Implementing stockpiles into the game:
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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?
Now let’s see how Knights Province handles that:
Could we do better than that? What other kinds of storages we could use?
Alpha 7.1 has been updated.
I have got a lot of crashreports with error in “TFormViewport.UpdateUI” function. They were caused by accessing freed memory. This update fixes it.
New version is Alpha 7.1 r4421
Download links remained the same:
Knights Province Alpha 7.1 (7z package)
[Download not found]
Alpha 7.1 features a dozen of bugfixes and improvements (updated to r4382).
Download links:
Knights Province Alpha 7.1 (7z package)
[Download not found]
Full list of changes below:
So far Alpha 7 works out quite well. Collected only half a dozen of crashreports, mostly related to GPU drivers. There are couple of recurring bugreports that I would like to address: Continue reading
Alpha 7 is finally ready!
It took a long time, but the list of improvements is also long:
This is still Alpha, there are likely a lot of bugs, flaws, incomplete things, broken mechanics and such.
Build has been updated to r4320 (crashreporting was missing)
Download links:
[Download not found]
or
Knights Province Alpha 7 (7z package)
Today was a productive day for small fixups:
Now the game is at revision 4260
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 bones are located and which of the characters parts they affect. Typical character rig in Knights Province consists of ~20 bones. 20 is a good compromise between animation visual quality (more is better), animation cost (less is cheaper) and game’s performance (less is faster). Typical rig looks like this:
Smoothed house and unit animations. Where they were sampled at 30fps and nearest frame was picked to render, now the render shows interpolation result between two frames (article will follow later).
Did a lot of work on refactoring old code, simplifying and cleaning out. Moved code bits around for better and more logical layout.
AI parts responsible for choosing a house to build got structured better.