And it wasn't perfect, but I think people liked it enough to warrant a better, improved game to follow. My initial idea was to rest and then make something else. So I started prototyping 2-3 new games, worked on some smaller and bigger ideas... but eventually came back to Goblin. It's just... so much fun working on it.
Anyway, what is the plan:
- Higher resolution, better graphics
- Basically the same mechanics but with improvements (like double jump, slopes, upgrading...)
- Everything is more animated and alive, incl. backgrounds and static objects
- Semi-open world (more on this later)
- Repeatable levels that show you what you've already picked up
- Mini-games that have to be unlocked (incl. simple puzzles)
- More things to collect besides coins and recipes
- Even weirder enemies and story line
- Larger levels with potential "continue spots" instead of previous "respawn" mechanics
- Built in multi language support (GnC had it added later awkwardly)
- Main menu and settings menu remember where you were before leaving/returning (people really want this a lot)
- Improved key rebinding feature
- Prettier menus 😋
- DX11 required instead of DX9
What's done so far and working (alpha v0.3, October 2017 - March 2018):
- Functional menus (main, settings, credits), working on finishing graphics and animations for UI
- Functional in-game multi language support
- Basic mechanics including slopes and double jump
- Basic enemy script and sprites/animations for one enemy in 2 variants
- Bunch of writing, diagrams, algorithms and other things that will be useful later
- Improved Goblin sprites
- Popup menus (quit/pause/tutorial and so on)
- gamepad support (x-input and d-input)
When to expect it?
Not before 2019
The idea is to keep the same spirit of the game, so all the improvements don't... destroy it from within. We'll see if I make it. Wish me luck.
Srecno! :)
ReplyDeleteHope you manage to publish this. GnC was quite enjoyable and i'm going to try the new one as well for sure.
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