Lots of good work has been done in the last couple of weeks. The most notable is that I've finally fixed some UI scaling bugs that have been plaguing development since the very beginning of the project. The user interface now scales to any resolution without any of it being cut off, or stretched to weird x or y scales. This may not sound like much but it's been hanging over me forever. Feelsgood.
I also re-added the feature of being able to lure goblins to you, allowing the player to lead them into traps, and get them off the house. (Screenshot).
Other than that I've gone through fixing pages and pages of bugs, cleaning everything up and polishing it all and all at once it feels like a "proper game".
We're planning on having a demo within a few months soon you'll be able to play it and experience all of my unsubstantiated devlog details for yourself.
There are now some different enemy types in there:
The poison gas goblin, who dies quickly, leaving behind a poisonous cloud, blocking paths and forcing the player down different routes.
The barrel goblin, who follows other goblins around feeding them grog, and buffing their speed and attack stats. He doesn't cause any damage himself but when surrounded by a group of enemies whom he's buffing, he becomes a powerful addition to the enemy forces.
The rockchucker goblin is basic ranged attacker. He throws rocks at his targets from his bucket of rocks. These can be deflected back at him for an insta-kill and a damn satisfying sound effect.
Got some traps in too:
The beartrap is an inst-kill on any small goblin. It snaps shut in an explosion of the leaves it's hidden under.
The spiked walls and a one hit kill for any small goblin unlucky enough to get knocked into it.
Caltrops are an AOE for goblins stumbling over them.
As usual there's more to come.
This is probably my last devlog before the end of the year, so I hope you all have a happy, goblin-free Christmas!