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Steam News21 March 20233y ago

DEV BLOG #1 - State of the game

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.

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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.

What changed

0 fixes1 addition2 changes0 removals
  • UI and audio
changedHello 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.
changedAlthough 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.
addedShort 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.

Goblin Colony changes

changedHello 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.
changedAlthough 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.
addedShort 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.

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!

Source

Steam News / 21 March 2023

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