Full notes
Full Goblin Colony update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Compatibility
I'm currently working on the combat system which is the last missing piece of gameplay. This is perhaps the most complex system in the game since it involves multiple AI routines and pathfinding algorithms that need to work together. It's important to get right since it's an integral part of the gameplay.
One of the challenges is to make pathing feel intuitive and look natural, especially when entering combat. For example, I want goblins and enemies to be able to surround their foes.
Goblin Colony uses a grid system for movement and normally when building or digging, goblins only perform tasks when positioned one tile above, below or to the direct sides of the goal. In order to achieve the surrounding effect and make combat more engaging I've decided to make use of diagonal positioning so units can path to and attack their foes from all directions. This gives potential for bigger and more exciting brawls!
Goblins ganging up on a poor rat!
Combat will be real-time (just like everything else in the game) and I'm experimenting with both traditional RTS-style controls and a more simplified variant (i.e. single attack-flag). I don't want combat to involve too much micro-managing as the game in general is more "macro-focused" and has an emphasis of individual goblins being more autonomous. However, this will be carefully evaluated with further testing.
Speaking of testing I'm hoping to begin the first round of public beta-testing soon(™). This is your chance to play Goblin Colony for the first time! Stay tuned for more news!
Source
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