Live Progress #30 – Working on houses

Been working on houses for the past few days. Modelling, texturing and previewing.

This is Fishermans house model I’m refactoring now, optimizing polycount, covering holes and fixing proportions.

2015-01-15 house area

Now house area can be set from GUI, with handy chechboxes.

P.S. Fixed a couple more bugs in the games code, for smooth in-game previewing.

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Tavern wip

I did not show you the Tavern art yet, right?

Tavern

Tavern sketch by Roman

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Backstage

For the last 2 months I’m completely occupied with RecastNavigation – porting and bugfixing, with addition of rigging now, which goes slowly .. very slowly.

On the brighter side – here’s a little glimpse of whats going on behind the scenes (aka Krom bought a color laser printer)

IMG_20141227_203300

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Live Progress #29 – Recast Navigation lib is mostly ported, yay!

Majority of Recast Navigation code has been finally ported to Delphi.

2014-12-14 Recast Navigation Demo

Now I can switch back to more NG-related things. Plan is to make a test tool that will load NG map and try to build a Recast NavMesh on top of it, much like the demo above, but with an NG map instead of demo level.

2014-12-14 Preparing for Recast NavigationHere on the screen is the first step of it – making a polymesh to feed into RecastNavigation navmesh generator.

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Porting Recast Navigation to Delphi, wip

This thing is monstrous! Luckily it’s simple and does not use any advanced data structures or C++ trickery.

State of the ported code:

  • NavMesh building works (will probably replace it with our implementation anyway, cos it’s rigged well with the AI),
  • Pathfinding over said NavMesh works (and that’s very nice),
  • Crowd simulation – heavily wip.
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Pathfinding and unit interaction

Pathfinding and unit interaction (PUI) is a subsystem in the game responsible for most of the unit movements and interactions.

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Making House more data-driven

Today’s houses got more data-driven. Now it’s XML that governs which units can be trained in School/Fort/Barracks. Neat when you want to rebalance it 🙂

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Sidenote on wares

Spent this weekend coding the new wares handling for the houses. Now all the houses (except Market) store their wares in the same manner. This allows to experiment with Store/Barrcks/Camp/Fort wares set much more easily then before, without need to worry about special cases like “if ware is wtAll and house is htStore then ..”.

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1k Anniversary addon

There’s one item I forgot to include into the “1k anniversary” post. I did not made it to the previous post date, but now, a day later, it is ready.

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1k Anniversary

NextGame was born around a year ago. It’s time to summarize a little.

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