Page 7 of 47
PostPosted: 21 Feb 2009, 22:31
by The Knight
2 scroll buttons in mission briefing for more and longer texts would be also a nice improvement for TPR 2.0

PostPosted: 07 Mar 2009, 06:32
by Krom
We'll see about that later on, when we add game menu. Scrolls are not always convenient, maybe there's a better solution (taller text area?).
So far KaM Remake is a clone of KaM TSK/TPR, but there are a couple of new features that will be there for sure (and are already working or almost-working).
KaM Remake new features:
- unit task info (so you know what your sefs and laborers are doing at the moment)
- fog of war
- outpost tower (one from KaM beta screens to see through fog of war)
PostPosted: 07 Mar 2009, 09:40
by H.A.H.
We'll see about that later on, when we add game menu. Scrolls are not always convenient, maybe there's a better solution (taller text area?).
So far KaM Remake is a clone of KaM TSK/TPR, but there are a couple of new features that will be there for sure (and are already working or almost-working).
KaM Remake new features:
- unit task info (so you know what your sefs and laborers are doing at the moment)
- fog of war
- outpost tower (one from KaM beta screens to see through fog of war)
wow! but who goes into the watchtower?
PostPosted: 07 Mar 2009, 09:55
by Krom
Recruit of course! Who else is capable of being whole mission long on duty?

PostPosted: 07 Mar 2009, 10:04
by HomerSp
Just wondering, are you doing this all by yourself?
PostPosted: 07 Mar 2009, 10:22
by Krom
Mostly yes, but few months ago Lewin joined the project and is doing a lot on GUI/Text/mission loading. Also my friend Alex did helped a lot on building core structure of the game, he's left the project almost year ago now. A lot of info about KaM data format was found out by KaM fans, deciphering formats on my own would be very time-consuming.
See, without all those people help and assistance KaM Remake wouldn't be half as advanced as it is now

I hope to complete the Remake sometime and credit everyone who took part in it.
PostPosted: 07 Mar 2009, 10:41
by HomerSp
That's what I thought too, doing something like this all by yourself would be way too much.
Am I correct to assume you are still working on this? And are the screenshots on the first page how the game currently looks?
PostPosted: 07 Mar 2009, 10:49
by Krom
Yep, though technically it's possible it's just makes very little sense to do something alone for years when team can make it times faster and better and also learning from one another while doing it.
Screens are outdated. Visit my site (krom.reveur.de) there's a link to video showing current progress. I shall make new video soon though, there's a lot new stuff added (fog of war, buildings building, etc..). Probably once Lewin finished DAT loading and I finish sounds handling. Of course video is just a tip of iceberg, a lot is unnoticable behind.
Kam source size reached 360kb today. It's hard to keep a track of all new features added since last report though. Maybe Lewin can tell..
PostPosted: 07 Mar 2009, 13:49
by Nick
u implemented FOW already? wow great!
PostPosted: 08 Mar 2009, 17:38
by Krom
Yes, FOW is there, it's still unrigged to many things (like building markers or fences). Lewin is working on mission loader/decoder and I've added sound, KaM Remake is not silent anymore

PostPosted: 09 Mar 2009, 20:29
by harold
So, what kind of extensions are you planning to add to the mission scripts?
PostPosted: 09 Mar 2009, 20:56
by Krom
Nothing. So far our best goal is to create a working game. Then we will see and plan on improvements.
New features are born in process, e.g. FOW looks really cool and easy to make - so we made it.
Making mission scripts act same as in KaM is already a big deal. So maybe we will have to invent somehing new, replacement? Still No1 priority is to make TSK clone, extensions will come later on.
PostPosted: 09 Mar 2009, 21:16
by harold
FOW was easy for you? wow man, it was a major problem for us.. we got help on the GameDev forums but otherwise it wouldn't have worked out..
It's still quite complicated, and I don't know how well it will hold up in edge cases (units/buildings dieing immediately after being created and such)
It also added a whole lot of extra data - not only who can see which tiles, but what they looked like last time you saw them, since ores and heights etc can change
How did you do it? (ok rendering is easy, I mean knowing What to render)
PostPosted: 09 Mar 2009, 21:45
by Krom
I must have lead you into wrong assumption. KaM Remake FOW is not as advanced as yours. So far it's only a graphical effect. Will need to put another amount of effort to make it act like your description. Rig it with everything (including AI). So it's more of a showoff at the moment.
I guess will need to add 2-3byte for each players version of terrain.. Will see about that later on.
PostPosted: 13 Mar 2009, 11:10
by Krom
Did I mentioned:
- KaM Remake has got main menu now

- Units get hungry and go to eat now
- Another milestone - code size reached impressive 400kb
Lewin is working on mission script processing..