Hello and welcome to the first dev blog for Goblin Colony! For those who don't know, Goblin Colony is developed by just one guy and that's me, Magnus. I'm doing all the programming, graphics, and everything else (including music and even voice-acting!). I'm hoping to do these posts regularly up until the release to keep you informed on what I'm currently working on and the overall progress of the game. I have also posted a FAQ in the discussions forum for some more general information.
Although the game is still in alpha, most of the graphics, sound, music, and engine code are done. However, nothing is final at this point and will be updated/improved if needed. The game is very much playable in its current state, the main thing missing is combat (more on that later) and actual levels as so far levels have been set up for testing purposes only.
Short list of updates since January this year:
Combat animations for goblins and enemies (hundreds of individually painted frames)
Updated grass/moss tiles (now uses 8-directional auto-tiling for dynamic edges)
Added sound effects (100+ with plenty more to go)
Goblins now have individual voices! (randomized pitch)
Options menu now have working settings
Various bug fixes, rewrites, and optimizations
The last point is what's taking up most of my time but is sadly also the least interesting to write about. Up next is the combat system which is the main big thing left to do on the "engine" side. I recently began working on it and once that is done, all "systems" will be in place making the game truly fully playable and ready for beta.
Thank you for your interest! I hope to have more exciting news soon!
Slay the Princess — The Pristine Cut - blacktabbygames
Hey folks!
After much intense labor, the new Slay the Princess demo is here for you to enjoy! We made the first demo in just a couple of weeks to see what it'd be like to work on a game jam type project, so we wanted to take the opportunity to really expand on what was there and to release a more fleshed out version of it in line with the final vision.
This new demo features:
• New lines and scenes in Chapter 1 • 4 new Chapter 2 Princesses, bringing the grand total to 10. • 10 new tracks of music. • A massively expanded opening to Chapter 2.
All-in-all, there's probably about an hour or so of never-before-seen content in this update! If you happen to be attending PAX East this week, we'll be showcasing this new demo there as well, and there'll even be a standee of the Princess you can pose for pictures with!
There's 12 new achievements to find in the demo — since we overhauled the Chapter 2 experience for every Princess, we reset the "ending" based achievements, and there's a couple others to find as well.
Thanks so much for your continued support, and we can't wait to show you more! ~Tony and Abby
In this update we show off the new dialogue system and what it's like to shovel in the late evening. There are plans to incorporate a full day/night and weather system, however the night time might just go up to almost dark to avoid pitch black.
In this video you can see we're working on the conversations with the townsfolk of Windrow. This dialogue hints at the overall story to the game. ːsteamhappyː
We havent been updating the Steam page as much as I had hoped, although we do keep Twitter, Reddit and Youtube posts updated regularly. Stay tuned for more updates!
2023 Season 2 Patch 2 Release Notes [2023.03.20.02] This Patch includes a variety of updates and fixes for the 2023 Season 2 Release.
SIMULATION:-------------------------------------------------------------- Physics Fixed an issue where cars would appear to fly above the track surface at Charlotte Motor Speedway - Rallycross when back-patching was not in effect.
Graphics A new graphics option, ZBuffer32Bits, has been added to the “rendererDX1.ini” file. - - This option is enabled (set to 1) by default, and forces the Simulation to use a 32 bit depth buffer. This helps NVidia users who are seeing excessive z-fighting. This option uses double the video memory for the depth-stencil buffer (it will grow from 32-bits to 64-bits per pixel).
AI Racing AI Drivers have improved their racing behavior with the Skip Barber Formula 2000 and should be less likely to slide and smoke. Both were bad for their health.
New Damage Model With the systemic New Damage Model changes released with 2023 Season 2, many vehicles were in a place of unrealistically higher durability. This patch includes a variety of vehicle body panel adjustments that should generally weaken their strengths, and make the cars much more realistic. We continue to assess realism and balance for New Damage Model cars with the 2023 Season 2 changes, and additional updates to these or additional cars may be in future Patches. The vehicles affected by these changes include the following: - - <Car Class> GT4 Cars - - <Car Class> NASCAR Classic 1987 Cars - - <Car Class> Touring Class Cars - - Dallara F3 - - Dallara iR-01 - - Dallara IR18 - - Dirt Street Stock - - Formula Renault 2.0 - - Global Mazda MX-5 Cup - - Indy Pro 2000 PM-18 - - iRacing Formula iR-04 - - Mercedes-AMG W13 E Performance - - SCCA Spec Racer Ford - - Street Stock - - USF 2000
Replay Fixed a Simulator crash issue that could occur while fast-forwarding or rewinding a Replay for a Session that included driver swaps. Fixed an issue that could cause the window title bar to show the wrong message when saving a replay.
CARS:-------------------------------------------------------------- ARCA Menards Chevrolet Impala / Gen 4 Cup (Gen 4 Cup) - Auto Fuel is now available for this car. (Gen 4 Cup) - Improved the higher revving external/trackside engine sounds. (Gen 4 Cup) - Pit board has been updated to display correctly. (Gen 4 Cup) - Opponent car rev limiter has been updated.
Audi R8 LMS GT3 Fixed an issue with the Dashboard Box RPM not changing colors correctly.
Dallara F3 iRacing setups have been updated.
Dallara iR-01 Wing adjustment tooltip has been updated for accuracy.
Ford GT2 / GT3 These car names have been adjusted slightly for clarity.
Honda Civic Type R Fixed an issue with the Dashboard Box RPM not changing colors correctly.
Late Model Stock The bumpstop packer allowable adjustment range has been narrowed. Maximum braking effort value has been reduced.
Lotus 79 iRacing setups have been updated.
Modified - SK / NASCAR Whelen Tour Modified These car names have been adjusted slightly for clarity.
NASCAR Truck Toyota Tundra TRD Pro Fixed an issue with the display of this vehicle in the Paint Shop.
Porsche 911 GT3 Cup (992) The low fuel warning may now be cleared by mapping the low fuel acknowledge control and holding it down for 2 seconds.
Renault Clio R.S. V Fixed an issue where a Member joining an Open Practice Session with this car could cause all other drivers in the Session to crash-to-desktop.
Ruf RT 12R Fixed an issue where this car would fail to load at night.
TRACKS:-------------------------------------------------------------- Circuito de Jerez - Ángel Nieto (Both) - Fixed an issue where drivers could receive an unsafe pit entry/exit penalty by driving next to the pit wall on the track side. (Moto) - Fixed an issue where DRS was not working at this track configuration.
Crandon International Raceway Fixed an issue with Race Control at this track.
Knockhill Racing Circuit (National & National Rev.) - A gain-time checkpoint has been added to the exit of the dirt area to prevent cutting wide to the service road for a better line.
Limaland Motorsports Park Fixed an issue with Race Control at this track.
Sebring International Raceway Fixed some terrain surface and environment artwork issues. Terrain near the pits has been updated.
Hi, here are the patch notes of the update 3.0 to RAT MEMORY DEMO!
NEW DEMO UPDATE
This demo has a new level, that you have to find 5 rats in a forest level.
This level uses an interactive foliage system, so rat will be able to bump into some plants. in this link This system could be also used in future projects.
This level also uses very different colors, perhaps it will be one of the last levels.
NEW CONTENT
Added swimming mechanic
Added squeak button
Now you can zoom in or out with +/Page Up and -/Page Down
Now you can restart the level with the R button on keyboard, or Select in gamepads.
Default controls will now show gamepad buttons too.
Main menu personalized The main menu will have our protagonist appearing
Added Turkish translation.
Drop shadow options Now you can customize and even remove the drop shadow of the main character. You can see it in this link
Added fur (can be turned off in settings)
FIXES
Sound and music volumes set by player were fixed in gameplay
Sensibility settings should be fixed
Added music to the main menu
CHANGES
Removed level 1
Camera reset button in keyboards changed to C
Demo 2 level lightning I reduced the darkness in the demo 2 level. Thanks to feedback, people! Here is a comparison:
- Three new levels! Tangle, Safecracker and Hoist. - Tweaked Pit level layout. - Bug fix: Tutorials for keyboard could be displayed when a keyboard was not in use - Bug fix: Undoing past atom collection let the player keep the atom in some circumstances. - Bug fix: An open gate could momentarily be closed when placed down causing incorrect results with some receptor+gate+beam interactions. - Bug fix: Player movement could appear stuttery when pushed from above. - Bug fix: The line emanating from a receptor could appear in the wrong place if the receptor block is pushed. - Bug fix: World map background didn't update until cursor was moved. - Bug fix: It was possible to restart level or undo while menu is open.
Hey guys! Just wanted to do a quick update for all the followers/wish listers and future regulators!
I'm currently working hard on getting a whole fresh new demo up and ready for you to sample, the last demo is from January, and the game has gone through a LOT of improvements and changes that it will feel like the last demo was just a 24 hour game jam version ( it wasn't ! .. but it will feel like that.. maybe! )
The new demo will focus on the new playable character: Wreckingball! His dodge move and special ability are now pretty much done, and I'd love to get feedback from players on the feel of it all. Personally I love him so much, that I've been playing with him exclusively since getting it all done!
A lot of development time has gone into all the juicy stuff, we now have headshots, more gear to unlock, a better gameplay flow, and just in general a much better game as a result!
I also reintroduced the stealth gameplay mechanics! So sneaking up on enemies, choking them, and moving on, will be a big part of the game ( IF you like to play it like that ). Hiding from camera's, disabling camera's, using new gear to scramble camera's.. you'll have to come up with a lot more tactics to complete missions ! ( of course, get a good grenade launcher or machine gun or UZI, and shooting your way out of a building is still an option ! )
Further more I'm now finalizing the various things to make the game more user friendly. From settings to having a little tutorial level to explain the controls and how to sneak up on enemies. Again something I hope to get some feedback on from you guys once I get this demo out!
So don't forget to follow and/or wishlist the game's development on here
Added a shortcut at the start of P-2 that opens if the player has encountered the boss at least once
P-2 boss no longer becomes unparryable in the second phase on Violent difficulty (second phase stamina increased to compensate)
Reduced non-boss Ferryman health from 40 to 30
Removed one Cerberus from the last P-2 arena
Chargebacks will now ignore blessed enemies while targeting
Restructured and repaced Flesh Panopticon's death for greater clarity
Increased volume for all Sisyphus Prime voicelines
Added a slight trail to Sisyphus Prime's teleports
Reduced chances of Sisyphus Prime hitting the player through the floor
Falling OOB during the P-2 boss fight will now reset the player or the boss back inside the arena
Changed the physics of Stalkers to reduce the possibility of phasing through surfaces when magneted
Added a failsafe to the last P-2 arena in case the Stalker dies prematurely
Fixed a bug that allowed punching at an angle to break the Idols in P-2
The red hallway in P-2 now deals a flat 30 damage and acts as a solid surface instead of dealing a non-lethal max 50 with a teleport back to ground
Fixed a bug that caused Flesh Panopticon's death animation to not play out if the player paused during it
Flesh Panopticon now opens its mouth properly while firing mortars
Flesh Panopticon's mortars now spawn from its mouth rather than in front of it
Fixed scrolling in P-2 terminals not working if the player has downscaling turned on
Enemies hidden by Streetcleaner flames will now display outlines
Alter arm can now make breakable sandbox objects unbreakable
Fixed the Radiance effect being offset from enemy models
Radiant Stalkers will now also make the enemies it sands radiant
Fixed a bug that caused the "buffs forceradiance" console command to disappear
Fixed "Remember Last Used Weapon" breaking the 6th weapon slot if the player's last used weapon in that slot was the second or third one
Fixed a rare bug that caused the game to not load, resulting in just a black screen
Fixed players being unable to change weapons while starting a level
Stored dash frames are now drained at 20% rate while sliding
S.R.S. Cannonballs can now be launched by pressing primary fire when charged
S.R.S. Cannonballs now have a 1 second window after bouncing off an enemy before they can hit another in order to stop cannonballs from breaking instantly after a bounce
If hit with an S.R.S. Cannonball right before landing from a jump, Insurrectionists will stay knocked down for longer
Developer museum Rocket Race now gives rideable rockets infinite fuel
Developer museum Rocket Race is now replayable
Fixed the Gianni attack easter egg and 5-S time of day not resetting when restarting from death or via the checkpoint main menu option
Reading the 5-S Testament will now mute the TV
The exit for 5-S is no longer spawned in until the exit door opens
Changed glow color of the P-1 skull on P-2 door from gold to red
Fixed a bug that caused Flesh Panopticon's music to not reset its pitch on checkpoint restart
Fixed Flesh Panopticon using the wrong name for Alter arm's health bar setting
Fixed P-2 ending not activating if the boss is killed in Clash mode
Fixed a bug that caused Mindflayers to not explode on death if the player activates a checkpoint during their death animation
Using the "simpler explosions" graphics option will now also stop the Cannonball break effect from triggering when exploded
Fixed fish sometimes swimming out of water
Fixed enemies sometimes spawning sideways with the spawner arm
Fixed Mysterious Druid Knight (& Owl)'s spawner arm preview clipping into the hand
Fixed 5-S HUD not scaling down at low resolutions
Changed positions of the Developer museum chess pieces to conform to standard chess rules
Fixed a developer museum Swordsmachine's sword having an outline
Force disabled outlines for players using CoreGL due to an unfixable outline bug
Fixed a bug that caused Size 2 fish to not be catchable