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Gnoblins - Development journal of an indie game

April update: the new procedural dungeon generator

Posted by Ashaman73, 02 April 2016 · 416 views
Gnoblins, GameDev, IndieDev
I'm back with a new progression video. I had skipped the last month update due to not having something useful to show off. I had optimized the engine and went from 20-25 fps to a stable 60 fps in my test environment. But it is really hard to display the effect of a performance optimization ;-) 
At last I moved the level generation from a designed and...

One week of optimizing: doubling your frame rate

Posted by Ashaman73, 08 March 2016 · 535 views

So, I have finally took the time to optimize my game. One week later and the following test scene went from ~30 fps(35-40ms) to ~60fps (16-17ms). http://www.gnoblins.net/wp-content/gallery/internal/profiling_testscene.jpg  Well, it is not a secret that my engine is home brew and that there were and are enough optimizing potential hidden. The tri...

February update

Posted by Ashaman73, 21 February 2016 · 538 views
Gnoblins, Indie, GameDev
Welcome to the February update. 
This time a progression video to show off the new tutorial system, the garrison system, new difficulty levels and finally a much needed end game screen. 
Currently we are working on expanding the room system to support a more compact dungeon design. This will most likely res...

Closed test session, could need some helping hands !

Posted by Ashaman73, 06 February 2016 · 1,134 views
Gnoblins, Test
I want to start a new closed test only available to a small, dedicated group of testers. If someone has interest in helping me out, send me a PM and I will give you the download link http://public.gamedev5.net//public/style_emoticons/default/biggrin.png  Gnoblins is a dungeon building game, similar to Dungeon Keeper and to some extend to Dwarf Fortre...

Preparing my engine for Vulkan API

Posted by Ashaman73, 27 January 2016 · 843 views

Looking at the vulkan api so far, it could solve many of my rendering performance issues in my engine. My engine was based on OpenGL 1.2, followed by a transition to OGL 2.0 and lot of extension later left me with a more or less modern deferred render engine. Still, there exists some really old and ugly rendering code, most famous the GUI code. My gui cod...