needs more content, including more maps.

Mapmaking takes a lot of time which is spent on repetitive tasks. Mountains, forests, stone fields and such.

There is a new tool now for these tasks – lasso selection with an automatic fill:

2016-10-31-forest

Testing how lasso selection translates to tiles

2016-10-31-forest2

Testing how lasso selection translates to vertices

2016-11-02-mountains

Automatic mountain

kp_2016-11-20_20-55-54

Automatic forest with decorations

Posted in Live progress, Screenshots | Leave a comment

Stockpiles

Serfs will collect wares from Stockpiles in Alpha 8:

kp_2016-10-26_14-39-22

Posted in Live progress, Screenshots, Sidenotes | 5 Comments

3 years

Knights Province has been in works for 3 years now. Just wow ..

Posted in Sidenotes | 11 Comments

Implementing stockpiles

Implementing stockpiles into the game:

kp_2016-10-07_07-50-44

Posted in Live progress, Screenshots, Sidenotes | 3 Comments

Thoughts aloud on storage

Why do we ever need storages? Every extra resource spending its time in storage is just dead weight. Even worse, every time resource gets brought to and then taken from storage costs extra time and needs some unit to perform. In efficient economy resources get converted to target product continuously.

Why do we still need storages?

  • Firstly we need them for startup resources. Self-sustained town is our goal, but we still have to start somewhere. Growing a town from just a “seed” is a great fun.
  • Buffering. No matter how good and balanced the town production chains are, there are still times when resource production is stalling (e.g. when worker goes to eat). For these cases we need to keep supply busy and temporarily buffer resources somewhere – up to 5 items fits in each house, for more, additional storage is needed.
  • Avoiding running costs of resulting products. Army is a product of economy in RTS games. Unlike many other games, Knights Province army has a running cost – it needs food. Keeping army in “disassembled” state, in form of warfare and not trained recruits saves us food.

Now let’s see how Knights Province handles that:

  • Camp is a startup resources storage – it holds just the bare minimum to get the town-building up and running. Providing buffering for early resources.
  • Each house is a small storage in itself, with up to 5 resources in input and output.
  • Store is a pure buffer – it smooths out resources production and consumption flow of advances wares.
  • Fort and Barracks are resource storages. They hold resources ready to be transformed into warriors.

Could we do better than that? What other kinds of storages we could use?

  • Wagon is a mobile/bonus/pickup storage. Basic form is already implemented. Further development might allow for wares transportation by players command (e.g. PvP trade).
  • Resources laying on ground, that could be picked up by serfs. This is actually pretty interesting idea that allows for building a town from scratch. Resources could be brought to roads/houses building sites in advance without being lost. Serfs could lay down unneeded wares on ground instead of throwing them away them. Some interesting dynamic script mechanics could appear (e.g. wares spawn in the center of the map and players must compete to collect them with Serfs or Wagons.
Posted in Ideas | 5 Comments

New perspective

Implementing house rotation and viewing game from new perspective:

kp_2016-09-25_15-30-29

Posted in Live progress, Screenshots, Sidenotes, Uncategorized | 10 Comments