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Member Since 10 Nov 2006
Offline Last Active Today, 04:35 AM

Gnoblins - Development journal of an indie game > Procedural content generation: a practical approach

Posted Ashaman73 on 09 July 2012 - 01:56 AM

Procedural generation sounds great at first. Generating infinit content, the dream of every designer (or nightmare if your job get obsolete). But the reality tells an other story. Once you start developing your own procedural content generation you will realize quite fast, that most of it is just boring. The issue is, that players want meaningful content,...

Gnoblins - Development journal of an indie game > First tutorial video released

Posted Ashaman73 on 01 July 2012 - 11:26 PM

This is the first tutorial video for the upcoming alpha version:

The tutorial videos present an insight in the alpha version and will help new players to get into gnoblins more easily. Each video will be about 1 minute long and explain one major game feature. For now this video deals with the luring and managing...

Gnoblins - Development journal of an indie game > Wooow... not too fast...

Posted Ashaman73 on 26 May 2012 - 06:16 AM

Wow, Rock,Paper,Shotgunhas covered my game (by accident Posted Image ? ). Its popularity in downloads has jumped from ~140 downloads in two month up to ~2500 in one and a half day. This is pretty impressive...

Gnoblins - Development journal of an indie game > New Version of Gnoblins is out !

Posted Ashaman73 on 19 May 2012 - 11:44 AM

The second pre-alpha version of gnoblins with some great improvements is out.

Posted Image

Most important are the addition of sound fx and music. The awesome music is created by Christian Andersson (Craze Music).

As always you can download the new...

Gnoblins - Development journal of an indie game > Gnoblins - particle test

Posted Ashaman73 on 03 March 2012 - 11:44 AM

Here's a video about a particle test in my game gnoblins.

Gnoblins - Development journal of an indie game > Outline shader

Posted Ashaman73 on 09 February 2012 - 02:14 AM

Well, I've posted some shots of my experiemental outline shader over at polycount, so I think that it is a good idea to elaborate on some technical details here in my developer journal.

Outline shaders are always difficult to pull off. It is hard to get fine outlines done (most edge...

Gnoblins - Development journal of an indie game > Suspension of disbelief

Posted Ashaman73 on 29 September 2011 - 12:45 AM

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...

Gnoblins - Development journal of an indie game > Alpha transparency in deferred shader

Posted Ashaman73 on 10 June 2010 - 06:09 PM

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,...