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Gnoblins
April 2 - Ashaman

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 semi-generated approach to the new, completely procedural, in-game level generator. In combination with the reworked sewer level design finally something to show off.

Here is a new video dev-log showing the sewer level generation step for step.

http://youtu.be/5Hl9iGQ3OZ4

February 21 - Ashaman

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.

http://youtu.be/4C0sjyJKcQs

Currently we are working on expanding the room system to support a more compact dungeon design. This will most likely result in an improvement of the room art and additional game mechanism, so stay tuned for the next update.

January 22 - Ashaman

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 balancing.



But I'm really satisfied so far. I'm able to beat the level in half an hour, knowing exactly what to do. Others needed one to two hours, which should be a good play time for a standard level. Thought, there is still enough to do, the game level is in a good shape and I think about doing a closed test next month.

Besides all the game testing and balancing I have finally added large creatures to the game, a garrison game mechanism, guard towers and more minions. There are currently around 10 kind of minions, mostly gnoblins. And eventually I added some new nasty creatures with some surprising special abilities.

Here's a screenshot of a thriving dungeon.

November 23, 2015 - Ashaman

Here’s the November update, this time without images or videos.

Currently I’m tweaking the game flow. After the recent tweaking I’m quite happy with the early game, but it lost some focus when entering mid to end game stage. To counter it, I want to add different Gnoblins, which are specialist in certain tasks. I believe, that the player will be able to control the game flow more by luring certain Gnoblins into his dungeon, but only testing will show.

Other than that there’s a lot of ongoing testing and polishing of the UI. Improving just little UI features add often so much to the game experience, that it is really worthwhile to spend the time.

September 26, 2015 - Ashaman

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 challenge in designing the mining interface in Gnoblins was the dungeon building system. Most dungeon building games are grid based which makes dungeon expansion a lot easier than the room-based dungeon expansion approach used in Gnoblins.

I've added the video to the video section.

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