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Goblin Pest Control - Top down Goblin Defense!

A topic by MantraTeam created 146 days ago Views: 384 Replies: 9
Viewing posts 1 to 9
(Edited 4 times)


Latest Screenshots:





A top-down hack n slash, horde defence game, in which the player uses weapons, traps, and consumables to defeat waves of goblins in a procedurally generated map.

About:

In a world where high level heroes are off in distant lands, slaying Dragons, Un-dead Kings and Necromancers, embarking on epic quests and defeating evil in its most powerful forms, a menace rises from under the earth to steal silverware, wee on things and generally be a nuisance. The Goblin horde comes! 

As the leading (the only) pest control service in the land it’s up to you to deal with this mild annoyance, and whatever may follow...

There is a clear distinction between day and night. The daytime is when the goblins emerge to cause a ruckus, and the player uses hack n slash combat, powerups and pre-placed traps to kill them. The nighttime is when the player can run around the map, getting a lay of the land, placing traps and learning the locations of hp replenishing wells and environmental traps.

I’m making Goblin Pest Control in GameMaker, using its scripting language. So far all of the sounds are from the gamemaster Pro sound collection. However we’re excited to recording some goblin sounds in the not too distant future.

Features:

There are currently a number of systems already in place which don’t have any final artwork yet. These include:

-A Hack n slash combo system for the player.

-Multiple weapons.

-Trap placement.

-Horticulture book for collecting powerups.

-Actual powerups.

-Player death screens, detailing their death.

-Rivers

-Multiple tilesets.

-HUD elements and menu systems.

Us:

As of right now we are two people, James (the one writing this), and Alex. I’m programming and putting everything together, while Alex is producing the art and animation.

https://twitter.com/James_Dev227

https://www.instagram.com/alexmdraw/

We’ll keep you updated once a week with new artwork and features, or just how it’s coming along generally.

 - James

(Edited 1 time)


Hello

I am Alex and I am going to do this blogpost. I have been granted the immeasurable task of creating the artwork and animation for goblin pest control. There couldn't be a more perfect project for me. You may have heard the unfortunate rumours surrounding myself and certain goblins who will remain nameless, but let me assure you that they are indeed all true.

Anyway, I thought I'd start at the beginning without giving too much away. James always had a strong idea of how he wanted the game to play and feel in his head. Arguably the most appealing features are the goblins themselves and when it comes to goblins I am usually the person to talk to. I filled a small sketchbook with different ideas for various goblin types and their functionality. I don’t want to give much away at this point but here are some early sketches and a small bit of concept art.


There is nothing specific in these pages (only a small selection), but perhaps they are good indications of the sense of humour and visual style. 



I look forward to showing you more drawings in the future, please stay tuned.

Alex


Hey all,

Not a lot of visual progress has been made in the last week on my end, so I thought I’d share a bit about the night-time trap system.

So the game is split into two parts: day and night. The night-time is when the player can run freely around the map with no pressure, and place traps in anticipation for the following day. The idea is that the traps will work in conjuncture with each other, and act more like building blocks for larger player-build systems, than individual traps. EXAMPLE: Say there’s an enemy that can only be attacked from behind, the player could build a trip-wire that sets off a crossbow placed behind the enemy, pointed at his weak spot. This is a simple example, and I’m hoping that through a bit of careful trap design and probably A LOT of trial and error, the player should be able to build more complex systems for killing goblins, beyond simply whacking at them with a sword.

As of right now the player can place traps, and a couple of simple traps are done (with no artwork). I’ll share the specifics when the artwork is and there’s something entertaining to show.

My main concern with this system will be making it balanced, which will mean finding the over-powered dominant strategies and nerfing them. Something I’m sure will be thoroughly frustrating, later down the line.

Thanks for reading. Until the art has been made and put in place, my devlogs might be a bit less interesting than Alex’s in terms of the visuals, but I’ll keep you updated with the various systems I’m working on.

- James

 

Hello I would like to reveal to you the “final” design for the player character.


 

 

There he is. The pc isn’t super important as the main focus is, of course, the goblins. But we wanted him to have something about him. His bright jacket should always contrast the green of the goblins and each setting he should stand out well enough to make sense of the chaos. I wanted him to look racially kinda ambiguous.

-Alex



I've been doing a lot of structural stuff this week. The progression and structure of the main campaign is done: 3 waves of goblins, then night time, then 3 more waves, then another night time, then 3 final waves, then end level. I've also finished the AI for the regular goblin enemy, which means as soon as the final artwork is there I'll be able to show them in action which I'm looking forward to. Along with this I've re-made the player attack and combo system which, again I'll show when the final artwork is there.

Soon enough I can start uploading gifs and showing of some actual gameplay, something I've wanted to do for ages. Only a tiny update this week but there's exciting stuff coming very soon. Thanks so much for reading and have a good week!

- James

Those goblin drawings are super nice!

I'd rather play as those funny goblins though, not that perfect dude with little character.

Anyways, keep it coming!

Thanks for the comment! Plenty more goblins to come.

I can finally show off the gameplay and animations!


Alex is currently working on some more goblin variations and we'll hopefully be recording some sounds later today so they're coming together. I've spent most of the last two weeks re-making the combo system (again). It's a lot more responsive now and packs a lot more punch than before. The goblins are bouncing off walls, and everything seems to be coming together!

Thanks for reading, and stay tuned for more in the coming weeks!

-James

hello
yes it is i - alex. work has been slow on my end because life is hard sometimes but i have news both good and bad!
James recently discovered software Spine which I have now decided I will devote my time now to learning and perfecting to bring u new and fresh and clean and wonderful animations, characters and goblins!
The discovery was fortuitous as not much of the "final" animations have been done so far and James and i discovered there were some issues with the way we wanted to do goblin randomisation. anyway those problems are over! but it might mean having to stay tuned for any more future animtions, at least for a couple of weeks.
here were some of the goblins who already exist but say goodbye to them you will never see them again u will only see greater, better and fAR MORE RANDOMIZED goblins FROM NOW ON!!!

smell ya l8r

alex

(Edited 1 time)

So just an update to say that we're still alive and still working. 

We're updating some the existing artwork. Check it out!






Thanks for checking out Goblin Pest Control, we'll keep working and keep posting! 

Have a nice day,

-James