This game has been Greenlit by the Community!

The community has shown their interest in this game. Valve has reached out to this developer to start moving things toward release on Steam.

Gnoblins
June 27 - Ashaman

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 steps to craft stuff, you can hire minions directly from the main screen, research has been automated, you no longer need to craft interstage products. All this removed a lot of complexity.

On the other hand minions can carry objects now, which adds a lot of visual feedback of what minions are doing at the moment. I.e. wood logs needed to be transported to the carpenter shop for further processing and downed minions are carried to a bed room to recover.

And eventually you no longer need to place single furnitures, instead you can construct whole rooms. I.e. a bed room or a guard room. Here is a screenshot of the four most basic rooms every dungeon need as foundation.


May 25 - Ashaman

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 interesting questions.

How does water interact with the level, with objects, with plants ? Where do plants grow ? Mushroom ? On soil, on rock ? In light or darkness ? These are all questions I wanted to consider when developing an environment simulation and you can now watch the result in this video. Have fun and stay tuned !

Either watch the video in the video section or follow this link.

May 1 - Ashaman

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 really love to show all the models, but I don't to spoil to much, therefor an overview of all creatures, but only the silhouette :D

April 12 - Ashaman

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 show something off, so here are some of the current models we are working on.

Here's a demon I have modelled and textured.



Here's a gorgon, the model is teamwork, the texture is painted by me.



And finally a model and texture made by Gerog.

March 29 - Ashaman

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 tempaltes for baking and rendering models. The current pipeline is modeling->rigging->texturing->animation, all done in blender, even the complete texturing process. Here's a render of a golem I've almost finished so far.



The golem demonstrated the art guide we have developed over the time. The golem is one of the creatures I've created alone from concept over modelling and rigging to textureing, so by definition it is programmer art ;-) Nevertheless, I believe that it is a decent improvement over a simple ascii text in your common roguelike game ;-)

< 1  2  3 >
Showing 1-5 of 12 entries