April update: the new procedural dungeon generator
I'm back with a new progression video. I had skipped the last month update due to not having something useful to show off. I had optimized the engine...
I'm back with a new progression video. I had skipped the last month update due to not having something useful to show off. I had optimized the engine...
So, I have finally took the time to optimize my game. One week later and the following test scene went from ~30 fps(35-40ms) to ~60fps (16-17ms)....
Welcome to the February update. This time a progression video to show off the new tutorial system, the garrison system, new difficulty levels and...
I want to start a new closed test only available to a small, dedicated group of testers. If someone has interest in helping me out, send me a PM and...
Looking at the vulkan api so far, it could solve many of my rendering performance issues in my engine. My engine was based on OpenGL 1.2, followed by...
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...
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...
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...
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...
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...
Currently I'm playing around with the material system of Gnoblins. Many models in Gnoblins are recoloured dynamically to have the option to quickly...
Finally, we have modelled and textured 30 different creatures (previous goal was 20 models). We need to add the basic animation to them now, but...
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...
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...
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...
Time to show something off Recently I worked on the fluid simulation in Gnoblins. Until now fluids in Gnoblins were merely a visual effect, but under...
In the previous posting ServantOfLord mentioned, that water could be interact with objects like torches. From a technical perspective it comes down...
In gnoblins I use a dynamic water system, that is, some areas are flooded, you can flood or drain them. The question is now, how do your minionsor...
I mean the Gnoblins After such a long time of silence I have some news and something new to watch. Here's a reposting of the official...
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