Live Progress #34 – House animations

Been working on several things this week:

  • refactoring maps scanner to allow to delete maps from the main menu. With the amount of test maps and builds, they quickly get outdated and need to be cleaned up once every while;
  • rigging RecastNavigation tester to allow to edit more of the agents parameters on-the-fly and clocking test cases. To my disappointment RN is still very raw;
  • workplans editor form, so far in preview mode, to allow to view all the workplans in the game and the time they take in game ticks. Will be very helpful later on when balancing production chains;
  • as usual – more refactorig, bugfixes and planning;
  • and finally, made the house animations proof of concept. Here’s the first house animation – Windmill blades at 5 rpm (in game they do):

2015-05-04 mill blades

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Knights Province new home

Thanks to help from Lewin and Tom, Knights Province has a new home at:

www.knightsprovince.com

Along with that KP also got an official e-mail address:

contact@knightsprovince.com

Update your bookmarks 😉

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FAQ expansion

Thanks Anon for asking, I have expanded the FAQ page with more questions and answers!

  • What kind of license this project will have, will it be open-source?
  • What systems do you plan to release KP on?
  • When is it going to be ready/released?
  • What is KP connection with KaM Remake?
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Houses sketches

These are sketches of Knights Province houses.

Houses

This sheet is composed of many (but not all) wip houses. Many houses are still missing. You may note that several houses are made by different artists, even more, some are duplicate because the design was not fit for the game. It takes time, trial and error to arrive to the final design. Almost all houses will change along the development and conversion to 3D. You can read more about the process of creation of individual sketch in this article.

Posted in Artwork, Live progress | 17 Comments

Contributing

There is a new page on the site – Contributing. It explains what needs to be done before contributing to the project and lists kinds of contributions that the Knights Province needs.

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Recap

This is a special post to recap what has been going on for the past 1,5 years.

Media library:

A list of most notable posts since Knights Province devblog was started in late 2013. Many answers can be found in these:

Despite amount of time spent, the game has just crossed the Alpha stage. So I hope to release an Alpha Preview in next few months. Stay tuned!

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Tweaking Recast Navigation

Recast Navigation is working better and better. It’s still far from being a replacement to our old and trustworthy Tiled, but major porting and rigging problems seem to be resolved now. What remains are inherent RN issues, one of which are deadlock situations. Those I’ve been dealing with for the past few days.

Continue reading →

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Sidenote sketch

Did this sketch while explaining over Google Hangouts to Jery how in-game cursor areas work:

explaining-cursor-areas

 

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Fooling around

Was fooling around the other weekend and over-painted this jolly Baker:

baker2

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Cleaning up

Having hard time concentrating on a complex problem of navigation, so my mind starts to wander around getting up to speed to deal with that by doing minor bits and pieces. Right now – cleaning up the code: removing unused commands, parameters and variables.

P.S. Just did the 1400th revision to the NG repository 🙂

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