Posted October 30, 2023 by SteveD
#Major Release #Weekly
As this is the first devlog in this series (hopefully there'll be more every Monday) and the first release of this game (same) there are a couple of things to get out of the way first:
- If you can see this post and can't access the project, send me a DM
- See (https://itch.io/t/3252270/info) for project description (or the main project page if you have access, still learning the ropes of itch)
- The format of these will probably shift over time, but for right now the goals of these devlogs are 1) To give a brief release notes section to show what's changed 2) To give a status on what is currently being worked on 3) To share thoughts on what the final game will even be
Now that's out of the way...
Release Notes:
See (https://itch.io/t/3252270/info) for project description, this section will be used more in later posts
Next up:
This week's focus is the release of the pre-a, there will likely not be much development happening. If there are any changes between this week and next they'll likely be bug fixes/QoL.
What I do plan on doing this week is a post in a few days on 3 possible directions the game could go. Effectively I'll be putting together 3 game design documents. Currently the high-level idea of these directions are:
To see more info on where these ideas stand currently, check out the project's trello (https://trello.com/b/7TfkBlnc/goblin-camp) [rough ideas]. I'll try to keep this updated as I go. Feel free to post your own opinions on the discussion section on itch, or directly to that trello.
Current Direction:
At this stage it seems pretty likely I'll eventually be switching the player faction to the Goblins (and redesigning unit models). Goblins have a lot of built-in personality and opportunities for characterization of the units and game as a whole.