So this is it – the big announcement of the secret project.
We discussed what kind of new game we could make, development, style, balance, new ideas. Ever since I was busy prototyping (remember those April Fools 3D renders), programming new 3D terrain and rendering engines, planning unit rigging and animations, 3D modelling, drawing sketches. I’ve had to hire freelance people to help with it too.
Here it is in all its current glory:
Official Knights Province devblog is now located at: http://www.kamremake.com/knightsprovince/ It was private for the past year, visible to only a few people. Now it’s public! You will find plenty of info about the project there, that I was posting during past year and a half. Check out the Media to see screens and artwork.
Preempting questions about KaM Remake’s fate – Knights Province has been in progress for the past 1,5 years, co-existing with KaM Remake development side-by-side. Some of the changes went from KMR to KP, some in other direction. Knowing that, that should give you good sense of how further KaM Remake development is going to co-exist with Knights Province.
Tonight is the 2nd of April and some things need to be explained.
First of all – we both (me and Lewin) wish to thank you everyone for the feedback. We have put a lot of effort into KaM Remake and it is really rewarding to see the community growth and support. The project would never be so advanced without the community around it. It really means a lot to us to have your support in our work.
As many of you have figured out, 1st Aprils post was a joke. We are not bored with 2D pixely graphics and KaM animations. We don’t drink pixely wine and like the recruits just the way they are, without additional facial hair. The images in the post were crafted in Lightwave 3D (3D Max alternative) in a couple of evenings.
You know how it goes with hobbies over time, they change. This Remake project has been our hobby for a long time, but as all things change in this world, so does it too… Last release (r6720) was very exhausting. Me and Lewin are still on a vacation from serious KaM Remake coding.
What I’m about to say has been nagging us for a long time. A few months ago we realized, that we got so very bored by pixelated 2D graphics, jittery animations and endless stream of bugfixing (and never-ending fountain of ideas to add new houses and units we could not add) that we have decided to put this to an end.
Some of you might not like it, but those who are strong by heart should proceed:
With the new r6720 version out less than a month ago, KaM Remake has beaten a new record on 2015-01-04. In the evening hours of UTC, there were 224 players online at once.
Online players statistic (click for a larger image)
The chart shows the online player count since the 1st of December. r6720 came out on the 9th and is getting more and more players involved since.
After rigorous testing and bugfixing, numerous nightly versions and 5 release candidate versions, the long awaited update to KaM Remake is now available! You can find it on the downloads page.
From this version on we have dropped the “Demo” tag from the title. Now it’s KaM Remake rSomething. The project has matured beyond a demo and into a fully-fledged game which no longer needs “Demo” in the title.
There are too many changes in the new version to list all of them, but here are some of the most significant: