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Category Archives: Live progress
Live progress #28 – CiderMaker house sketch and apple orchard
Here is something new, green and tasty 🙂 For in-game screen and details, proceed inside ..
Posted in Live progress, Sidenotes
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Live progress #27 – Woodcutter and Sawmill update
Woodcutters cabin got improved. There’s new roof and some tree plants on the back. Sawmill scale updated to better fit the units scale.
Posted in Live progress, Sidenotes
4 Comments
Live progress #26 – Font Generator tool
Font generator tool has been upgraded to work with font presets and effects.
Posted in Live progress, Tools
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Live progress #25 – Grain growth
Okay, this took longer than I expected. It’s almost 3 weeks since last LP report. I was busy with many different things and not all of them are done yet. But, here’s something self-contained:
Posted in Live progress
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Live progress #24 – Terrain got some Fog Of War
Since we are now in fair 3D, it’s time to use some clever tricks. One of such is terrain Fog Of War (FOW).
Posted in Live progress
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Live progress #23 – GUI changes
I’m a bit lazy to write news, but the coding and drawing goes on. Want to see some GUI improvements – proceed inside:
Posted in Live progress
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Preliminary wares icons done
Just as planned – are all wares icons done. So far they are just preliminary sketches, but some are already looking nice. Proceed inside!
Posted in Artwork, Live progress
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Working on ware icons
Developing a game without graphics is hard. For example, opening Storage house and seeing set of empty squares with numbers below – what are these invisible wares? That was irritating me for a long time, so at last I got … Continue reading
Posted in Artwork, Live progress
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Live progress #22 – Distilling water
Here’s what’s new from the last week: Multilevel water support has been added. So far it is quite limited – only 2 water bodies, but that can be easily upscaled to 4. On the screenshot below you can see there’s … Continue reading
Posted in Live progress
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Live progress #21 – Fog and performance
The biggest hit from the last weekend is an improved render, but lets maintain the order of events and start from top. Firstly there was a lot of work on the water shader and overall rigging of it with the … Continue reading
Posted in Live progress
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