gonna start play-testing some arena mechanics this weekend and hopefully have a very small working demo next week #pixelart #unity2d #indiedev #gamedev
gonna start play-testing some arena mechanics this weekend and hopefully have a very small working demo next week #pixelart #unity2d #indiedev #gamedev
part of my motivation behind this project is to learn useful unity mechanics i can carry over to other projects, like the new input system, controller support, sprite libraries, and co-op play #pixelart #unity2d #indiedev #gamedev
last week i started working on this small couch-co op game where i could test and polish the mechanics of the goblin game on a smaller scale...so far this has meant a lot of hours on just projectiles : ) #pixelart #unity2d #indiedev #gamedev
updated all of the players melee weapon animations and gave each one a three-move combo culminating in either a powerful downward slash or throw attack #pixelart #unity2d #indiedev #gamedev
new hammer swing animation #pixelart #unity2d #indiedev #gamedev
finally got around to updating the combat animations and i can't wait to see these in action! #pixelart #unity2d #indiedev #gamedev
magic can now be blocked using shields - which NPCs will now use a bit more strategically #pixelart #unity2d #indiedev #gamedev
on top of a bunch of other weapons i finally added staffs to the game...which in turn meant overhauling the effects system including adding a few new effects and expanding old ones #pixelart #unity2d #indiedev #gamedev
happy (late) valentines day #pixelart #indiedev
these icons are so cute!!
#1 - it looks more subtle and fits in more with the rest of the art
a core part of this project that i've been excited to start working on is the ability to rally other goblins to fight alongside you...they'll also pick up any weapons or potions you leave on the ground #pixelart #unity2d #indiedev #gamedev
enemies (and other NPCs) can now pick up projectiles and other items to use against you #pixelart #unity2d #indiedev #gamedev
thank you!
as if the assassin enemy wasn't cool enough already, now they can throw poisons! #pixelart #unity2d #indiedev #gamedev
enemies can throw stuff too now?! (also sorry for the lack of audio i forgot to turn the volume up : ) #pixelart #unity2d #indiedev #gamedev
ice poison! freeze enemies (or yourself) and turn them into ice cubes that can be pushed around and broken...you can't deal damage to frozen enemies but i'm sure you can find some other use for them... #pixelart #unity2d #indiedev #gamedev
explosives are a great way to test your games knockback system! #pixelart #unity2d #indiedev #gamedev
at some point i need to start the actual level design process...but for now i'm busy testing grass textures for the forest area #pixelart #indiedev
finally got around to balancing the combat by adding better signposting for enemy behavior, alongside a small debuff to the ground slam attack for the player...there's still a lot of polishing to do but already it's feeling a lot more fun to engage with
#pixelart #indiedev
for a first attempt at an 8-bit beehive sound effect...this is still really bad (sound on) #indiedev
today i made a bunch of sound effects and put them into the goblin game...this was my first real attempt at sound effects and whilst they're far from perfect the game is a lot more fun to play with them! #pixelart #indiedev #gamedev
those pointy rocks can fall down now??
#pixelart #unity2d #indiedev #gamedev
after seeing how nicely the castle assets looked put together i decided to add some more unique deco to the mines, like fossils and (destructible?) lamps!
#pixelart #unity2d #indiedev #gamedev
got some more work done on the artwork for the later stages of the game...hopefully i can start testing out some of the mechanics unique to these stages soon! #pixelart #unity2d #indiedev #gamedev
playing around with the updated respawn system in the mines...you can now interact with campfires to set your respawn position making it easier to go back and pick up your lost gold #pixelart #unity2d #indiedev #gamedev
took a break from polishing ranged combat to add a new assassin enemy who wields daggers and can even roll and wall jump making them a lot harder to evade than other enemies...oh and the player now drops all of their gold when they respawn #pixelart #unity2d #indiedev #gamedev
a bunch of performance tweaks and a new weapon class...ranged weapons! i had to expand the projectiles system quite a bit for this which makes me hopeful for more variety in ranged weapons down the line but for now it's just the trusty bow #pixelart #unity2d #indiedev #gamedev
the last couple of days ended up being a lot of polishing and bug fixing potions and enemy AI...including giving enemies objectives outside of combat like using training dummies or mining gold #pixelart #unity2d #indiedev #gamedev
No I use piskel : )