Category Archives: Live progress

GUI improvements for upcoming Alpha 7

Added soft shadows around game panels. Also made panels to come to front and overlap other panels when clicked:

Posted in Live progress, Sidenotes | 6 Comments

Getting back to the game

This weekend was devoted to getting back to the game What has been done towards Alpha 7: Allowed to select enemy and neutral houses and units and see their generic info Added entrance element to house plans fences Added neutral … Continue reading

Posted in Live progress | 3 Comments

Reworking fighting mechanics

This week I was working on new fighting mechanics for Knights Province. I want fights to be a little less random. Hence units will have a lot of hitpoints and proper damage range. Should these numbers show to a player? … Continue reading

Posted in Ideas, Live progress, Screenshots | 21 Comments

Wallside texture

This weekend I spent at one of my favorite activities, which I turn to very rarely – painting textures. Here is wall side texture – at ~70% done. I’m painting in Photoshop at x4 scale and then resize the image to … Continue reading

Posted in Live progress, Screenshots | 5 Comments

Light texture optimizations

For today’s improvement I have added textures reuse. All terrain decals are different models. For example road decals are 6 different models (having 0 – 4 connections to neighbors in different configurations). Each decal now has UV texture of the … Continue reading

Posted in How things work, Live progress, Screenshots | 7 Comments

Working on UV mapped decals

Working on combining terrain textures and UV mapped decals:

Posted in Live progress, Screenshots | 2 Comments

Weird reflections

Been working on water shader improvements. Sky reflection in water looks weird, if there’s no sky texture: P.S. Don’t look on FPS – it’s from my older PC with old GPU.

Posted in Live progress, Screenshots | 3 Comments

Profits from rewriting terrain render

There are a couple of positive effects of rewriting terrain render, among which much better scalability. Previously one terrain chunk (8×8 tiles) was limited to having just 4 textures. Now they are automatically split into buckets with 4 textures each. … Continue reading

Posted in Live progress, Sidenotes | 5 Comments

More sounds

Was working on more sounds today and made this Sawmill video: There are 8 separate saw sounds that get uniquely combined each time.

Posted in Live progress, Video | 2 Comments

Sounds

I have a perfectionist bit in me that always tends to halt whatever is being made in favor of “making it perfect”. All in all “making it perfect” is a great idea, but it very often means that nothing is … Continue reading

Posted in Live progress | 7 Comments