Olvand is a little multiplayer sandbox RPG, where the players live in self-built towns and can go on all kinds of adventures together. Imagine living with your friends in a small town in the mountains, or creating a new group of friends in a pub in the metropole you all live in. There will be several mini-games the inhabitants of a server can play together, among which will be combat based games like King of the Hill or Capture the Flag. You will be able to play against other people in your city, or as a city against another city, or as a whole server against another server. The combat works with self-built guns, in which all kinds of powers can be combined to create unique effects.
Nijmegen, The Netherlands - Today the first big update for evolution simulation game The Sapling is announced: the flower update. It will release September...
To whoever is still following this game: I have announced a new and completely different game!
I officially announce the release of Olvand rose, but also that this will be the last release.
I've been mostly busy fixing multiplayer bugs. In this blog I tell you why and how.
In this blogpost, I tell you why and show you how I've redesigned the first tab of Olvand's GUI!
This week, I give a more detailed insight in how the monster generator is organized
I've had lots of bad luck over the last weeks. In this blogpost, I tell what happened.
This week, I introduce a new olb: the poison Olb. Useful in some awesome combinations!
This week, I introduce a new olb: the invisibility Olb. Useful in some awesome combinations!
This week, I explain why I decided to add gun presets to the game, and show you how I decided to do it.
This week, I explain why I added a cave name generator, and how it works.
This week, I want to tell you about a mistake that I keep making again and again, and give you an example of its most recent appearance.
Last time, I wrote about how I gather info about the players. This week, I tell about what I do with it.
In this blogpost, I describe the new and awesome AI for monster's in caves
A long blogpost about EVERYTHING that went wrong while releasing Olvand violet.
This week, I tell you how the monster generator creates the various forms of the monsters, and show you the results.
This week, I explain how the colors for the randomly generated monsters are selected.
While people are playing with the current update, I have of course already started work on the next one; this week, I tell you about it!
This week, I tell you the last details about Olvand violet, and show you another awesome video Deadpepper5 has made.
Combat in Olvand has changed about. About the reasons, and the resulting Quick Olb.
This time, I tell you about how I taught the audio director to make nights sound like nights.
This week, I tell you about two things I discovered because I watched two friends of mine play the game
This week, I tell you about the problems I had when adding darkness to caves, and also about their solutions.
In this blogpost, I describe how accidently had a lot of fun playing my own game.
This week, I write about my plans to make collecting Olbs one of the main things you do in the game.
This week, I give you a small example of how a small design mistake can have huge negative results.
This week, I explain two practical problem for the cave generator, and how I solved them.
This week, I explain how my cave generation algorithm works, and how the development process went.
In this blogpost, I continue to explain why the focus of the next updates will be caves, and how I plan to do that.
In this blogpost, I explain why the focus of the next updates will be caves, and how I plan to do that.
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