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

Gnoblins - Development journal of an indie game > Fluid simulation and swimming

Posted on 13 March 2015 - 01:01 AM

Time to show something off http://public.gamedev5.net//public/style_emoticons/default/smile.png

Recently I worked on the fluid simulation in Gnoblins. Until now fluids in Gnoblins were merely a visual effect, but under the hood it was already a working simulation. To utilize it completely I needed to introduce the ability to swim. So, gnoblins and other...

Gnoblins - Development journal of an indie game > Environemnt agents come to the rescue

Posted on 06 March 2015 - 01:29 AM

In the previous posting ServantOfLord mentioned, that water could be interact with objects like torches. From a technical perspective it comes down to checking masses of objects. In the past I already thought about how to implement such a massive check in a real time game like gnoblins. One thought was, that torches run out of fuel or that plants/mushroom...

Gnoblins - Development journal of an indie game > Musing about swimming...

Posted on 05 March 2015 - 03:13 AM

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 minions
or other creatures react to water ? This is no trivial game design decision and here are my musing and thoughts about this issue.

First off, what options do you have when you detect that a creature is in water ?...

Gnoblins - Development journal of an indie game > Gnoblins is on facebook now

Posted on 28 February 2015 - 05:17 AM

...so check it out: http://www.facebook.com/Gnoblins

Gnoblins - Development journal of an indie game > They are still alive...

Posted on 16 February 2015 - 08:19 AM

I mean the Gnoblins http://public.gamedev5.net//public/style_emoticons/default/wub.png After such a long time of silence I have some news and something new to watch.http://public.gamedev5.net//public/style_emoticons/default/biggrin.png Here's a reposting of the official statement:

I needed more than a year for the refactoring.. but eventually I'm reall...

Gnoblins - Development journal of an indie game > Useful debugging tools and features

Posted on 19 January 2015 - 02:31 AM

Bug finding is one of the more frustrating tasks when coding a game. Just yesterday I hopefully hunted down a very frustrating bug, thought I hoped this already 3 times before.
Sometimes bugs are really nasty, coming up only after several minutes of active gameplay and once you see the result, you can't find a trace for the reason. Over the years I've add...

Gnoblins - Development journal of an indie game > Breaking your engine/game...

Posted on 03 December 2014 - 01:28 AM

It is a very long time since I last posted about gnoblins (almost 2 years). After a major shift in the game design and some major refactoring actions, I'm stablilzing the gameplay at the moment. I will present the result of all this refactoring/redesign in the future, for now I will write about my experience with the attempt to crash my own game engine......

Gnoblins - Development journal of an indie game > Gnoblins Alpha Demo released !

Posted on 28 February 2013 - 01:38 PM

Today I'm proud to announce the release of the alpha demo of Gnoblins. You can download it directly from our homepage over here  or from IndieDB .Gnoblins is a 3d dungeon crawler game, a rogue-like in its heart, with a lightweight RTS part. You need to save the world of Amunlak from an upcoming peril. You, a former novice of the destroyed secret society o...

Gnoblins - Development journal of an indie game > Is Sony the new Lehman Bros. ?

Posted on 25 February 2013 - 12:57 AM

*rant ahead*The game market is changing, rapidly, still all are waiting for the next console generation. Sony presented its newest generation of consoles, the PS4. Nothing to say about its hardware, sounds great to me. I think that AAA titles are the problem, as already stated in a previous journal entry. With this hardware at hands, they will need immens...

Gnoblins - Development journal of an indie game > Gnoblins Alpha Demo Trailer

Posted on 17 February 2013 - 04:51 AM

Here's the newest video of the upcoming Gnoblins Alpha Demo at the end of this month http://public.gamedev.net//public/style_emoticons/default/smile.png

Gnoblins - Development journal of an indie game > Cel-Shading test

Posted on 07 February 2013 - 08:14 PM

Always looking to improve the non-photorealistic rendering look of Gnoblins, here are two images showing off different rendering approaches, including two new cel shader. Currently the warp  approach is in the game.What do you think ?http://www.gnoblins.net/wp-content/gallery/internal/cell_test_1.jpg http://www.gnoblins....internal/cel...

Gnoblins - Development journal of an indie game > Gnoblins FAQ

Posted on 05 February 2013 - 05:01 AM

Here the first draft of the FAQ for Gnoblins:Gameplay Is it a RTS game, or RPG or dungeon cralwer , shooter ? In its heart it is a dungeon crawler in 3d, a roguelike, with RPG elements. But there are some tweaks.The most important one is, that you are not alone. You can build up a small community of gnoblins,which introduces elements of a RTS game. And no...

Gnoblins - Development journal of an indie game > Linux and more Programmer Art

Posted on 03 February 2013 - 11:44 AM

With windows 8 my willingness to try out linux has been tripled over night. Is windows really that much better than linux any longer ? I bought a new laptop and set a new pre-installed windows OS aside to give linux (ubuntu) a chance. Though I will not turn my back on windows completely (at least I'm quite happy with visual studio), it could be enough to...

Gnoblins - Development journal of an indie game > Playing around with environment/reflection maps

Posted on 18 January 2013 - 09:51 AM

Well, after struggling with environment/reflection map artifacts for some time now, I have found a solution. At least I'm quite happy with the results in my game.The issue with environment maps is, that you need more or less exact probes of the surrounding in dark areas, which is quite difficult in my game due to its dynamic nature. Env-maps simulate the...

Gnoblins - Development journal of an indie game > Procedural content generation and me

Posted on 21 November 2012 - 04:43 AM

I love procedural content generation, but I have to admit, that it is not as powerful as I once hoped. Procedural generation in games is quite old reaching back to the days of elite and rogue-like game. Today, atleast two decades later, processing power has increased incredible, but what about procedural generated content ?

When I was a child, I got the...