Added soft shadows around game panels. Also made panels to come to front and overlap other panels when clicked:
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Added soft shadows around game panels. Also made panels to come to front and overlap other panels when clicked:
This weekend was devoted to getting back to the game
What has been done towards Alpha 7:
All in all that resulted in 73 commits, and now the game is at r4093.
I’m going through some busy times which put Knights Province development on a lower priority for now. Haven’t touched the game in 5 weeks and looks like won’t be touching for another few. On one side it’s a bad thing, because I’m loosing momentum and development schedule slips (Alpha 7 gets delayed). On the other hand there’s a good side – I will have a fresh look on the game when I get back to it.
Stay tuned for updates!
Did 4000th commit into Knights Province repository yesterday – another milestone! đŸ™‚
Took me some 2,5 years.
This week I was working on new fighting mechanics for Knights Province. I want fights to be a little less random. Hence units will have a lot of hitpoints and proper damage range.
Should these numbers show to a player? We’ll see about that later )
This weekend I spent at one of my favorite activities, which I turn to very rarely – painting textures. Here is wall side texture – at ~70% done.
I’m painting in Photoshop at x4 scale and then resize the image to actual size. Second window is helping me see overall image lighting and details (how they will look in actual size).
This is how texture looks mapped onto a wallside decal model:
And this is in-game shot:

You can notice how grass texture pixels appear here and there on the wall. This is deliberate, to make the wall to blend in with the surroundings. On dirt or wand there will be dirt or sand pixels respectively. I’m still uncertain about stretched pixels on wall teeth – terrain textures are mapped planar. Will see about that later (maybe I could simply disallow terrain textures on decals if the stretching is more than e.g. 300%).
For today’s improvement I have added textures reuse.
All terrain decals are different models. For example road decals are 6 different models (having 0 – 4 connections to neighbors in different configurations). Each decal now has UV texture of the road. Which lead to one common texture being loaded 6 different times.
Now with textures reuse – all road decals reference one single texture.
P.S. I’m not quite happy with the road texture, it is likely to be changed before Alpha 7.
Been working on water shader improvements. Sky reflection in water looks weird, if there’s no sky texture:
P.S. Don’t look on FPS – it’s from my older PC with old GPU.