What changed
0 fixes5 additions2 changes0 removals
addedIn the meantime, we’ve added a bit of winter weather to the Skrimble Isles and warped it up nice with new combat animations. It’s a small update, but it’s a good update.
addedSo what’s new in WOFG! The Demo!?Big Bold Combat Animations - Our first run at combat animations was timid. We wanted snappy controls so we stayed away from anticipation frames, but this left the goblins with weak little punches that hardly looked like punches. No more of that! Our new punches have a ton of windup. The Gob’s now step in with wild haymakers that put their whole body into the punch. It feels so much better. Shove and uppercut animations have a similar glow up.
changedSo what’s new in WOFG! The Demo!?More Goblin Stabilization - We’ve got another sackful of tweaks and changes that all have the goal of reducing the “scrambling” that happens when the goblins take a big hit. Scrambling is much reduced in this build- but it’s still there. We are going to keep trying to reduce it but it’s a struggle Unity’s physics engine has when chains of joints experience extreme forces. Dedicated Goblins will probably always be able to find a way to scramble if that’s the kind of thing you are into.
addedSo what’s new in WOFG! The Demo!?Christmas Cosmetic - A fun new piece of goblin garb to collect. Jolly good fun.
addedWhat are we working on over the next month?A Short Holiday Break - At least next week, we are going to work on not working on WOFG! We are going to spend Christmas and new years with our friends and families. Don’t worry, we will be back to dev in 2025.
addedWhat are we working on over the next month?Building a Great Goblin - We have a good goblin. We want a Great Goblin. This is going to take some time. Over the last month we’ve been skill building and planning out everything we want the new goblin to be able to do. Early work is moving in a promising direction. If you want more details (maybe too many details) you can check our dev blog here: https://sqyd.studio/dev-blog/
Watch Out For Goblins! changes
addedIn the meantime, we’ve added a bit of winter weather to the Skrimble Isles and warped it up nice with new combat animations. It’s a small update, but it’s a good update.
addedBig Bold Combat Animations - Our first run at combat animations was timid. We wanted snappy controls so we stayed away from anticipation frames, but this left the goblins with weak little punches that hardly looked like punches. No more of that! Our new punches have a ton of windup. The Gob’s now step in with wild haymakers that put their whole body into the punch. It feels so much better. Shove and uppercut animations have a similar glow up.
changedMore Goblin Stabilization - We’ve got another sackful of tweaks and changes that all have the goal of reducing the “scrambling” that happens when the goblins take a big hit. Scrambling is much reduced in this build- but it’s still there. We are going to keep trying to reduce it but it’s a struggle Unity’s physics engine has when chains of joints experience extreme forces. Dedicated Goblins will probably always be able to find a way to scramble if that’s the kind of thing you are into.
addedChristmas Cosmetic - A fun new piece of goblin garb to collect. Jolly good fun.
addedA Short Holiday Break - At least next week, we are going to work on not working on WOFG! We are going to spend Christmas and new years with our friends and families. Don’t worry, we will be back to dev in 2025.
Merry Christmas Goblin Gang! Or happy whatever winter holiday you celebrate! We’ve been diligently reworking our character controller and optimizing Watch Out for Goblins! so it runs more smoothly on more hardware. This is a pretty big rework and it’s going to take us some time, but we think it will absolutely be worth it.
In the meantime, we’ve added a bit of winter weather to the Skrimble Isles and warped it up nice with new combat animations. It’s a small update, but it’s a good update.
So what’s new in WOFG! The Demo!?
Big Bold Combat Animations - Our first run at combat animations was timid. We wanted snappy controls so we stayed away from anticipation frames, but this left the goblins with weak little punches that hardly looked like punches. No more of that! Our new punches have a ton of windup. The Gob’s now step in with wild haymakers that put their whole body into the punch. It feels so much better. Shove and uppercut animations have a similar glow up.
More Goblin Stabilization - We’ve got another sackful of tweaks and changes that all have the goal of reducing the “scrambling” that happens when the goblins take a big hit. Scrambling is much reduced in this build- but it’s still there. We are going to keep trying to reduce it but it’s a struggle Unity’s physics engine has when chains of joints experience extreme forces. Dedicated Goblins will probably always be able to find a way to scramble if that’s the kind of thing you are into.
Christmas Cosmetic - A fun new piece of goblin garb to collect. Jolly good fun.
What are we working on over the next month?
A Short Holiday Break - At least next week, we are going to work on not working on WOFG! We are going to spend Christmas and new years with our friends and families. Don’t worry, we will be back to dev in 2025.
Building a Great Goblin - We have a good goblin. We want a Great Goblin. This is going to take some time. Over the last month we’ve been skill building and planning out everything we want the new goblin to be able to do. Early work is moving in a promising direction. If you want more details (maybe too many details) you can check our dev blog here: https://sqyd.studio/dev-blog/
We plan to keep bringing improvements to the WOFG! The Demo! when they are ready. As always, thank you to everyone playing the demo and giving us your honest feedback. It only helps us keep making the game better.
We will be back early in 2025 with another development update. Over the holidays- remember to watch out for goblins wherever you go. I think they like to roll around in dirty snowbanks.