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Gnoblins - Development journal of an indie game



Suspension of disbelief

Posted by Ashaman73, 29 September 2011 · 506 views

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 :wink:

So, what is suspension of disbelief in games ? In my own words, suspension of disbelief is the ability of a gamer to accept something unrealistic or unbelievable in a game world and still...


Rant: We need more style !

Posted by Ashaman73, 13 April 2011 · 332 views

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, managing my own game time as resource is...


Adding loading/saving on-the-fly...hmm..not really

Posted by Ashaman73, 26 October 2010 · 233 views

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. After more than 10 years of developing an engine/game...


Still alive..

Posted by Ashaman73, 05 July 2010 · 230 views

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 story.

Aside from this I bought a new ATI video card to do...


Alpha transparency in deferred shader

Posted by Ashaman73, 10 June 2010 · 5,234 views

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 transparent
surface support to my deferred renderer again, yeah,...






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