Today was one of the most productive days in a few weeks – Caster shows some good results for massive counts of agents:
Today was one of the most productive days in a few weeks – Caster shows some good results for massive counts of agents:
Problem with agents pushed into unwalkable areas seems to be fixed – instead of trying to keep the on walkable, wrote a “push back to walkable” function.
Now to the next problem – pathfinding!
P.S. Navigation calls units – agents, sounds neat. Agent “Serf” bringing stone to agent “Builder” 😉
Let’s see a bit about Caster navigation state:
Whats right:
Whats left:
Once these issues are dealt with, Caster needs some testing in real-life scenarios in KP and then, hopefully, Alpha 4 will come out 🙂
Reimplementing the algorithm with critical thinking over every procedure seems to be working well. Agents already avoid and push each other out of the way. And the best part – I know why they do so now.
A little sneak peak into the internals:
On the picture rightmost agent was staying idle and 2 agents from the left are on their course to walk to the purple dot. Each agent samples a square area in front of him (1024 points, for better debug display). Red shows where agent should not go (due to being off-way or on a course to collide with another agent). Green is preferred. White dot is the best way agent chose to go.
RecastNavigation port did not work out as well as I expected. Area costs do not always work, agents get stuck, paths are sub-optimal. Now working on writing my own Caster Navigation (see the anagram 😉 ) following Recast steps with a grain of salt.
Just a small fog of war update. Trying to fix the units/houses/minimap missing on a small group of players.
Update: Alpha 3.07+ should be ending the fog of war issues now.
Knights Province Alpha 3.08
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Alpha 3 is here and it has something new!
There are many ideas for the Knights Province that revolve around the checkpoints (CP) on the map. Perhaps I should explain what CPs are first. CPs are points on the map that could be used by the player to his advantage. For example a stash of resources, or a neutral house or a trading post. A distant mountain with a gold deposit is also a CP. All these are using the same mechanic – something that player would like to take advantage of and something that is outside of players base.
One of the problems with CPs is need to transport wares to/from them. And now we are enclosing the Alpha 3 special feature – wagons! Wagons are required for almost any CP activity. Be it loot, transport, exchange, etc.
To start from something (note, any details can change in the future) wagons can not be built, look schematic, can take on board up to 10 of some ware and transport it without roads to a destination point.
There is still a lot rigging to do to make the wagons fit into the game. For now there can be spawned up from the map script, filled in only with wood and cannot be unloaded except by thedynamic script. Alpha 3 includes the test map with that functionality employed, called “Alpha Wagon”.
As usual there is a bunch of bugfixes and smaller improvements:
And a download link:
[Download not found]List of upcoming bugfixes:
The main feature of this release is smooth real-time fog of war (FOW). Unlike previous version, this FOW is computed on GPU and is updated every frame, syncing back to the games logic every now and then. You can clearly see its benefits in smooth revelation circles, which are looking especially smooth in motion. Screenshot can show only a fraction of it:
Since this new FOW is a brand new feature I’m especially interested in bugreports and feedback about it.
Knights Province Alpha 2
Alpha 1 receives yet another update. The biggest change (apart from many bugfixes) is temp display of unit types icons:
Once again larger portion of changes is dedicated to bugfixes. Here’s the list:
+ Units are not visible along right/bottom map edges
+ In the map editor u can’t rename the map, u can write new letters but you can’t delete letters
+ MapEdit: Player Settings -> Reveal Fog -> Reveal All option does not store state or does not read the state
+ MapEdit: Village planning -> AI Defence options -> AI defence position crashed the game
+ MapEdit: Player Settings -> Reveal Fog -> Reveal a portion of the map causes game crash (ERangeError)
+ Empty list of savegames in game
+ Unit selection breaks up after linking one group to another
– MapEdit: Extra -> View Pass-ability slider crashes game (could not reproduce)
Download: Knights Province Alpha 1.06