KaM Remake (we don't have a fancy title yet) is an attempt to
reinvigorate the original "Knights and Merchants: The Shattered Kingdom"
strategy game. Our goals are to make it work on today's computers and
operating systems, as well as to fix the many bugs in the game engine.
To do this we have started from scratch, writing our own code for the
game engine but still relying on many original resource files. This is
our public limited technology preview (demo) featuring the economic and
fighting side of the game; referred as "mod" or "Remake" from now on.
Our aim is to demonstrate the potential and get feedback on
functionality. All included "assets" borrowed from KaM (graphics, music,
sounds, etc.) are there for testing purposes only, and the final release
will not include any of the copyrighted "assets".
We assume that you own the original KaM game, otherwise you should buy
it - it's available in a number of online gaming stores.
The KaM Remake executable is freeware and is built by enthusiasts.
Applications used: Delphi 6, Delphi 7, FastMM4, Lazarus, OpenGL, OpenAL,
Release first big demo and opened a dedicated site (kamremake.com).
After 2 months of hard work 3rd update to Multiplayer demo is ready.
Lewin did a great job on bugfixes and improving Net code and even made a
Knowing nothing about multiplayer we together with Lewin managed to
craft long-awaited multiplayer demo. It uses Clients, servers, TCP and
lots of other things
Lewin has finished working on bugfixes for 2nd KaM
Fourth KaM Remake Demo is ready. This demo includes several big features
most important of which - melee fighting! Other features are - improved
stability and performance, TSK and TPR campaign screens, replay function,
built-in map editor beta.
Third KaM Remake Economy Demo is ready.
I happily announce that first KaM Remake Economy Demo is ready!
Made a huge contribution to KaM Remake in past several days, almost 50kb
of coding (total of 320kb now, but still behind my biggest project -
So what's new?
- Static path finding A*, it doesn't includes unit-unit interactions yet.
- More work on FrontEnd / GUI, more buttons, more info on pages, almost
everything is rigged to gameplay (with exception of Ratios, Army
command, Save/Load/Music). Production orders, Store stats, etc.. Even
brightness control is working
- House building misses request for building materials, else is complete.
Laborers do build it and house gets built, just like in KaM.
- Delivery system includes bidding now. Serfs will prefer one deliveries
- Render system reworked to sort all objects, now units go behind and in
front of houses correct.
- Lots of refactoring and minor improvements on old code, more flexibility
(e.g. foreseeing new house types and walls)
Now to something really interesting - a video!
After more talks to Alex I started to develop own TKMControls for user interface.
Been working on internal logic and optimizing memory usage. Slowly moving
towards 1st milestone - simple village functionality.
Project was paused for last 1.5 months. Now work resumed for a while.
First public announcement and screens.
After some talks with Alex, project has been started. KaM Editor served
as its base.