I’m really excited to have Knights Province Steam page registered!
It took a while, but finally it’s there. So far only a page. There’s no known release date and no “Early Access” there yet (you know where it is ;-)). The game is listed as “coming soon” and it means ~2024-ish or so, given solo development tempo xD.
So .. add the Knights Province to your wishlist and keep on following the project in here, on Discord, Patreon and now on Steam!
A long ago requested feature from mapmakers and player is to have a choice in missions. It is coming to Knights Province Alpha 11. With this new feature missions can ask player in a convenient way to make some choice. No more “enable this house repair to get A and train a scout to get B”.
Let’s explore the details. This is how the typical script for the interactive messages going to look like:
procedure OnMissionStart; begin Actions.PlayerMessageWithButtons(-1, 'MessageWithButtons prompting player to choose an option', ['Option 1', 'Option 2'], [1,2], True); end;
procedure OnScriptButtonClick(aPlayer: Integer; aTag: Integer); begin Actions.PlayerMessageOpen(-1, 'Player ' + IntToStr(aPlayer) + ' has chosen button #' + IntToStr(aTag) + ' how cool is that!'); end;
The script above has 2 main parts: message instantiation and click event handler. Instantiated message looks like so, with up to 8 buttons for now:
When a button gets clicked, the message closes itself and sends an event to the script. In our example we just show another message with the event arguments, but mapmaker can write any other script (give wares, destroy houses, spam enemies, reveal fog of war, proclaim victory or defeat and much more):
And now to some technical details for mapmakers – click event has to be separate from the message instantiation (aka asynchronous) because of several reasons:
Dynamic script occurs within the main game update loop, which is separate from UI loop. This means that script can request a message to be shown, but the message can be shown (and processed) only after the game tick is done.
All player input has to go through recording mechanism (which is required for replays) and that mechanism basically works as <game update> <player input> <game update> <player input> … Since button clicks are player input, then need to go into the next tick.
Messages can be blocking (modal) or non-blocking. With non-blocking messages player can click the buttons at any time later in the game (or do not click any of them at all).
Since messages do not get deleted, player can click the same button over and over again. Emitting the click event again and again.
Last, but not least – given multiplayer architecture, player input needs to be sent to all other players and acknowledged before it can be executed. This can take up to several dozens of ticks
Finally, this is just a prototype. If all goes well, choice and interactivity can become much more sophisticated. Dialogs, other kinds of controls (text inputs, checkboxes, etc.), controls in the overlay area, etc.
Some time ago I was reworking fishing mechanics. Biggest flaw that had to be fixed – unnatural fish depletion. Now fish slowly regenerates. To make it work, waterbodies had to be made to keep track of their fish reserves. One additional benefit is that building a dozen of fisherman’s houses would not increase overall catch amount, but only affect speed at which fish gets caught.
Having this mechanics for a while, made me realize that I’m not entirely happy with it, but can not put a finger on what exactly feels wrong. From game mechanics point of view, it works as it should – providing good starting nutrition source that is slowly depleting, but never too much to cause Fishermans houses demolition to be a good move. Mechanic itself is a bit less clear, fish count increments are a bit vague, but still on par with old approach. UI display – that’s what requires the most attention and work!
Current display (numbers on terrain) was totally unnatural for the games visual style and has to be reworked. But how? The idea is to mix a heatmap with a fluid. Let it be a bit vague and flow-like.
These are work-in-progress shots. First attempts at visualizing fish-count with a very blurred texture sharply cut at certain value and filled uniformly red. Done in special preview-tool dedicated to water effects:
Checking that all the tiles align well between texture and the terrain:
Two separate layers, to indicate higher fish density:
First in-game shot:
Tweaking transparency and density:
Fish can not be caught anywhere nut the shoreline, so it makes sense to show the effect only there. Also trying out different scale – looks interesting, but too noisy. The water should be calm:
Applying Fog of War effect
Trying out fish-count effect without blur – looks good for a Minecraft clone:
Again more tweaking:
Forgot to disable texture tiling:
This is how the final effect looks:
You can check this and other new features in the wip versions of Knights Province available at https://discord.gg/cEwJFSY
The system is hierarchical – there are top-level “Global” hotkeys that work everywhere (e.g. opening dev menu with F11), lower level hotkeys that work in the game/maped and lowest-level ones that work only in gameplay/replay.
Army hotkeys were rigged, but I havent mapped default values to them.
There are also 2 new MapEd hotkeys to bring decals and map objects palettes now:
Making AI to attack neutral aggressive animals (and their dens) proved to be more complicated than I thought. Why is that?
Existing AI attacks work quite simple – AI has a list of attacks it needs to run at certain times (or periods), which are “nearest unit”, “nearest house”, “go to location”. Then AI checks if it has enough troops and launches the attack. To this time, I have planned for neutral hand to own both inert and hostile animals and houses. Which means that in order for AI to attack “any” enemy, it needs to check all enemy hands assets and also to check all neutral hand’s assets individually (to pick only hostile ones). Which is sub-optimal both from programming and from code-design point of view (especially the “individual” alliance setting).
Hence I’m looking into splitting neutral hand into two separate hands: inert and hostile, so that alliance settings between hands become simple again (either “ally” or “enemy”). Rules go like in order of priority:
Hand is always ally to itself
Neutral Inert hand (Ni) will be ally to anyone
Neutral Hostile hand (Nh) will be enemy for anyone (except self and inert)
All other alliances are governed by mapmaker and mission setup (except listed above)
And I get rid of that temp “it depends” alliance setting )
New problems arise though. Currently in Game and in MapEd all hands are tightly packed and each hand can be of any type atm. It’s a good time to fix this too. E.g. you can have 1 human hand and 7 separate neutral hands. Which is a waste of space really. Now there needs to be up to 2 different neutral hands – Ni and Nh (if hand has no assets it gets skipped). Still tightly packed on save and always on the right side of the hands palette in MapEd. Reordering hands is a bit complicated since hands hold a lot of cross-references (e.g. Goals/Objectives/Alliances/etc). Processing example goes like so: load a map into MapEd with 1/2/3/Nh hands. Append 8 more hands. Make the last hand Ni. Swap hands around for Ni and Nh to occupy the 11th and 12th slot. Do the map editing. Remove hands without assets before saving.
Another complication: previously I stored hand type in 2 fields in mission data: allowHuman and allowAI. 4 combinations of which described 4 hand types that were – Human, AI, Skirmish and Neutral. Now 5th type is needed, to split Neutral. For that I’m planning to add allowNeutralType flag/command.
There are other minor issues of course (and some bigger ones I haven’t stumbled upon yet), but overall I’m feeling confident and happy about this refactoring – it will make things a bit more complicated in one small area (Ni and Nh management),but much more simple in other broader areas (since larger parts of the game work with alliances).
Particle effects (smoke for houses work, smoke for damaged houses, dust effects for plans placement and for house destruction, emitters that could be placed on terrain in MapEd (e.g. mist).
SSAO (aka prettier lighting)
New custom antialiasing (FXAA2 and FXAA3.11 partially)
Smoothed out unit animations
Revised house-placement (Trees and other objects block house placement from all 4 sides now, Added house plan icon showing where the road for the entrance needs to be)
Imported more unit models and animations
New maps from 2018 mini-competition
Allowed builders to uproot trees and small stones
Revised fish-catching
Quick unit/house selection panel in game UI on the right (Ctrl+1//0)
Revised wind effects to act uniformly on flags, particles and map objects
Expanded undo/redo in MapEd (units, houses, etc.)
Unified main menu and gameplay options pages
Separate volume controls for sounds (alerts, effects, menu)
New map decoration objects – stockade fences
Revised and fixed house unlock order
Reworked AI
Revised food nutritious values
Sound for messages opened and closed
Displaying proper music titles in options menu
And as always a whole lot of bugfixes and smaller improvements
Mini-competition is over and I’m happy to announce the results!
We have 5 maps in the competition:
“Hodor” by Thibmo
“Longfingers Legacy” by Klassix
“Winter Stand” by Krom
“Xmas Tree Combat” by DarkianMaker
“Man Versus Man Versus Beast” by Eduardo Beltrame
Hodor
Score 22.
Comments from judges:
Nice skirmish map
Nice map but approaches to camps are very wide for the size of the map
Longfingers Legacy
Score 22.5.
Comments from judges:
Very much like the details and usage of game assets
The maps looks OK, but please, less copy-pasta!
Would work well for a competitive map but could do with some more asymmetry. Could also do with a natural expansion of sorts for players to compete for
Winter Stand
Score 24.
Comments from judges:
The map looks great, nice addition for sure. Personally I would enjoy iron being available, though not all maps should have iron.
A lovely asynchronous map, but the river choke point is really too narrow for a proper fight against a defender
Xmas Tree Combat
Score 21.
Comments from judges:
Minimap and the whole idea look very nice to me. Simple and fun )
Very obvious X-mas reference. Haven’t seen a pure battle map yet, brings back KaM memories, bonus points for that. 🙂
Man Versus Man Versus Beast
Score 21,67.
Comments from judges:
Unusual experimental map!
A very chaotic but interesting map, think it could’ve done with some more playtesting though
The amount of wolf dens…. wow. Interesting concept, too. But does need polishing.
Winners and prizes are:
1st place with score 24 – Winter Stand by Krom
2nd place with score 22,5 – Longfingers Legacy by Klassix (awarded Steam game of his choice (up to 15$ or equivalent))
3rd place with score 22 – Hodor by Thibmo
All participants with maps scoring 20 or more – awarded with a small Steam game by Dah, called “You Can(Not) Survive”:
Due to lack of time and small number of maps sent in, competition is prolonged till next week – 30 Dec!
Winter is coming along with Alpha 10 of the Knights Province! Let’s celebrate this with a competition! Task is simple – create an addon map for the game using built-in map editor (and optionally, dynamic scripts). Submit the map until December 23rd 30th. Await for results and get your prize soon after.
Participation rules:
New single-player map (can have support for upcoming skirmish/coop play)
Each map will be judged by the jury (DarkianMaker, Krom, Lewin, Maps, Thibmo). Map with the most points – wins. Points will be awarded in the following categories:
Visually pleasing design (up to 10 points)
Gameplay (up to 5 points)
Detalization (map objects, emitters, etc.) (up to 5 points)
Quest elements (dynamic script) (up to 5 points)
NewYear/Christmas references (up to 3 points)
Support for skirmish/coop play (up to 5 points)
Prizes are:
Scores 20 and above – small Steam game from community member Dah. Mention on the games website
3rd place, small Steam game, mapmakers role on Discord channel
2nd place, small Steam game, mapmakers role, Steam game of your choice (up to 15$ or equivalent)
1st place, small Steam game, mapmakers role, Steam game of your choice (up to 25$ or equivalent), attribution in map description as mini-contest winner
FAQ
Feel free to ask for clarifications, they will be answered here.