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Gnoblins - Development journal of an indie game

September update: the new mining interface

Posted by Ashaman73, 27 September 2015 · 0 views
Here is the September developer log. This time I'm showing off the development of the mining interface over several versions. Even if the current interface version seems to be a logical way to approach the interface, lot of constraints and limitations often ensure, that you need lot of design attempts until you come up with a suitable solution.

The real...

August Update (Version 0.2.40)

Posted by Ashaman73, 29 August 2015 · 0 views
Here's the august update. This month I worked on improving the accessibility of the user interface. A lot of the more complex features have been moved on the main screen, especially the mining map has been removed and integrated directly in the game world now. I will show off the improvements next update, after testing and tweaking it a little more.


Gameplay update

Posted by Ashaman73, 27 June 2015 · 0 views

So, the month is almost over and no update up-to-now. There’s not much to show off. For one I was on vacation, on the other hand I play tested a lot and refined/rebalanced the game play.

The gameplay is more streamlined now. I have removed the crafting screen and transferred the game mechanism to the main screen. For one you no longer need multiple step...

Environment Simulation

Posted by Ashaman73, 24 May 2015 · 0 views
Gnoblins, Simulation
It is time for an other developer log, this time in video form. In one of the previous videos I demonstrated the water simulation capabilities in Gnoblins and I have promised to talk about further simulation stuff. Being a dungeon building game, Gnoblins has a quite dynamic level layout and the water simulation doesn't make it easier leading to some inter...


Posted by Ashaman73, 08 May 2015 · 0 views

Currently I'm playing around with the material system of Gnoblins. Many models in Gnoblins are recoloured dynamically to have the option to quickly add new colour variances. I wanted to add material which looks more like metal which isn't easy when working with handpainted textures only. I've come up with a system displayed in here:


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