Gnoblins - Development journal of an indie game

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64 entries
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Ashaman73
November 15, 2012
Some random thoughts about the future of the game industry
Some random thoughts about the future of the game industry and where it will go in the future.
The truth is, I don't know, nobody knows, but I fear that the current game industry heading towards a very large bubble, which might eventuelly burst.

There are many reasons, one is for sure, that the indus…
2,294 views
Ashaman73
October 10, 2012
Rat Creature Wip II
So, here's the next iteration, cleaned up the texture, changed the rendering setup, the texture color and the anatomy (abs):

2,122 views
Ashaman73
October 07, 2012
Rat Creature Wip
I've updated my rat creature wip, here's the result. C&C are welcome

1,622 views
Ashaman73
October 01, 2012
New Programmer Art
I'm in need of taking a little break from coding, so there is nothing better as doing some programmer art instead. Trying my best at a new creature for my game, the ratman warrior thingy. Here's the first model attempt:



And a turntable :



Please feel free to comment and critique, there is enough space…
2,397 views
Ashaman73
September 25, 2012
New ingame video of gnoblins.
Here's a new ingame video of the current development version of gnoblins:

[media][/media]

Here are some of the changes of the last weeks (repost from indiedb):

For one we have decided to make a shift from the player character to the gnoblins. Instead of having a class or skill system for the player ch…
1,389 views
Ashaman73
August 27, 2012
Splash Screen Wip
Today I've worked on a splash screen for my game. Here's the result using a combination of 3d rendering and 2d painting.



For those who are interested, here are some of the steps up to the final wip image:
2,114 views
Ashaman73
August 13, 2012
Gnoblins Survival Guide
After the first week of the closed alpha I created a small survival guide video to survive the first half hour of gnoblins. Here it is:
[media][/media]
2,241 views
Ashaman73
July 09, 2012
Procedural content generation: a practical approach
Procedural generation sounds great at first. Generating infinit content, the dream of every designer (or nightmare if your job get obsolete). But the reality tells an other story. Once you start developing your own procedural content generation you will realize quite fast, that most of it is just b…
3,276 views
Ashaman73
July 02, 2012
First tutorial video released
This is the first tutorial video for the upcoming alpha version:

[media][/media]


The tutorial videos present an insight in the alpha version and will help new players to get into gnoblins more easily. Each video will be about 1 minute long and explain one major game feature. For now this video deals …
1,466 views
Ashaman73
May 26, 2012
Wooow... not too fast...
Wow, Rock,Paper,Shotgun has covered my game (by accident ? ). Its popularity in downloads has jumped from ~140 downloads in two month up to ~2500 in one and a half day. This is pretty impressive for me and I'm quite happy about it
1,909 views
Ashaman73
May 19, 2012
New Version of Gnoblins is out !
The second pre-alpha version of gnoblins with some great improvements is out.



Most important are the addition of sound fx and music. The awesome music is created by Christian Andersson (Craze Music).

As always you can download the new version here.

The new configuration supports mixed resolution rend…
1,626 views
Ashaman73
May 03, 2012
What comes next ?
I' currently working on the next version of gnoblins. The pre-alpha version is already online and can be downloaded from here. Any critique or comments are appreciated.

But back to the next version. It will be the first official alpha version. Main focus is sound,music and configuration.

Configuratio…
1,449 views
Ashaman73
April 27, 2012
Pre-Alpha is out now !
Yeah, I've uploaded the first public version of gnoblins (more) . Please feel free to test it out and comment here if you like.

Download



Here's a litte teaser:

[media][/media]

Have fun
1,226 views
Ashaman73
April 27, 2012
OMG... I've done it...Permadeath
Still in preparation of the prealpha, but I already have branched it, made a short pre-alpha "trailer", added more screenies and playtested my game (open pre alpha end of this week !).

I'm quite satisfied that I have implemented permadeath. Death is not permanent at first, you have a certain favor a…
1,151 views
Ashaman73
April 23, 2012
Creating the first release candidate and its pitfalls
A successful weekend. I've finished the first release candidate for the pre alpha of my game gnoblins.This candidate is still part of the closed pre alpha phase, the public version will be released at the end of this week.

I've created the installer with NSIS, a nice little open source installation …
1,440 views
Ashaman73
April 10, 2012
Pre-Alpha Footage of Gnoblins
Here's a 10 min video footage of the upcoming pre-alpha version of my game Gnoblins.

[media][/media]
2,076 views
Ashaman73
April 04, 2012
Time boxing and a bug a day
Currently I'm in the process of (kind of) finishing the pre-alpha version of my game gnoblins. I plan to release it at the end of april, so not much time left.

A game in a pre-alpha version has so much left to do, that it is really hard to release it. But with this attitude I would never release it …
1,709 views
Ashaman73
March 24, 2012
new gnoblins homepage is online
Hi there, finally I've finished the new homepage for my game Gnoblins, so feel free to check it out over here.

I would appreciate any comments and critiques.
1,529 views
Ashaman73
March 03, 2012
Gnoblins - particle test
Here's a video about a particle test in my game gnoblins.

[media][/media]
1,577 views
Ashaman73
February 09, 2012
Outline shader
Well, I've posted some shots of my experiemental outline shader over at polycount, so I think that it is a good idea to elaborate on some technical details here in my developer journal.

Outline shaders are always difficult to pull off. It is hard to get fine outlines done (most edge detection algori…
3,483 views
Ashaman73
February 02, 2012
Finally, a simple filebased database with an easy way to add a front-end
Sometimes you can't see the forest for the trees. I'm looking for a simple data base solution for my game since two years now. My requirements were
- simple setup
- file based (no real database)
- write custom export scripts
- able to build a simple front-end
- no $$$
I simply didn't found a solution.

I'm…
1,995 views
Ashaman73
September 29, 2011
Suspension of disbelief
Suspension of disbelief is always an interesting topic, I always catch myself trying to explain everything in my game world, a bad and not always necessary habit

So, what is suspension of disbelief in games ? In my own words, suspension of disbelief is the ability of a gamer to accept something unr…
1,759 views
Ashaman73
April 13, 2011
Rant: We need more style !
Well, I will present just a little rant about visual styles in games. Here's a small background about why I'm talking about visual styles in game, feel free to skip it. I'm no artist, just a coder, but I'm trying to create a non-casual game 3d game which is not so far from completion. To be honest,…
1,126 views
Ashaman73
October 27, 2010
Adding loading/saving on-the-fly...hmm..not really
There're always topics you are aware of, but which you are ignoring most of the time until it is too late. You will thought of it as some minor feature which could be added later. Well, this could be a bad idea.

I trapped myself with one of this minor feature: loading/saving
Yes, it sounds simple. A…
958 views
Ashaman73
July 06, 2010
Still alive..
I'm quite happy with the progress of dungeon fortress sofar. In the last weeks we have concentrated on the rpg part of the game and I would say that we reached a pre-alpha stage. Nevertheless, there's still lot of work in the rpg part mainly content, although content in a rpg is a never ending stor…
973 views
Ashaman73
June 11, 2010
Alpha transparency in deferred shader
When I switched from forward rendering to deferred rendering sometime ago, I really liked the elegant handling of lights. This is still the main reason
I use a deferred renderer, but I always missed the ability to render transparent surfaces like water or "fog". Well, I succeeded in adding transpar…
10,872 views
Ashaman73
May 22, 2010
Procedural Quests - Part 2
Welcome to my second part of procedurally generated quests. You should be sure to read part 1.

First I want to define the terminology used in this series:

skeleton of a level - minimal spanning tree
section of a level - a (small) portion of a level in which the player can walk freely around, these a…
1,260 views
Ashaman73
May 16, 2010
Procedural Quests - Part 1
This weekend I've finally integrated my first attempt of a procedural level generator. I'm quite happy with the result and I think I want to take it a step further, generating procedural quests.

Most people got a bad feeling when they hear about procedural quests. Most will most likely think about t…
1,911 views
Ashaman73
May 10, 2010
Banner, Displacement Mapping, GUI
Well, I'm back with some breaking news :) At last I've made a simple banner for this journal and added some screenshots, yeah !

We have finally finished the first GUI iteration. The visualisation of buttons, text, infos, items, icons, hud, minimap etc. has been settled down and I'm quite satisfied …
898 views
Ashaman73
February 17, 2010
What is the game about ?
Yesterday Ghostknight asked me about some details of the gamedesign, so I think it is time to talk about the content.

The game starts out as a single player survival dungeon game. As things are now the player can choose to play a mage, a warrior or a rogue, maybe a priest. Nothing special sofar. Th…
908 views
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