Author Archives: Krom

Artwork 2

Looking at neighbor sketch I took a try at making one of my own. Yep, I can draw a thing or two, although not as easily. It’s time to remember how it’s done after years. Hardest part is choosing the … Continue reading

Posted in Artwork | 2 Comments

Artwork

Good news everyone – we have first real artwork made specially for NG! Blacksmith is one of my favorite characters in the game, for he has this unique combination of working with cold steel and burning hot fire, creating tools … Continue reading

Posted in Artwork | 5 Comments

Small anniversary

It’s been 500th commit into NG repository right this moment 🙂

Posted in Sidenotes | 2 Comments

Live progress #14 – tile picking

With a help from Jery now we have a precise tile picking algo and a nice debug visualization of it, showing the bounding boxes underneath: We split terrain into quadtree of bounding boxes. When we need to pick a tile … Continue reading

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Live progress #13 – archers

Experimenting with adding new kinds of towers and projectiles required to make the projectiles to work in the first place. So here is the core of any distant attacks – the arrows, now in 3D: Colored circles below units are … Continue reading

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Live progress #12 – Stones, roads, cursors, AI

The funny thing about AI, is that once you let it loose it starts living on it’s own. So I was poking around, fixing various bits and pieces and added a second player to the Lake map.

Posted in Live progress | 2 Comments

Thoughts about military

I’ve been thinking about organizing troops in NextGame. This post is a snapshot of my thoughts, incomplete and fragmented, so please allow enough room for later changes and details to be added. Firstly we would want to keep the Rock-Paper-Scissors principle, … Continue reading

Posted in Ideas | 11 Comments

Live progress #11 – stonemining

Taking advantage of 3D and stone deposits being decals, now stone can be mined from any direction and from any terrain type underneath: P.S. Meanwhile School and Store got a little sketching progress.

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Live progress #10 – refactorings

Last week has been rather busy, so most of the time spent was in shorter session and aimed at refactoring. Redoing rendering approach. Now houses and units do not draw themselves, like they used to. That allowed to put all … Continue reading

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How terrain works #2

Last time we have stopped on basic terrain appearance. How mixing surfaces and transitions between them works. Today’s the second part of the terrain being explained – decals.

Posted in How things work | 9 Comments