KINGDOMS [Weekly Devlog]Tue, 3 December 2019
Greetings, noble Kings and Queens of KINGDOMS!
WAR UPDATE is coming very soon, and i know that many of you are waiting for a very long time. First of, thank you for your patience and support, you're the best, really. To make this waing a little nicer, i started to write daily devlog in game Community. From this devlog i'll know all latest news about development progress, what is being worked at the moment, why update is delayed and what i'm doing do deliver it to you as soon as possible. I really hope that this devlog will bring more transparency to the development and you'll know all latest news about KINGDOMS. Besides i'll post weekly devlog - the progress for past week - here, as sort of news. Sorry for waiting, friends, and thank you for patience and support - as said, you're the best:)
Cyfieithydd
-Working on two-handed wepons animations, the most problem here is to make left hand work properly, tried to use IK pinning for sword object;
-Scales of iron rocks looks to unnatural, changed randomizer a bit;
-Worked on the script responsible for locations discovering, because adding of new types of locations (iron ores on open space) caused several bugs;
-Working on vegetation optimization for trees billboards, tests showed, that rendering billboard caused spikes at certain spots;
-Changed all float.TryParse functions in Save-Load script, because of moving to newer .NET version;
-Testing how two-handed animation works with "Running" layer, seems to be okay, more testing needed with more two hamded swords variations;
-Some rocks are still showing incorrect resource amount of already used rocks, fixed the issue;
-Testing animations for left players hand, used for burning strunctures at settlements and bandits lairs;
-Added some quests written by messpine, "find location" ones need testing;
-Tested caves objects in saves, seems everything is okay;
-Fixed some logical missbehaviour (
) in farmers logic;
-Metal reflection shader seems to be not properly working in the dark, changed it a bit;
-Translated two tutorial articles into English Welcome to kingdoms, What to do?;
-Added several new articles Travelling, First settlement, Combat in Russian;
-Removed all iron ingots from ruins;
-Tested ruins chest gold amount, cant be randomized anymore;
-Testing block for the player during combat, animation seems to be not to smooth as I want, need more work;
-Testing block timings for player, seems to be okay, need more testing;
-Grass LODs seemed working incorrect, fixed;
-Fixed issue, when NPC bandit fought half in the floor, now it teleports to the entrance when seeing a player, dynamic buildings + navigation grid = pain for developer;
-Changed reflection intensity a bit (again, hehe), metals seem to be a bit better;
-Working on script and animations, responsible for openingclosing city gates during sieges, gates wont work as intended, spend several hours trying to find out the reason, still bugged:(;
-Added torches to stone gates (still funding for proper gates model for wooden ones, walls are ok);
-Translated yesterday written tutorials to English;
-Tested catapults proper rotation during sieges, seems to be ok, need more testing;
-AI is still wont march in the lines, tried to fix it (really, bad-fixing-day is today)
-Still working on proper two-handed sword animations + testing 10x10 crowd fighting only two-handed swords, look much better;
-Added some new visuals to the map - resources location now have owner label + color of the kingdom;
-Working on global map camera, trying to make its movements move smooth, sometimes its still buggy, ie when mouse moves too fast, need more work;
-Testing some stuff in sieges script, there are still some work to be done - some NPCs stay aggressive after taking the settlement, dead ones are listed as alive etc. - fixed most of found bugs, need more testing;
Tried to add new sound effects to forest zones, prefabs are causing FPS spikes for some reason, tired to figure it out - with no luck:( Pitty, because sound are really making environment much more immersive;
-Added some additional sound to swords fights instead, like taking weapon out, tried some screams (just make for now) for NPCs, sounds good;
-Worked in players two-handed block animations, timings are quite ok during testing;
-Tried to add siege tower to the siege script, looks awful:(
-Tested marching mechanics a bit, still dont like how it look - AI is running during army March, thinking if making it more organized - started to make marching animations;
-Found a bug when some settlers moved to the sea after landing - the reason was change in A* pathfinding script made in September (??) + water collider refused to disable for some reason. Anyway, fixed;
-Changed water shader to new one (noticed foam glitching during previous fixing), looking good;
-Changed house setting script a little, previous version has some problems on the beaches;
-Noticed that taking off two handed animation glitched a little, fixed;
-Stones refused to render grass and sand texture properly for some reason, tweaked shader + rocks collider;
-Changed garden veggies spawn algorithm a little making them a little easier to find;
-Thinking of adding animals to the caves (or bandits), dynamic pathfinding grid makes this extremely difficult, tried several solutions to make proper grid in the caves with no luck:(;
-Wrote some long awaited script, that can close all windows (or any opened) by hitting ESC;
-Added a little timer to pause script to fix the issue when player hit a sword after pressing save button, need resting but works good by first one;
-Fixed the issue when roads werent rendered properly because of timer error;
-Tweaked common update script timer a little , I think we have no spikes at all even in populated settlements, need testing on various CPUs (hello release);
-Animals script still takes too much of CPU, Update function is removed, Profiler showing Raycasting issue, need deeper profiling + animals pathfinding optimization;
-Tweaked billboards and LODs distance in Vegetation Studio, shows 190fps at empty island at some moments, no spikes (please, please, please) at the moment, I think Ill leave this so hard found settings for release;
-Tweaked amount of forests a little for at least 20x20 battles, AI is still dummy at war declaration, tried to add resource amount float to the script, still dummy;
-Fixed broken horse hair shader, caused by moving to newer engine version;
-DoF effect on the global map still looks wierd, especially bu close perspective, tweaked a little;
-Added some additrional spring animation to players hands + changed fichting script to cause this animation after enemy hits;
-Fixed issue, when AI send its army to wrong settlement;
-Changed icon of an army on the global map;
-At the moment number of soldiers in the army is visible by default. Thinking to change this by adding some scout units. (Now or after release?
)
-Added new icons to army tents in the building menu;
-Tested how AI sets up its tents during sieges, still bugged:( (IMPORTANT!!!)
-Tried to change army moving speed, that depends on Commanders perk;
-Tested "Search for iron" quest;
-AI still won't build mines on the iron chunks properly, tried to fix; (IMPORTNAT!!!)
-Tweaked "Go to place in building" script for better performance;
-Animals Update() still takes a lot ms, reviewed script step by step, no luck:(
-Tweaked position of fallen trees into the forests;
-Discovered that some fire lighting sources have shadows casters, removed;
-Changed default possible height of AI building script to fix the issue when house could be build on the water;
-Tweaked forest LODs distance for better performance;
-Fixed the issue when soldiers unoform was invisible in soldiers management menu;
-Fixed the issue, when ship stopped to bring new settlers (at least i hope it was single one);
-Tweaked lighting settings in caves a little;
-Discoverd that by some reason hands new hands animations speed depended on FPS (Unity 2019 feature/bug???), fixed;
-REturned shadows to NPS, performance is about 140-150 in landing scene;
-Tweaked trees textures resolutions (fron 512 to 2048), to performance issues, need more testing on various GPUs;
-Tweaked the distance for fire effects sounds;
-Tweaked fog effect distance a little, for close distance;
-Making new animation for bannerman, that holds the flag in the army (Add before release???);
-Tested melle fight again 1x1, AI animation smoothness needs more work, tweaked;
-Fixed bug when AI played wrong animation after death;