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Steam News12 November 20241y ago

State of Dev November 2024

Hello Goblin Gang! Watch Out for Goblins! The Demo! has been live on Steam for about a month now. We have been watching people play, listening to feedback, and thinking about our next steps.

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Hello Goblin Gang! Watch Out for Goblins! The Demo! has been live on Steam for about a month now. We have been watching people play, listening to feedback, and thinking about our next steps. Before I get into our development plans, thank you all for playing and sharing your experience with the demo. Seeing the big playtimes in our Steam stats gives us confidence that we are on the right track.

What changed

0 fixes0 additions3 changes0 removals
  • Performance
  • Gameplay
changedSo what next? It seems that there is still some friction in our character controller. Game performance also isn’t as good as we’d like it to be especially on the Steam deck and older PCs. The path forward is clear– it's time to refactor. This means taking some time to go back to the basics of the project, looking to enhance what is working and fix what isn’t. We now feel we have a pretty good idea of what Watch Out for Goblins! wants to be as a game. Now the task is to rebuild the foundation into something that is stable and easy to expend, without sacrificing any of the wacky ragdoll action that’s at the core of WOFG!
changedHere’s what we plan to work on over the next month or so:Character controller optimization. We love our character controller for a lot of things, but think it’s fair to say that it has some weird behavior that breaks the flow of the game. Sometimes the goblin is a little too stiff when they take a big hit, sometimes a mysterious force pulls the goblin off the cliff you’ve worked hard to climb. These problems can be very frustrating. The good news is that we think we can fix them, it’s just going to take a bit of an overhaul of some of the core goblin systems.
changedHere’s what we plan to work on over the next month or so:More models. This game needs some crazy creatures, super set pieces, and more bits of groady goblin garb to collect. We are going to spend some time toiling away in the Blender mines to make sure, when we have our character reworked and our dev tools in place, that we are ready to pack the game full of gooey Goblin content!

Watch Out For Goblins! changes

changedSo what next? It seems that there is still some friction in our character controller. Game performance also isn’t as good as we’d like it to be especially on the Steam deck and older PCs. The path forward is clear– it's time to refactor. This means taking some time to go back to the basics of the project, looking to enhance what is working and fix what isn’t. We now feel we have a pretty good idea of what Watch Out for Goblins! wants to be as a game. Now the task is to rebuild the foundation into something that is stable and easy to expend, without sacrificing any of the wacky ragdoll action that’s at the core of WOFG!
changedCharacter controller optimization. We love our character controller for a lot of things, but think it’s fair to say that it has some weird behavior that breaks the flow of the game. Sometimes the goblin is a little too stiff when they take a big hit, sometimes a mysterious force pulls the goblin off the cliff you’ve worked hard to climb. These problems can be very frustrating. The good news is that we think we can fix them, it’s just going to take a bit of an overhaul of some of the core goblin systems.
changedMore models. This game needs some crazy creatures, super set pieces, and more bits of groady goblin garb to collect. We are going to spend some time toiling away in the Blender mines to make sure, when we have our character reworked and our dev tools in place, that we are ready to pack the game full of gooey Goblin content!

So what next? It seems that there is still some friction in our character controller. Game performance also isn’t as good as we’d like it to be especially on the Steam deck and older PCs. The path forward is clear– it's time to refactor. This means taking some time to go back to the basics of the project, looking to enhance what is working and fix what isn’t. We now feel we have a pretty good idea of what Watch Out for Goblins! wants to be as a game. Now the task is to rebuild the foundation into something that is stable and easy to expend, without sacrificing any of the wacky ragdoll action that’s at the core of WOFG!

Here’s what we plan to work on over the next month or so:

  • Character controller optimization. We love our character controller for a lot of things, but think it’s fair to say that it has some weird behavior that breaks the flow of the game. Sometimes the goblin is a little too stiff when they take a big hit, sometimes a mysterious force pulls the goblin off the cliff you’ve worked hard to climb. These problems can be very frustrating. The good news is that we think we can fix them, it’s just going to take a bit of an overhaul of some of the core goblin systems.

  • Development tools. Now that we have a good idea of what a complete WOFG! will be, we are going to spend some time building custom development tools to help us create levels, mechanisms, and NPC behaviors quickly and easily.

  • More models. This game needs some crazy creatures, super set pieces, and more bits of groady goblin garb to collect. We are going to spend some time toiling away in the Blender mines to make sure, when we have our character reworked and our dev tools in place, that we are ready to pack the game full of gooey Goblin content!

Thanks again for following along as we continue to build our little goblin game. If you want more technical (and overwritten, personal, and possibly navel-gazing) updates on dev progress please check in on the SQYD.studio Dev Blog. If not, we will be back with another Steam Community Sate of Dev report next month.

Until next time, please remember to Watch Out for Goblins! wherever you go. I hear they like to hide under piles of fallen leaves.

Source

Steam News / 12 November 2024

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