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 | 2 Comments

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 | 2 Comments

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:

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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).

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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:

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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 | 3 Comments

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

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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

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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

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