Hi! Gnomoria is a game I've been working on full time for the last 9 months and I thought maybe I should tell someone about it -- so I decided to start this devlog!
James Primate of
BR1GHT PR1MATE is working on the audio. James is my new hero, so I'll be giving him some praise whenever I can.
Update: Rhopunzel has now starting working on art!
OverviewWhat is Gnomoria? I don't have a good concise answer, but for now let's say it's a village management game. Some of you might say that sounds like Dwarf Fortress and well, you wouldn't be wrong. I'm not setting out to recreate DF but I would be lying if I said it wasn't a big inspiration.
I have a programming background and really enjoy systems design. I wanted to make a sandbox game where I could learn and practice procedural generation techniques and design gameplay systems that work together in a meaningful way. I figure a good sandbox game is only as good as the underlying systems and the level of interaction you expose to the player.
For this game, I think of the individual mechanics as gears in a larger system. Those systems are in turn gears themselves in an even larger system, culminating in the game itself. Wherever it made sense, I open up the system and let the player poke around.
GameplayYou start off with a small group of gnomes who have set out to uncharted lands to fulfull their dreams of a gnome utopia. Gather resources, farm and craft items to meet the growing demands of your gnomes. It's a sandbox game and you just play until everyone is dead. As you progress, the game scales with you and you attract more gnomes and tougher enemies.
The game world is a discrete 3D world. Saying it's a voxel world might give a better idea, but I feel like it's not totally accurate. Some may call me crazy, but I decided to write a 2D isometric renderer for the game. I've given up perspective but gained pixelly goodness! I think that's a fair trade. I'm tempted to post some screenshots but without an artist it's pretty much all placeholder art.
What's next?I'm in the magic final stages of the game where I'm polishing features, fixing bugs, balancing content and where progress is more difficult to quantify! As it usually goes, I had to cut some cool features along the way to hope to finish in a timely manner. At some point I'll consider the game "done" but if all goes well I'd like to add a few more things after that. Right now though it's all about trimming the fat.
Thanks for reading through my first post! I'll try to get to any questions and I'm looking forward to seeing your comments and feedback.
VideoGameplay trailerScreenshots (click the image for full size)
Hill with waterHere's the same hill from 3 other angles:
90180270You can play at 1x or 2xMoving the camera up/down gives you cross sectionsCastle

Gnomes busy at work

Stocks menu
Assign profession menuMining UIFarms and a pasture (at night)Mined out copper veinFurnace, forge, weaponsmith, armorerBedroomsGreat HallWindmills and gearboxesWindmills and gearboxes with axles toggled on