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Member Since 10 Nov 2006
Offline Last Active Today, 04:04 AM

Gnoblins - Development journal of an indie game > April update: the new procedural dungeon generator

Posted on 02 April 2016 - 11:56 PM

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 and went from 20-25 fps to a stable 60 fps in my test environment. But it is really hard to display the effect of a performance optimization ;-) 
At last I moved the level generation from a designed and...

Gnoblins - Development journal of an indie game > One week of optimizing: doubling your frame rate

Posted on 08 March 2016 - 10:08 PM

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). http://www.gnoblins.net/wp-content/gallery/internal/profiling_testscene.jpg  Well, it is not a secret that my engine is home brew and that there were and are enough optimizing potential hidden. The tri...

Gnoblins - Development journal of an indie game > February update

Posted on 21 February 2016 - 10:43 AM

Welcome to the February update. 
This time a progression video to show off the new tutorial system, the garrison system, new difficulty levels and finally a much needed end game screen. 
Currently we are working on expanding the room system to support a more compact dungeon design. This will most likely res...

Gnoblins - Development journal of an indie game > Closed test session, could need some helping hands !

Posted on 06 February 2016 - 01:59 AM

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 I will give you the download link http://public.gamedev5.net//public/style_emoticons/default/biggrin.png  Gnoblins is a dungeon building game, similar to Dungeon Keeper and to some extend to Dwarf Fortre...

Gnoblins - Development journal of an indie game > Preparing my engine for Vulkan API

Posted on 27 January 2016 - 01:04 AM

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 a transition to OGL 2.0 and lot of extension later left me with a more or less modern deferred render engine. Still, there exists some really old and ugly rendering code, most famous the GUI code. My gui cod...

Gnoblins - Development journal of an indie game > January update: large creatures, polishing and preparing a closed test

Posted on 22 January 2016 - 11:51 PM

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 ba...

Gnoblins - Development journal of an indie game > September update: the new mining interface

Posted on 27 September 2015 - 12:35 AM

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...

Gnoblins - Development journal of an indie game > August Update (Version 0.2.40)

Posted on 29 August 2015 - 05:43 AM

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.


Gnoblins - Development journal of an indie game > Gameplay update

Posted on 27 June 2015 - 04:48 AM

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 step...

Gnoblins - Development journal of an indie game > Environment Simulation

Posted on 24 May 2015 - 11:38 PM

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 inter...

Gnoblins - Development journal of an indie game > Materialsystem

Posted on 08 May 2015 - 11:10 PM

Currently I'm playing around with the material system of Gnoblins. Many models in Gnoblins are recoloured dynamically to have the option to quickly add new colour variances. I wanted to add material which looks more like metal which isn't easy when working with handpainted textures only. I've come up with a system displayed in here:


Gnoblins - Development journal of an indie game > Project 30: Model and texture stage done

Posted on 01 May 2015 - 01:38 AM

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 first off here is something to show off.

First off, the judge, a model done and textures by me.

Here's an ogre, modelled and textu...

Gnoblins - Development journal of an indie game > HTTP for gamelogic... are you insane ?

Posted on 26 April 2015 - 02:05 AM

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...

Gnoblins - Development journal of an indie game > Project 20

Posted on 12 April 2015 - 01:39 AM

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...

Gnoblins - Development journal of an indie game > Art - Work in progress

Posted on 29 March 2015 - 04:55 AM

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...