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Gnoblins - Development journal of an indie game



HTTP for gamelogic... are you insane ?

Posted by Ashaman73, 26 April 2015 · 0 views

Well, maybe a little bit. In my answer to this post over here , I mentioned, that I use HTTP as guideline to refer method/function calls in my game. I expected, that some developers will think that I'm insane, and this might be true to some degree http://public.gamedev5.net//public/style_emoticons/default/biggrin.png . Still I had my reasons to go this w...


Project 20

Posted by Ashaman73, 12 April 2015 · 0 views

We are still working on the art part. I've called the current goal Project 20, that is, integrate 20 different creature models into the game. In total we have currently 27 character models of different creatures (with up to 6 sub-categories), 20 of them needed to be textured,rigged,animated and integrated into the game. Well, art is always something to sh...


Art - Work in progress

Posted by Ashaman73, 29 March 2015 · 0 views
Gnoblins, Art, Blender
It is art time again :-)
I'm working on the creatures you can encounter in Gnoblins at the moment. Currently there are almost 20 different creatures in the pipeline, most are still in the modelling state. But I've created lot of new blender templates for rigging certain types of models (like humanoid, quadruped etc.), a new texturing template and new temp...


Fluid simulation and swimming

Posted by Ashaman73, 13 March 2015 · 0 views
Gnoblins, Simulation, Water and 1 more...
Time to show something off http://public.gamedev5.net//public/style_emoticons/default/smile.png

Recently I worked on the fluid simulation in Gnoblins. Until now fluids in Gnoblins were merely a visual effect, but under the hood it was already a working simulation. To utilize it completely I needed to introduce the ability to swim. So, gnoblins and other...


Environemnt agents come to the rescue

Posted by Ashaman73, 06 March 2015 · 0 views
Gnoblins, Simulation
In the previous posting ServantOfLord mentioned, that water could be interact with objects like torches. From a technical perspective it comes down to checking masses of objects. In the past I already thought about how to implement such a massive check in a real time game like gnoblins. One thought was, that torches run out of fuel or that plants/mushroom...






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