KINGDOMS [Weelky Devlog]
Greetings, lords and ladies of KINGDOMS!
This week can be really called as "Map's week" because most of the time i was testing, scripting, tweaking, balancing and fixing worlds map. It was quite tricky to combine all old map's elements (Orientation, diplomacy) with new added elements (Troops movemet, taking resources spots, making camps for troops etc.). Initially i made two separate map's modes (after M pressing and diplomacy one), that can be switched, but after endless testing i realised that such design just doesn't work as needed. So i combined these two modes in one to see the whole situation in one place: discoveries, kingdoms, troops movements, resources and diplomacy. And you know what? I'm finally happy with result:)
Also as you know from previous devlog i was making some changes in map's controls and navigation. This week i was polishing all this stuff, spend several days just to make maps look more or less acceptable - added DOF, chaged camera angles during zooming (most tricky part), changed some UI.
This week was really challenging and i really hope that we're closer and closer to so long expected release. Stay tuned, because i really wan't to bring you something special for this Christmas.
Cyfieithydd
This week can be really called as "Map's week" because most of the time i was testing, scripting, tweaking, balancing and fixing worlds map. It was quite tricky to combine all old map's elements (Orientation, diplomacy) with new added elements (Troops movemet, taking resources spots, making camps for troops etc.). Initially i made two separate map's modes (after M pressing and diplomacy one), that can be switched, but after endless testing i realised that such design just doesn't work as needed. So i combined these two modes in one to see the whole situation in one place: discoveries, kingdoms, troops movements, resources and diplomacy. And you know what? I'm finally happy with result:)
Also as you know from previous devlog i was making some changes in map's controls and navigation. This week i was polishing all this stuff, spend several days just to make maps look more or less acceptable - added DOF, chaged camera angles during zooming (most tricky part), changed some UI.
This week was really challenging and i really hope that we're closer and closer to so long expected release. Stay tuned, because i really wan't to bring you something special for this Christmas.
Cyfieithydd
- Thinking of return old map in hand instead of compass, need to know your opinion about this, guys;
- Map camera transition is now smooth enough when zooming camera in and out, tweaked;
- Fixed issue when catapult refused to shoot during siege, because of wrong animation transition;
- Removed dilomacy section from City Hall table, now everything in working on M, the problem is - the purpose of City Hall? The thought is following - staff can be hired with cityhall build, but this causes another problem - small villages can't be at war? Dilemma. Foe now, only large Cities can send armies;
- Fixed bug when leader didn't hied general before declaring a war;
- Added some randomness to AI's troops management - AI can change troops equipment in a random way, the problem here is to make smiths, woodworkers and traders to add proper equipment to City Hall chests;
- Fixed issue, when settlement didn't change color on the map after conquest;
- Fixed issue when resource location (iron ore) didn't change color on the map after conquest;
- Added notification whenkingdom declares war to kingdom;
- Fixed issue when unknown kingdom name was visible in notification;
- Farms now can be build ONLY at the distance at least 500 m to the settlement - the reason is to make farm part of nearest kingdom;
- Added backwards shaking animation to block movement;
- Forest are now visible on the global map;
- Tried to use unique music when on the global map, sounds good. The problem here is that player can open the map quite often, music change can be annoying;
- Archers still don't want work as neededduring sieged, spend two days (!!!) trying to make those ... to shoot in the right direction, no luck:( Removed archers from the walls for now
- Added date and time to maps UI;
- Thinking to make representional icons for each NPS (CK2 style), tat can be used on the map, need good solution for generator;
- Finally finished the script that makes UI to close after pressing ESC and NOT causing pausing right after, works fine;
- Changed issue when player could save during crafting or sleeping (Causing critical save bug);
- Fixed issue when time scale wasn't chaged properly for moving troops during sleeping or crafting;
- Tweaked quests a little - only one quest from one person in the day. Imao, quests were a bit annoying at every dialog start;
- Fixed issue when game time wasn't'returned properly after exiting global map;
- Added DOF effect to the global map camera, it was quite tricky to make things riight here, because i wanted to make DOF depend on camera zoom parameter. (No DOF from high perspective, DoF at close perspective) + camera Y angle also depends on zoom, was working on proper formula for smooth DoF and angle changing;
- Still working on issue when attaking soldier can pick up two targets in the city during siege (So some people stay unattacked);
- Tried to all AI function to K-editor, to make AI leaders burn bandits shaks as well as player, no luck:(
- Changed nain menu scene a but to match coming update, looks epic:)
- Fixed issue when wolf could take players HP at larger distnace;
- Removed some not used colliders NPC, to make pathfinder buld way to destination more proper;
- Chaged camera tonemapping a bit;
- Fixed issue when game didn't find saves location in MyDocumants with non-latin and non-cyrillic letters;
- Fixed issue when road didn't start calculation properly after loading a save;