Jump to content

  • Log In with Google      Sign In   
  • Create Account

Gnoblins - Development journal of an indie game



January update: large creatures, polishing and preparing a closed test

Posted by , 22 January 2016 - - - - - - · 640 views
Gnoblins

Welcome to the January update.
The focus of the last two month was the transition of the game from a developer version to something you should give someone for testing. That is polishing the art, the interface, play testing, tweaking the game mechanism, finishing all the incomplete stuff like guides, descriptions, animations, missing items and a lot of balancing.
Posted Image
But I'm really satisfied so far. I'm able to beat the level in half an hour, knowing exactly what to do. Others needed one to two hours, which should be a good play time for a standard level. Thought, there is still enough to do, the game level is in a good shape and I think about doing a closed test next month.
Besides all the game testing and balancing I have finally added large creatures to the game, a garrison game mechanism, guard towers and more minions. There are currently around 10 kind of minions, mostly gnoblins. And eventually I added some new nasty creatures with some surprising special abilities.
Here's a screenshot of a thriving dungeon.
Posted Image




September update: the new mining interface

Posted by , 27 September 2015 - - - - - - · 833 views
Gnoblins
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 challenge in designing the mining interface in Gnoblins was the dungeon building system. Most dungeon building games are grid based which makes dungeon expansion a lot easier than the room-based dungeon expansion approach used in Gnoblins.




August Update (Version 0.2.40)

Posted by , 29 August 2015 - - - - - - · 872 views
Gnoblins
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.

For now here an other improvement. A major goal this month was to increase the readability of the game world. The old version was too dark, your minions were hard to discover and it was not really easy to check what your minions are doing at the moment. Therefor we updated the rendering, make it more colorful and activating the toon-shading again to improve the perception. Further on I added new icons hoovering above your minions to show what they are doing currently.

Here is a comparison of version 0.2.39 and 0.2.40.

Posted Image

Although I added a new quest system, which will be introduced in one of the next updates.

Stay tuned :-)


Gameplay update

Posted by , 27 June 2015 - - - - - - · 908 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 steps to craft stuff, you can hire minions directly from the main screen, research has been automated, you no longer need to craft interstage products. All this removed a lot of complexity.

On the other hand minions can carry objects now, which adds a lot of visual feedback of what minions are doing at the moment. I.e. wood logs needed to be transported to the carpenter shop for further processing and downed minions are carried to a bed room to recover.

And eventually you no longer need to place single furnitures, instead you can construct whole rooms. I.e. a bed room or a guard room. Here is a screenshot of the four most basic rooms every dungeon need as foundation.

Posted Image

Stay tuned !


Environment Simulation

Posted by , 24 May 2015 - - - - - - · 1,022 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 interesting questions.
How does water interact with the level, with objects, with plants ? Where do plants grow ? Mushroom ? On soil, on rock ? In light or darkness ? These are all questions I wanted to consider when developing an environment simulation and you can now watch the result in this video. Have fun and stay tuned !










PARTNERS