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Category Archives: How things work
Trying out video recording
This is the first Knights Province video and it is about one neat Map Editor feature called Map Resize.
Posted in How things work, Video
2 Comments
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 … Continue reading
Posted in How things work, Live progress, Sidenotes
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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.
Posted in How things work, Live progress
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School sketch
Last few weeks I’ve been busy contracting freelancers to make us some more sketches. So let’s see how house design process goes on example of School.
Posted in Artwork, How things work
11 Comments
Camp sketch
Since I don’t have enough time/skill to do everything by myself, from time to time I try to find someone to help. This time I’ve found a couple of sketch artists.
Posted in Artwork, How things work
6 Comments
Drawing icons
Here I’ll try to explain how icons are being made for NG and why they are being made this way.
Posted in Artwork, How things work
3 Comments
Food role in the game
Food plays major role in the game. Let’s try to understand why and what we can do about it:
Posted in How things work, Ideas
8 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
Posted in How things work, Live progress
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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
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How terrain works
I have been asked an excellent question – how do terrain tiles and objects work in NextGame? NextGame maps are still created from tiles, but those tiles have taken an extra dimension and I’ll try to explain what does that mean. … Continue reading
Posted in How things work
7 Comments