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Devlogs

Devlog 10: Our final week

Gobo Rampage
A downloadable game for Windows

Welcome to Gobo Rampage's tenth devlog!

This is the last devlog about our progress as the making of our game comes to an end. This last week we've put in our best efforts, coming together nearly every day to really bring the game together as a whole.

Items
Prank items and throwables have received their fair share of polishing. Particles for pranking have received some adjustments in color and intensity to fit their respective item better. Just like prank items, throwables rotate and hover to be more visible to the player and give more feedback. More prank items have been added and new particles have been made for those.

Sound implementation
Sound is important to indicate and strengthen events and to amplify immersion in the game. We focused on 3 types of sounds: ambience, music and sound effects. In settings, each sound type has their dedicated adjustment slider.

  • Ambience:
    We implemented local and non-local sounds. When the player gets close to a waterfall or any surfaces with water, they will be able to hear flowing. The closer the player gets, the louder the sounds become. For more immersion, the player will hear the sounds more on a certain side of their ear/headphones depending on where they stand.
    An oasis will have sounds like the chirping of birds and rustling of leaves. The player can hear the faint sound of wind blowing all throughout the game. 
  • Music:
    To fit the theme of Gobo Rampage's environment, we implemented a mix of Middle-Eastern music. We arranged it so the start and end screens would have slow paced, soft music that would contrast the upbeat in-game music. Thanks to all tracks using a few similar instruments, we managed to make them fit together as a whole.
  • Sound Effects:
    Naturally, the most amount of sounds that were implemented were sound effects. We configured multiple sounds that are linked to animations. We did this for when the adventurer slashes with their sword and when the goblin runs. This allowed us to perfectly time each sound and automatically shorten the distance/overlap when motions are sped up.
    This was especially important for our goblin. When the player gets a speed-boost, the animation would speed up along with the pace of its sound. We also implemented that the goblin keeps track of if he's walking on the ground or in water and on which of those surfaces he jumps. 
    Item-wise, there are pick-up sounds differing between throwables and prank items. When a prank item is used, it will be accompanied to a sound unique to the item and a voice line of the goblin. To indicate the player did epic prank, the goblin's voice line will change to laughter. Many more sounds have been added individually or stacked together to give more of an impact. 

Fixes and small additions
There were persistent issues with the closest indicator and the accuracy of throwables, so a lot of code was rewritten to fully comb any bugs out. The throwable no longer collides with the player but follows the target until it hits something. When a throwable was thrown towards an adventurer, all adventurers in a close radius will get stunned. This now also happens when one is thrown at a guard. They also have a bigger collision radius to make it easier for pick-up.
Lastly, some adjustments have been made to the timing and speed of certain animations along with the goblin no longer sliding over the ground when a throwable is thrown.

Our final build is up for download, feel free to play it and let us know what you think.

Thank you for the much appreciated feedback and support!

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