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Thread: Almost Epic Adventures : The Goblin's Week [PC]

  1. #26
    Moderator
    Registered: Sep 2000
    Location: Australia
    It's definitely coming along. My only real comment at this stage is on the environment. The textures look a little too clean for how I'd imagine a medieval castle to look, let alone one inhabited by Goblins.

  2. #27
    New Member
    Registered: Jan 2017
    Location: France
    Hey @Yakoob, your game HEADLINER looks really nice. I added a bunch of feedback comments on your last twitter video. By the way, thanks a lot for sharing my video, I really appreciate

    Thanks @twisty for the feedback. You are not the only one who told me this. I am not really sure about this, since I really like the noise-free style with really few details. But I may anyway try to add some details with some kind of decals, like dirt and dust on the ground.

  3. #28
    New Member
    Registered: Jan 2017
    Location: France
    Hey @Yakoob, "Karaski: What Goes UpÖ" looks really nice too, and so close to my actual concept (double-agent-like infiltration)! I think will give it a try soon

  4. #29
    Member
    Registered: Jun 2004
    Cool thanks! Hope you enjoy

  5. #30
    New Member
    Registered: Jan 2017
    Location: France
    Hello everyone, hereís news from the front.

    First of all, happy new year to all! I wish you good health, and success for your projects. As for me, I hope that this year will be productive, with the release of The Goblinís Week

    Itís been a year since the publication and acceptance of my game concept on Steam Greenlight, and the first video trailer. I announced that the game would be released in 2017, and that was not the case. The game should be released in 2018. Itís time to take a look at what has been done this year, and to present what remains to be done.

    Review of the year 2017

    This year, I was tired of adding more and more content, accumulating bugs, temporary 3D models, unfinished features, and so on. So, I focused on the first part of the dungeon, so that the content of that part is clean and polished.

    So I redesigned and modeled the 3D characters, they are now all ready. I reviewed the 3D models used for this part, I reviewed the meshes, optimized the physical colliders, and improved the scripts. I got down to the hard task of optimizing performance, including setting up a progressive dungeon loading system. I did a thorough overhaul of a lot of the code to clean, optimize and solidify its basis. I notably reviewed the dialogue system, localization system, save system, inventory system, game management system, footsteps and collisions system, and weapons equipment system.

    Refactoring these systems allowed me to do new things, for example here is a very recent video of a crossbow test:


    The first level is almost complete. All game features are implemented, although I still have to improve some stuff. For the other levels, some are already in an advanced state, others just in prototyping phase.






    Having realized that the game development would take longer than expected, I tried to find an alternative funding source by selling assets for Unity. To date I have published three assets, sales are starting to take off a little but I have finally not gained more development time, compared to the time spent producing them. I would like to publish other assets, including the dialogue system, but given the required work I prefer to focus on the game.

    To conclude, even if the remaining content of the game is still substantial, the state of the game itself has progressed enormously. I now have a solid basis, and everything is ready to create the rest as efficiently as possible.

    Roadmap for the year 2018

    This year, once the last elements of my version 0.1 are done, I will finally be able to work on the level design and game design, so that the gaming experience is the best possible and the closest to my goals.

    I have already started to review all levels of the dungeon either on paper or in the editor, to rework the overall game experience. I want to have a first version of all areas to get the game as a whole. I will also have a better estimate of the remaining work, and I will be able to focus my efforts, and remove areas if necessary. I will then rework the levels gradually and iteratively, and I will create the necessary content and scripts as I go along. I will of course continue the playtests, although at the beginning I will continue to favor the observation tests, at home.

    There are still some tasks for which I have trouble anticipating the difficulty, for instance the music composition, replacing all temporary sounds, and translating the game in several languages.

    I talked about publishing a playable demo, it will not be for now. Iíll let you know if such a demo is finally released.


    More screenshots







    Stay up to date
    To stay informed, I invite you to follow the progress of the game on my site, by subscribing to the newsletter, or via the various social networks:
    Newsletter
    Diaspora*
    Twitter
    Facebook


    I hope you are as eager as me to see the game out. As always, do not hesitate to give me some feedback,
    See you soon,

    Arnaud

  6. #31
    Member
    Registered: Feb 2001
    Location: Somewhere
    Looks really cool, I am getting a cartoony Ultima Underworld vibe.

  7. #32
    New Member
    Registered: Jan 2017
    Location: France
    Thanks
    I never played Ultima Underworld, but from what I have understood I should.
    My art style is more inspired by "I like simplified shapes but not cartoon deformations, I like lights, shadows, and ambiant occlusion, and minimal noise art is better for an investigation game". And I am also very happy with the result

  8. #33
    Moderator
    Registered: Sep 2000
    Location: Australia
    Great to see this continue to take shape and I look forward to playing it when it's ready.

  9. #34
    Level 10,000 achieved
    Registered: Mar 2001
    Location: Finland
    That's a very satisfying looking crossbow.

  10. #35
    New Member
    Registered: Jan 2017
    Location: France
    Thanks

    Quote Originally Posted by henke View Post
    That's a very satisfying looking crossbow.
    I like it too. I struggled a lot to re-code my weapon system to be able to do that kind of things, and I am very happy it finally pays off.
    I am currently thinking about ways to use it more in the game.

  11. #36
    New Member
    Registered: Jan 2017
    Location: France
    Hello,

    Just a short update to tell that things are still going well. I am starting working on the unfinished levels and hope to have a satisfiying complete gameplay and level build at the end of the month
    There are still a huge amount of things to do but I am still aiming for the end of 2018.

    Here are three very recent videos, I hope you will like the Stealth part

    The "Life of a dungeon janitor" were you can see some dungeon cleaning in action:


    The "Life of a (disobedient) dungeon janitor" were you can see some stealth in action:


    A technical demo of the physically based interactions and traps:



    Also, I updated the presentation page wildmagegames.com/goblin with new screenshots and texts, do not hesitate to tell me what you think of it.

    Here a a few new screenshots too:






  12. #37
    Member
    Registered: Mar 2001
    Location: Ireland
    The title of this thread (and game) always make me think of Almost Too Epic Goblin Machination.

  13. #38
    New Member
    Registered: Jan 2017
    Location: France
    Quote Originally Posted by Nameless Voice View Post
    The title of this thread (and game) always make me think of Almost Too Epic Goblin Machination.
    Nice music, and I really like the title "Almost Too Epic"

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