How simple can be better than well-engineered?

Recent post about undo/redo in Map Editor attracted several comments along the lines “there’s a way to make it more efficient, why don’t you do it that way?” I’ll try to reply in detail inside.

Continue reading

Posted in Programming | 4 Comments

Adding Unicode support

This is an open-ended article about Unicode in KaM Remake. Easy at it sounds, Unicode is better to have than not. However there are few complications that need to be sorted out and YOUR opinion might help.

Continue reading

Posted in Development | 4 Comments

How to design simple undo/redo functionality?

When working with a map editor undo and redo are one of the most useful tools. They allow to correct sudden mistakes and revert wrong decisions. But how hard is it to design a proper undo/redo solution? Let’s see inside:


Continue reading

Posted in Development | 6 Comments

KaM Remake history. Part 2. Founding

This is the second part of KaM Remake history. The project was founded in March 2008, however there’s no exact date know. How did it happen? Proceed for details inside:

Continue reading

Posted in Development, History | Leave a comment

Unit picking #2

There was a factual mistake in the previous Unit Picking article. Thanks to Lewin for pointing at it. Original KaM did NOT used pixel-perfect unit picking, but what did it used instead?

Continue reading

Posted in Development | Leave a comment

Unit picking

In this article I’ll try to explain how the object picking works in KaM Remake, why is it worse than in classic KaM and how it is going to get better in next release. Proceed inside if you are interested to learn how does the game knows where the mouse click has landed. Images and technical details included.

Continue reading

Posted in Development | 8 Comments

KaM Remake history. Part 1. Background

How did KaM Remake appeared? I’m going to write a series of articles on that topic. Here’s the first one – about the background. To write this I had to actually dig up some old forum archives and ask few friends to check me.

Continue reading

Posted in Development, History | 10 Comments

Release Candidate 4 sent to testers

In preparation for the upcoming release of the KaM Remake Scripting Demo we have already done 3 and a half candidate versions which we sent out to our volunteer beta-testers (we now have over 150 people on the mailing list). Each new version allowed us to fix a great number of bugs that would have ruined the gameplay experience in singleplayer and on public servers. Some occurred every 5 minutes, some only under a very rare combination of events. We are grateful to everyone who took part in the testing so far!

Today we released a 4th release candidate that hopefully will be the last one before the public release. Keeping our fingers crossed 🙂

Posted in News | Leave a comment

What else does a game need?

Looking at a game a clueless stranger would see a handful of moving objects. A newcomer sees a GUI and units wandering around. A passionate player will see a whole living world. A modmaker sees a game full of complex mechanics and AI, hidden links and modding perspectives. A programmer sees a lot of code behind the scenes, data structures, the outline of an architecture, and megabytes of a source-code.

Continue reading

Posted in Development | 4 Comments

How do we know market prices are right?

Once in a while someone asks us about market prices, claiming that they are unfair and we should adjust specific trades. But each time when we inspect the report we find something is overlooked. So how come we are so sure about market prices now?

Continue reading

Posted in Gameplay | 15 Comments