Gnoblins - Development journal of an indie game

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64 entries
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Ashaman73
April 03, 2016
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 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 l…

2,723 views
Ashaman73
March 09, 2016
One week of optimizing: doubling your frame rate

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).

Well, it is not a secret that my engine is home brew and that there were and are enough optimizing potential hidden. The trick was to start profiling it…

2,650 views
Ashaman73
February 21, 2016
February update

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.

[media][/media]

Currently we are working on expanding the room system to support a more compact dungeon design. Th…

2,388 views
Ashaman73
February 06, 2016
Closed test session, could need some helping hands !

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

Gnoblins is a dungeon building game, similar to Dungeon Keeper and to some extend to Dwarf Fortress. You can play a…

3,521 views
Ashaman73
January 27, 2016
Preparing my engine for Vulkan API

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…

3,323 views
Ashaman73
January 23, 2016
January update: large creatures, polishing and preparing a closed test

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…

2,243 views
Ashaman73
September 27, 2015
September update: the new mining interface
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 attem…
2,267 views
Ashaman73
August 29, 2015
August Update (Version 0.2.40)
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 …
2,205 views
Ashaman73
June 27, 2015
Gameplay update
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 th…
2,156 views
Ashaman73
May 25, 2015
Environment 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 wat…
2,611 views
Ashaman73
May 09, 2015
Materialsystem
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 …
2,098 views
Ashaman73
May 01, 2015
Project 30: Model and texture stage done
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 textured by Georg.


I would reall…
2,171 views
Ashaman73
April 26, 2015
HTTP for gamelogic... are you insane ?
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 . Still I had my reasons to go this way and I want …
1,779 views
Ashaman73
April 12, 2015
Project 20
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 int…
2,443 views
Ashaman73
March 29, 2015
Art - Work in progress
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 humanoi…
2,287 views
Ashaman73
March 13, 2015
Fluid simulation and swimming
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 the hood it was already a working simulation. To utilize it completely I needed to introduce the ability to swim. So, gnoblins and other creatures ar…
2,176 views
Ashaman73
March 06, 2015
Environemnt agents come to the rescue
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…
1,751 views
Ashaman73
March 05, 2015
Musing about swimming...
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…
1,901 views
Ashaman73
February 16, 2015
They are still alive...
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 statement:[quote]
A long time since we last posted some information about Gnoblins, but eventually we are back with some great news.

First off, I will explain the rea…
2,422 views
Ashaman73
January 19, 2015
Useful debugging tools and features
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 c…
3,147 views
Ashaman73
December 03, 2014
Breaking your engine/game...
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 …
1,658 views
Ashaman73
February 28, 2013
Gnoblins Alpha Demo released !
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…
3,179 views
Ashaman73
February 25, 2013
Is Sony the new Lehman Bros. ?
*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…
2,439 views
Ashaman73
February 17, 2013
Gnoblins Alpha Demo Trailer
Here's the newest video of the upcoming Gnoblins Alpha Demo at the end of this month

[media][/media]
2,595 views
Ashaman73
February 08, 2013
Cel-Shading test
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 ?



2,287 views
Ashaman73
February 05, 2013
Gnoblins FAQ
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 …
2,213 views
Ashaman73
February 03, 2013
Linux and more Programmer Art
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…
2,873 views
Ashaman73
January 18, 2013
Playing around with environment/reflection maps
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…
2,419 views
Ashaman73
November 21, 2012
Procedural content generation and me
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 proc…
3,671 views
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