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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.

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Flower update: flowers, bioluminescence and global warming

Flower update: flowers, bioluminescence and global warming

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Nijmegen, The Netherlands - Today the first big update for evolution simulation game The Sapling is announced: the flower update. It will release September...

I have announced a new game!

I have announced a new game!

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To whoever is still following this game: I have announced a new and completely different game!

Olvand rose released

Olvand rose released

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I officially announce the release of Olvand rose, but also that this will be the last release.

Doing the boring work: fixing multiplayer for the cave AI

Doing the boring work: fixing multiplayer for the cave AI

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I've been mostly busy fixing multiplayer bugs. In this blog I tell you why and how.

Redesigning the first tab of the GUI

Redesigning the first tab of the GUI

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In this blogpost, I tell you why and show you how I've redesigned the first tab of Olvand's GUI!

A new architcture for the monster generator

A new architcture for the monster generator

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This week, I give a more detailed insight in how the monster generator is organized

How Olvand's source code was almost lost, and other technical problems

How Olvand's source code was almost lost, and other technical problems

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I've had lots of bad luck over the last weeks. In this blogpost, I tell what happened.

A new Olb: poison

A new Olb: poison

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This week, I introduce a new olb: the poison Olb. Useful in some awesome combinations!

A new Olb: invisibility

A new Olb: invisibility

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This week, I introduce a new olb: the invisibility Olb. Useful in some awesome combinations!

Adding gun presets to Olvand

Adding gun presets to Olvand

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This week, I explain why I decided to add gun presets to the game, and show you how I decided to do it.

The cave name generator

The cave name generator

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This week, I explain why I added a cave name generator, and how it works.

What I learned about giving feedback and avoiding mystery

What I learned about giving feedback and avoiding mystery

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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.

Olvand's new cave director, pt. II

Olvand's new cave director, pt. II

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Last time, I wrote about how I gather info about the players. This week, I tell about what I do with it.

Olvand's new cave director, pt. I

Olvand's new cave director, pt. I

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In this blogpost, I describe the new and awesome AI for monster's in caves

The disaster release that is Olvand violet

The disaster release that is Olvand violet

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A long blogpost about EVERYTHING that went wrong while releasing Olvand violet.

Olvand's monster generator, pt. 2

Olvand's monster generator, pt. 2

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This week, I tell you how the monster generator creates the various forms of the monsters, and show you the results.

Olvand's monster generator, pt. I

Olvand's monster generator, pt. I

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This week, I explain how the colors for the randomly generated monsters are selected.

About the next update

About the next update

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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!

Finally, Olvand violet is uploaded

Finally, Olvand violet is uploaded

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This week, I tell you the last details about Olvand violet, and show you another awesome video Deadpepper5 has made.

About how I reimagined combat and the new Olb that followed from it

About how I reimagined combat and the new Olb that followed from it

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Combat in Olvand has changed about. About the reasons, and the resulting Quick Olb.

The sounds of the night in Olvand

The sounds of the night in Olvand

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This time, I tell you about how I taught the audio director to make nights sound like nights.

The advantage of watching people play

The advantage of watching people play

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This week, I tell you about two things I discovered because I watched two friends of mine play the game

Designing the darkness in Olvand's new caves

Designing the darkness in Olvand's new caves

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This week, I tell you about the problems I had when adding darkness to caves, and also about their solutions.

Having fun in the new caves

Having fun in the new caves

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In this blogpost, I describe how accidently had a lot of fun playing my own game.

Rewarding people with Olbs

Rewarding people with Olbs

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This week, I write about my plans to make collecting Olbs one of the main things you do in the game.

Designing the details

Designing the details

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This week, I give you a small example of how a small design mistake can have huge negative results.

Practical challenges with the cave generator

Practical challenges with the cave generator

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This week, I explain two practical problem for the cave generator, and how I solved them.

The cave generator

The cave generator

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This week, I explain how my cave generation algorithm works, and how the development process went.

Caves in Olvand: why and how, pt. II

Caves in Olvand: why and how, pt. II

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In this blogpost, I continue to explain why the focus of the next updates will be caves, and how I plan to do that.

Caves in Olvand: why and how, pt. I

Caves in Olvand: why and how, pt. I

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In this blogpost, I explain why the focus of the next updates will be caves, and how I plan to do that.