I would assume that if >6 goblins are attacking a single target the remaining ones who can't engage would either look for more people to kill or if there are none to instead sit by and watch. They are certainly stupid but not so stupid they would all bunch in one massive ball just asking to be bombed/trapped/flanked/flamed/etc. you get the point.
@@thing4826 In fantasy there are usually two types of goblins, animalistic and humanized. Even if everyone is almost always portrayed as cruel, greedy and somewhat cowardly beings, the difference is usually that the former fight and live like animals and the latter have "culture" but are held together by a strong leader. Animals usually only fight when they know they can win a 1vs1 or overpower the enemy, which makes it all make sense again. If you have a leader who is in charge, it obviously looks more tactical, but even then it doesn't make much sense for the rest to sit around if there are no other opponents there, I think they also want to make sure that they win. And yes, I know when it comes to gameplay you have to do it that way somehow unless you want to make it extra difficult for the players.
@@generichumanname2420 I'd say it realistically makes sense for them to sit around if there are too many attacking one whether they are animalistic or humanized. We see this in plenty of pack hunters (canines for example). The reason why? Because it actually works against you if you pack up too much as now you are pushing around and restricting the very ones who are trying to kill your enemy. Even a lot of animals understand this unless they hunt like insects. I'm not saying they should attack you in a 1v1... but let's say an absurd amount of 20 goblins, they would surround you with as many as they can, and any extras literally cannot participate unless someone is injured. Now if the goblins are really intelligent obviously, they would figure out a workaround to this issue just like humans like one example of using spears to allow far more to engage at once not only due to greater reach but also due to decreased need for swinging space.
@@thing4826 The human goblins, yes, if they had a leader they would be comparable to wolves. After all, wolves hunt very methodically. But I would rather compare goblins to vultures or rats fighting over a carcass. What you're thinking of are goblins, like from DND, who simply fill the role as an antognist race, when orcs can be played. But unless you make it clear what your idea of goblins is, this discussion makes no sense, since you don't agree with any of the common types and I have better things to do than communicate with people who want to argue pointlessly.
few ideas i had after watching the video dad: 1: for the piles of gore if the village wins cleaning ladies can come out with brooms and scrubbers and clean that shit up 2: goblins could follow a party leader like a goblin brute or goblin witch doctor and if their party leader is killed them they will run in fear if our numbered. 3: goblin brutes would be fully armored goblins and goblin witch doctors would be able to cast basic projectile damage spells and healing spells for the goblins. 4: give me a kiss dad 5: battle horns from the goblins would be kinda cool and maybe they could set shit on fire and place goblin banners everywhere if they win!
some inspiration for goblin movement could be Overlord 1 and 2. They have phenomenal minion{non-sweeping} movement, very lively, like they're a bunch of rowdy buddies with no care to who they hurt. you should expand on that even further with them hopping over eachother or knocking eachother over and whatnot. I know this is waaay late stage dev talk but just wanted to put it out there for not. Alzo, the minions aren't goblins they're minions
Had the luck of having this video being reccomended to me and i'm already deadly curious to see where this project will go on, as Rimworld and Kenshi are some of my favorite games of all time. I also love Dwarf Fortress but never could get by its weird building/order/military system, so i just watch videos about people playing it instead.
Yeah, DF is easy to appreciate but hard to get into. That's what makes it such a good motivator, it has so many fun ideas but people won't get to experience them because the graphics are such a turn-off.
@@code4broke Oh its not about the graphics, its more about how hard it is to make stuff happens, for example making a dwarf attack something requires you to know how to make a military squad or navigate through multiple menus just to get a single dwarf to attack something.
it's more like a dwarf will sometime let himself be killed, but then if you draft him he will pull out his weapons and murder whatever was killing him.@@code4broke There is also a lack of “guard order”, where a bunch of guard would automatically follow dwarves that leave your fortress to protect them while said dwarves work outside. This cause the game to be artificially hard, and it is how you will lose dwarves most of the time, others than dwarves not dragging theirs fallen ally directly to the base after a battle. Those are definitely 3 immense issues that cause dwarf fortress to be unenjoyable for a lot of peoples.
Okay, so this is the first time I've seen anything from you, and so I don't have a full context on this game, but I hope I'll be able to play as a Goblin and organise a Goblin tribe to raid villages 'cause that'd be rad. Or maybe you could pull a Goblin Jim and become a human chief of a Goblin tribe. It's okay if not though, the game still looks rad. Everything about it tickles my brain in just the right way.
You know what would be cool? Adding variation to goblins, shamans,berserkers and some other stuff like gobbos from tribes or goblins that are wild and belong nowhere and can be attacked both by humans and tribe goblins
Found this just now from recommendations of the algorithm and I watched it the entire way through. Going to go back and watch the rest so I can be up to date for whatever else drops! I love what you have going right now! Keep up the great dev work
Long time developer, Would really love to help work on this, if you need someone to help script world events and ai logic this seems like such an awesome project to be apart of
I appreciate the offer man, but I'm a bit worried about the legal logistics of accepting work from strangers, if you reach out on Twitter I'd love to have you available to pick your brain though
Never let anyone tell you that goblins are real sapient beings. Killing goblins is like delousing, it is not a matter of ideology, it's a simple matter of cleanliness.
this seems really interesting, and i have a few "fun" ideas 1: animals, for feeding people to, eating, or something else like riding/fighting 2: gluing limbs from your fallen enemies to yourself, to replace those sausages goblins have for arms (better done once the humanoid model is standardized) 3: cutting off limbs off sneakily, so we can prank whoever falls asleep first at the slumber party
I love the way this guy thinks when it comes to those sub-human monsters (and the idea of running or panicking when they lose a limb. Although it would be cool to have the rare few that fight to the death when the population is low or someone they care about gets hurt/killed):D Glad to be one of the 1.73k subscribers
For gore cleanup: have you considered having animal/monster/freak squads spawn in to come get a free meal? I liked the feature in Kenshi where if you slaughtered a bunch of bandits, freeloading bonedogs would appear and start munching on the dead, and the further danger it caused if you were too close to the feeding zone. Always a bummer to get your squad eaten by hungry dogs after a big battle, but made for a good story.
Focusing a lot on combat and AI will definitely make this game stand out from the rest. I think for combat you could possible do directional combat like what's seen in Mount & Blade?
I really like mount and blade so there's a possibility, I'm not sure if it would translate as well to this camera angle and art style though. The combat re-work will go through some prototyping to find the right fit but rest assured it will be better than it is now.
- The list of what you have to do sounds so interesting! Just found you out and definitely gonna follow your work on that game (or if you do something else). - I really like that gruesome aesthetic the visuals have right now. Give some sort of a realistic fantasy world vibe where everything can kill you. - Looking that you mention Rimworld and DF as an inspiration do you plan on having similar to those games world log system? It'll be cool for following the story of the colonists so that you won't miss where they lost a limb or how much he killed. Having the same for all the mobs would be cool too!
Goblins begin generic, goblin who kills more then one person progressively becomes leader to other goblins because it's a sign of dominance, it'd work like the nemesis systems hierarchy system...everytime an ORC accomplished something it'd progress in their own ranks, maybe other orcs would get jealous and challenge them...im not sure how you'd implement that but it'd be a neat feature to have.
That type of thing should happen semi organically, NPCs will upgrade their equipment from the loot of slain enemies, and they will develop their stats in combat the same as the player would, I could take that and have their title change based on the differential between their base stats and their current stats.
Dude, you are starting to blow up, you should take advantage and create a discord for your future fan base, you can have a suggestions box there, lore ideas, roadmap, people willing to help you for free, you can create a Patreon, it would help you kickstart the game, promote it on social media Those things could help you reach a large audience, if enough passionate people see your work, you will be able to do it full time or with a crew! I believe in your game, it is ( with small exceptions) what I've been looking for after I played Kenshi and Rimworld, there is nothing like it, not even close Please keep a multiplayer in mind, even in sandbox games, that is what ultimately separates the gems from the legendary games If you ever need a QA I have some experience with manual testing and would be willing to work for free
honestly I'd consider just using models in game and applying some kind of shader to make them look pre-rendered if that makes sense, could save a lot of effort and look less squashed from top-down. cool art style you're going for
Giant versions could stomp the battlefield into a puddle, steps having a field of damage, AI avoiding them, or becoming corralled under their feet by group hunters. Goblins & humans staggering titans to their knees, lowering their head for extra damage to finish off giants. Weapons like hammers could do wonders if the giants wear helmets, making ai choose and switch weapons carefully. Sharp weapons made of bronze could become dull, losing damage against metal armor overtime, causing them to fight for steel weapons as the incoming hordes change, humans and goblins turning against each other and creating mercenary groups, putting targets on lone wanderers. Goblins & Humans as Blacksmiths and miners marked with different gear would be protected by these groups. Integrating hunger and starvation, causing more damage to be taken overtime without food, making farmers equally as important. Hygiene standards causing infectious buildup, sickness lowering their max health, fighting for water points to stay clean & hydrated, lest they become slow in movement with a chance of fainting after a kill.
All good ideas, I've been thinking about giant monsters and how they'd function in the game a lot lately actually, I've always been fond of golems and tree ents. Hunger and starvation is definitely coming, it's the only explanation for behaviors I want from the A.I. since I'm trying to avoid randomness as much as possible to focus on things happening for a reason instead, I'll need hunger to motivate monsters to attack, or cities to expand.
@@code4broke Complex additions, like religion could also motivate attacks, introducing spiritual warfare(magic), spiritual leaders, martyrs & missionaries. Otherwise groups that are simply spiritual could start movements for general stability while navigating health aspects & environmental aspects, like having a clean cooking environment, respecting weapons, martial arts, covering civil arts, class & caste systems spreading from similar individuals, branching into different kinds of civilizations, like communists & capitalists with different ideals enforced with spiritual & religious examples of devotion.
Vampires specifically would be fitting in snowy regions, not needing farmers, enticing other races with resources like oil, creating more vampires, hunted by certain factions.
(TH-cam deleted) 🔥 & heretics, torches & pitchforks(hilarious). Vampires & such congregating elsewhere with different life spans would influence their feats of construction, market demands & population density.
For once watching a dev log for a game I'm actually pumped about instead of as a dev. Good OSRS vibes and DF gameplay like nah this is ItTTTTTTtTtTTt this looks genuinely sick
Really loved the idea but i've got a question. Why did you decide to go with the sprites instead of the model itself? You could have used a pixel shader for the models instead. Is it because of the optimization ?
It might still become 3D. When I was prototyping this game, I couldn't quite capture the look I wanted with a shader in my first attempt and using sprites afforded me the luxury of using high poly sculpts without concern for performance, so I went with it, since I'm a programmer, not a 3D artist. It felt like playing to my strengths at the time, but things have progressed, and I've adjusted my workflow since then to make 3D an option if sprites become too much of an issue.
Would be cool if Goblins spoke their own language, same with other races you plan on adding to the game. It looks fun, I'm interested in seeing this game come to frutition.
Not sure what plans you have for variety of goblins or visual progression of experienced or "veteran" units, but perhaps it would be interesting if they could pick up and use human weapons, which has its own avenues for interesting visual design, for instance using them incorrectly: swinging swords backwards like clubs, using blunt weapons like swords, etc.
i think as more auto generation tech just keeps getting better, itll be way easier for indie devs to make badass shit really fast. Im v excited to see more kenshilike games this is very epic eh
Damn, this looks really interesting! Can't wait for more updates! One thing that bugs the hell out of me is how much work is being put to use sprites instead of 3d models, and yet the sprites are not aligned with the camera pitch, so they look squished. :(
Unrelated but I'm going to comment here instead because this is the newest video. What if you were to make the sleep system more in-line with the Fallout one? You get to choose how long you sleep for in hours. And you could make a system where enemies can attack you while you're asleep, which will wake you up.
Important question to ask is. What is your game? Because that is a question that instantly popped into my head after watching. I dont want to downplay work you done because fact you streamlining pipeline and expanding tools you have is great work that will save you time in long run. Just it is hard to see a game in your game if you know what I mean. Is it colony sim? Is it RPG? Is it both? Is it sandbox like Kenshi/DF? What is the end goal? I ask this because it seems like there is no core gameplay loop. If it is colony sim then core gameplay loop would be ensuring colony survival (gathering materials/food). If it is sandbox RPG then sure core loop can be combat or survival with progression being loop wrapping all the other loops. Like you added goblin raids but then why player should care about those raids if there are no tools to make something worth defending? Be it character in Kenshi where it is fight for surivial in harsh world from rags to riches or entire colony of characters (Rimworld/Kenshi/DF). I hope you understand what I mean.
That's because in this instance, I'm not showing the game, I'm just watching the A.I. do it's thing. The actual game is a roguelike RPG that takes place in this simulated environment I'm building. This is just a test stage for the A.I., the core game play will be about adventuring and leveling up in a world where your actions can actually be impactful thanks to the emergent A.I. powered world, hopefully it will make more sense as time goes on.
Instead of making characters always flee when severely wounded or missing a limb give a 1% chance for them to incur the status effect "chad" and simply not care
So, this is certainly a difficult idea to implement, but hear me out: What if they split into groups with half ranged/half melee. The melee guys surround the target but stay outside of melee, only jumping in to attack a few times then jumping back out. The ranged also attempt to surround the target, but from behind the melee, and try to sneak arrows between the melee guys (which gives the chance of friendly fire which is fun). Pretty complex, but if you want maximum shitbag gobbo behaviour... Also, you've got a new sub, this game looks great and I'll be keeping an eye on it. Btw youtube thinks it's dwarf fortress lmao.
Make it so all characters are angled to face the camera since its hard to see the 2d sprites angled to where it makes them look squashed or slim. Just started watching your videos and think the style is very cool.
They are angled to face the camera, the problem is to completely match the angle the sprites will poke through 3D objects so I need to update the shader to sort the rendering differently before I can get the perfect angle, it's on the to do list
A huge horde of goblins attacking a single opponent sounds more like goblins than goblins spreading out to fight effectively.
yeah; maybe make them a little smaller so more gobbins can mash together to poke the hummies
I would assume that if >6 goblins are attacking a single target the remaining ones who can't engage would either look for more people to kill or if there are none to instead sit by and watch. They are certainly stupid but not so stupid they would all bunch in one massive ball just asking to be bombed/trapped/flanked/flamed/etc. you get the point.
@@thing4826 In fantasy there are usually two types of goblins, animalistic and humanized. Even if everyone is almost always portrayed as cruel, greedy and somewhat cowardly beings, the difference is usually that the former fight and live like animals and the latter have "culture" but are held together by a strong leader. Animals usually only fight when they know they can win a 1vs1 or overpower the enemy, which makes it all make sense again. If you have a leader who is in charge, it obviously looks more tactical, but even then it doesn't make much sense for the rest to sit around if there are no other opponents there, I think they also want to make sure that they win. And yes, I know when it comes to gameplay you have to do it that way somehow unless you want to make it extra difficult for the players.
@@generichumanname2420 I'd say it realistically makes sense for them to sit around if there are too many attacking one whether they are animalistic or humanized.
We see this in plenty of pack hunters (canines for example). The reason why? Because it actually works against you if you pack up too much as now you are pushing around and restricting the very ones who are trying to kill your enemy. Even a lot of animals understand this unless they hunt like insects.
I'm not saying they should attack you in a 1v1... but let's say an absurd amount of 20 goblins, they would surround you with as many as they can, and any extras literally cannot participate unless someone is injured.
Now if the goblins are really intelligent obviously, they would figure out a workaround to this issue just like humans like one example of using spears to allow far more to engage at once not only due to greater reach but also due to decreased need for swinging space.
@@thing4826 The human goblins, yes, if they had a leader they would be comparable to wolves. After all, wolves hunt very methodically. But I would rather compare goblins to vultures or rats fighting over a carcass. What you're thinking of are goblins, like from DND, who simply fill the role as an antognist race, when orcs can be played.
But unless you make it clear what your idea of goblins is, this discussion makes no sense, since you don't agree with any of the common types and I have better things to do than communicate with people who want to argue pointlessly.
New goblin armor looks great! Can’t wait to see how the full leather goblin gimp suit is going to look!
All I had to see was "Rimworld/Dwarf Fortress/Kenshi Type Game" and I'm in. Definitely gonna keep up with this, looks super interesting!
few ideas i had after watching the video dad:
1: for the piles of gore if the village wins cleaning ladies can come out with brooms and scrubbers and clean that shit up
2: goblins could follow a party leader like a goblin brute or goblin witch doctor and if their party leader is killed them they will run in fear if our numbered.
3: goblin brutes would be fully armored goblins and goblin witch doctors would be able to cast basic projectile damage spells and healing spells for the goblins.
4: give me a kiss dad
5: battle horns from the goblins would be kinda cool and maybe they could set shit on fire and place goblin banners everywhere if they win!
For number one, if you recall, I cut women from the game due to scope constraints. The rest I'm on board for
@@code4broke understandable women don’t even poop and you should be able to eat feces
@@code4broke and they complain too much amirite??
Two sounds like Halo grunts.
@@code4broke This is the first video I've seen about this so I do not recall women being cut due to scope constraints lmao.
Love how things are coming together. Your vision for where you want to go is exciting. Can't wait to see the next update!
some inspiration for goblin movement could be Overlord 1 and 2. They have phenomenal minion{non-sweeping} movement, very lively, like they're a bunch of rowdy buddies with no care to who they hurt. you should expand on that even further with them hopping over eachother or knocking eachother over and whatnot. I know this is waaay late stage dev talk but just wanted to put it out there for not.
Alzo, the minions aren't goblins they're minions
Man I completely forgot about those games, that takes me back
Had the luck of having this video being reccomended to me and i'm already deadly curious to see where this project will go on, as Rimworld and Kenshi are some of my favorite games of all time. I also love Dwarf Fortress but never could get by its weird building/order/military system, so i just watch videos about people playing it instead.
Yeah, DF is easy to appreciate but hard to get into. That's what makes it such a good motivator, it has so many fun ideas but people won't get to experience them because the graphics are such a turn-off.
@@code4broke Oh its not about the graphics, its more about how hard it is to make stuff happens, for example making a dwarf attack something requires you to know how to make a military squad or navigate through multiple menus just to get a single dwarf to attack something.
@MrPoke20XX Yeah, you need to watch tutorials online just to play the game
it's more like a dwarf will sometime let himself be killed, but then if you draft him he will pull out his weapons and murder whatever was killing him.@@code4broke There is also a lack of “guard order”, where a bunch of guard would automatically follow dwarves that leave your fortress to protect them while said dwarves work outside. This cause the game to be artificially hard, and it is how you will lose dwarves most of the time, others than dwarves not dragging theirs fallen ally directly to the base after a battle. Those are definitely 3 immense issues that cause dwarf fortress to be unenjoyable for a lot of peoples.
3:31 "race based decapitations" has got to be the worst and most easily taken out of context sentence ever
haha
Okay, so this is the first time I've seen anything from you, and so I don't have a full context on this game, but I hope I'll be able to play as a Goblin and organise a Goblin tribe to raid villages 'cause that'd be rad. Or maybe you could pull a Goblin Jim and become a human chief of a Goblin tribe. It's okay if not though, the game still looks rad. Everything about it tickles my brain in just the right way.
Absolutely you will be able to do those things, in fact you can play as a goblin already, the rest will come
@@code4broke This is amazing news.
I have never heard of you before but the first 60 seconds convinced me to buy whatever game this is when you've got it ready.
You know what would be cool? Adding variation to goblins, shamans,berserkers and some other stuff like gobbos from tribes or goblins that are wild and belong nowhere and can be attacked both by humans and tribe goblins
Found this just now from recommendations of the algorithm and I watched it the entire way through. Going to go back and watch the rest so I can be up to date for whatever else drops!
I love what you have going right now! Keep up the great dev work
i allways forget you exist but the momnet i see a video from you i remember how awsome your videos and content are
2:55 no way, the goblins would LOVE the assless chaps look
Yes they would those little green ass pervs.
this looks awesome love everything about it will be following the development from here!
Long time developer, Would really love to help work on this, if you need someone to help script world events and ai logic this seems like such an awesome project to be apart of
I appreciate the offer man, but I'm a bit worried about the legal logistics of accepting work from strangers, if you reach out on Twitter I'd love to have you available to pick your brain though
Never let anyone tell you that goblins are real sapient beings. Killing goblins is like delousing, it is not a matter of ideology, it's a simple matter of cleanliness.
The only good goblins are the ones who never come out of their stinking holes.
this seems really interesting, and i have a few "fun" ideas
1: animals, for feeding people to, eating, or something else like riding/fighting
2: gluing limbs from your fallen enemies to yourself, to replace those sausages goblins have for arms (better done once the humanoid model is standardized)
3: cutting off limbs off sneakily, so we can prank whoever falls asleep first at the slumber party
What an intricate thought.. Rimworld, dwarf fortress, In a world like kenshi.. I don't even know how to begin... But it's interesting!
Now this made me resume continuing my indie game dream and your video gave people great motivations, thanks a lot man, love your videos!
Found this video and your channel today, hope that you succeed with your game, the pixelated graphics looks great. Liked and subscribed
Trevor Moore may have been many things (Grapist, Executioner, Savvy Business Mogul), but at least he'll never be a dirty goblin.
dude im so hyped for this project! really invested in it lol
First I'm seeing your project and I really love what you've got going on. As a fellow indie dev, I'll definitely be keeping my eye on it. Great work!
I love the way this guy thinks when it comes to those sub-human monsters (and the idea of running or panicking when they lose a limb. Although it would be cool to have the rare few that fight to the death when the population is low or someone they care about gets hurt/killed):D Glad to be one of the 1.73k subscribers
looks promising. will follow this game throughout the developement.
please continue developing this rimworld style game cause i love the aesthetic of this pixelized game, looks like diablo 1 looking game
lmao i really like that animation of the crawling guy with no limbs. thats gotta stay as an easter egg somehow
Love every update easily gained a subscription today.
this looks very nice and fun, keep it up friend + subscribed
Any plans for goblin goals aside from killing? Maybe the raid can end early if they steal a valuable object, person or animal.
The goblins will operate in their own little society and will definitely be motivated to attack for different reasons; food, defense, revenge ect.
LETS GOO!
This game actually looks really unique! Looking forward to it!
For gore cleanup: have you considered having animal/monster/freak squads spawn in to come get a free meal? I liked the feature in Kenshi where if you slaughtered a bunch of bandits, freeloading bonedogs would appear and start munching on the dead, and the further danger it caused if you were too close to the feeding zone. Always a bummer to get your squad eaten by hungry dogs after a big battle, but made for a good story.
Absolutely. Animals, monsters, necromancers, a lot of NPCs could be attracted to bodies
everyone gangster until the necromancer crew shows up and steals corpses from a battlefield/graveyard.
@@code4broke ghouls or some sort of night time bottom feeder beast would work great for this.
You had me at Kenshi/DF.
I will watch with great interest.
Focusing a lot on combat and AI will definitely make this game stand out from the rest. I think for combat you could possible do directional combat like what's seen in Mount & Blade?
I really like mount and blade so there's a possibility, I'm not sure if it would translate as well to this camera angle and art style though. The combat re-work will go through some prototyping to find the right fit but rest assured it will be better than it is now.
I'm already in love with this game
rip trevor moore - funniest kid you know
Goblins? You know who to call.
*Fantasy heavy metal kicks in*
- The list of what you have to do sounds so interesting! Just found you out and definitely gonna follow your work on that game (or if you do something else).
- I really like that gruesome aesthetic the visuals have right now. Give some sort of a realistic fantasy world vibe where everything can kill you.
- Looking that you mention Rimworld and DF as an inspiration do you plan on having similar to those games world log system? It'll be cool for following the story of the colonists so that you won't miss where they lost a limb or how much he killed. Having the same for all the mobs would be cool too!
Goblins begin generic, goblin who kills more then one person progressively becomes leader to other goblins because it's a sign of dominance, it'd work like the nemesis systems hierarchy system...everytime an ORC accomplished something it'd progress in their own ranks, maybe other orcs would get jealous and challenge them...im not sure how you'd implement that but it'd be a neat feature to have.
That type of thing should happen semi organically, NPCs will upgrade their equipment from the loot of slain enemies, and they will develop their stats in combat the same as the player would, I could take that and have their title change based on the differential between their base stats and their current stats.
So glad this project exists
Dude, you are starting to blow up, you should take advantage and create a discord for your future fan base, you can have a suggestions box there, lore ideas, roadmap, people willing to help you for free, you can create a Patreon, it would help you kickstart the game, promote it on social media
Those things could help you reach a large audience, if enough passionate people see your work, you will be able to do it full time or with a crew!
I believe in your game, it is ( with small exceptions) what I've been looking for after I played Kenshi and Rimworld, there is nothing like it, not even close
Please keep a multiplayer in mind, even in sandbox games, that is what ultimately separates the gems from the legendary games
If you ever need a QA I have some experience with manual testing and would be willing to work for free
"Colony Manager" LOOKS DOPE!
This is awesome, i cant wait for the full goblin leather gimp suit to be added
RIP Trevor awesome to see a fellow fan
honestly I'd consider just using models in game and applying some kind of shader to make them look pre-rendered if that makes sense, could save a lot of effort and look less squashed from top-down. cool art style you're going for
All I ask is that I can play as the goblins.
If I hear a game is like kenshi I'm immediately sold
I like the Artstyle for the game, looks cool.
Giant versions could stomp the battlefield into a puddle, steps having a field of damage, AI avoiding them, or becoming corralled under their feet by group hunters. Goblins & humans staggering titans to their knees, lowering their head for extra damage to finish off giants. Weapons like hammers could do wonders if the giants wear helmets, making ai choose and switch weapons carefully.
Sharp weapons made of bronze could become dull, losing damage against metal armor overtime, causing them to fight for steel weapons as the incoming hordes change, humans and goblins turning against each other and creating mercenary groups, putting targets on lone wanderers.
Goblins & Humans as Blacksmiths and miners marked with different gear would be protected by these groups.
Integrating hunger and starvation, causing more damage to be taken overtime without food, making farmers equally as important.
Hygiene standards causing infectious buildup, sickness lowering their max health, fighting for water points to stay clean & hydrated, lest they become slow in movement with a chance of fainting after a kill.
All good ideas, I've been thinking about giant monsters and how they'd function in the game a lot lately actually, I've always been fond of golems and tree ents. Hunger and starvation is definitely coming, it's the only explanation for behaviors I want from the A.I. since I'm trying to avoid randomness as much as possible to focus on things happening for a reason instead, I'll need hunger to motivate monsters to attack, or cities to expand.
@@code4broke
Complex additions, like religion could also motivate attacks, introducing spiritual warfare(magic), spiritual leaders, martyrs & missionaries. Otherwise groups that are simply spiritual could start movements for general stability while navigating health aspects & environmental aspects, like having a clean cooking environment, respecting weapons, martial arts, covering civil arts, class & caste systems spreading from similar individuals, branching into different kinds of civilizations, like communists & capitalists with different ideals enforced with spiritual & religious examples of devotion.
Vampires specifically would be fitting in snowy regions, not needing farmers, enticing other races with resources like oil, creating more vampires, hunted by certain factions.
(TH-cam deleted)
🔥 & heretics, torches & pitchforks(hilarious). Vampires & such congregating elsewhere with different life spans would influence their feats of construction, market demands & population density.
Really cool, I'd be interested how you make the goblins less ant-like/hiveminded, and more of a tribal group
Can't wait to keep following this
Comment for algorithm. You rock mate! Keep it up!
yeah im following this project it is cool!
Just got here and already hooked
It would probably make more sense for savage goblins to have clubs and human sized metal weapons (you dont need smithing to steal swords)
They will steal, there's no doubt about that, I imagine their smithing to be capable of reclaiming metal rather than mining and refining it themselves
yaaayy ur game is starting to get some attention !
to fix the faster diagonal movements....just use Pythagoras theorem
I hope this game gets big... ALSO PLEASE LET ME BE A GOBLINOO
Nice looking game, glad I discovered this!
For once watching a dev log for a game I'm actually pumped about instead of as a dev. Good OSRS vibes and DF gameplay like nah this is ItTTTTTTtTtTTt this looks genuinely sick
Warriors reference this game is gonna be great
Really loved the idea but i've got a question. Why did you decide to go with the sprites instead of the model itself? You could have used a pixel shader for the models instead. Is it because of the optimization ?
It might still become 3D. When I was prototyping this game, I couldn't quite capture the look I wanted with a shader in my first attempt and using sprites afforded me the luxury of using high poly sculpts without concern for performance, so I went with it, since I'm a programmer, not a 3D artist. It felt like playing to my strengths at the time, but things have progressed, and I've adjusted my workflow since then to make 3D an option if sprites become too much of an issue.
Would be cool if Goblins spoke their own language, same with other races you plan on adding to the game. It looks fun, I'm interested in seeing this game come to frutition.
you should watch the devlog for Zoe and the cursed dreamer, there are good points in it about enemy ai development that might be useful.
This looks awesome.
the semi retro graphics look soooo sexy, love the equipment as well, keep it up
Not sure what plans you have for variety of goblins or visual progression of experienced or "veteran" units, but perhaps it would be interesting if they could pick up and use human weapons, which has its own avenues for interesting visual design, for instance using them incorrectly: swinging swords backwards like clubs, using blunt weapons like swords, etc.
This is something I'm planning to do
I feel like these goobos should be smol bois for proper goblinage
This channel is weirdly close to home on all the shit I enjoy as a consumer lol
i think as more auto generation tech just keeps getting better, itll be way easier for indie devs to make badass shit really fast. Im v excited to see more kenshilike games this is very epic eh
Kenshi hot crossed with dwarf fort??? Sign me the fuck up??
Damn, this looks really interesting! Can't wait for more updates!
One thing that bugs the hell out of me is how much work is being put to use sprites instead of 3d models, and yet the sprites are not aligned with the camera pitch, so they look squished. :(
Refine refine refine, we'll get 'er looking nice and pretty, don't you worry
I don't know who you are or what you're about
But I like the cut of your jib and I hope you achieve everything you're setting out to do
Kenshi-like is a new term that I want more people to run with. It's like Runescape on steroids 😂
As a goblin myself this is offensive you'll be hearing from the ADL.
They have wifi at the bog you live in?
@@code4broke No but there's a mcdonalds.
Actually (🤓), leather armour is very inefficient to make when you can just make gambeson. 🤓
Unrelated but I'm going to comment here instead because this is the newest video.
What if you were to make the sleep system more in-line with the Fallout one? You get to choose how long you sleep for in hours. And you could make a system where enemies can attack you while you're asleep, which will wake you up.
javelin throwing goblins!
you could probably write a shader that pixelizes and projects the player as a 2d sprite to save alot of time
Yeah you're right, and I may still do that if I can get it right, just a lot of work to re do at this point
Important question to ask is. What is your game? Because that is a question that instantly popped into my head after watching. I dont want to downplay work you done because fact you streamlining pipeline and expanding tools you have is great work that will save you time in long run.
Just it is hard to see a game in your game if you know what I mean. Is it colony sim? Is it RPG? Is it both? Is it sandbox like Kenshi/DF? What is the end goal? I ask this because it seems like there is no core gameplay loop. If it is colony sim then core gameplay loop would be ensuring colony survival (gathering materials/food). If it is sandbox RPG then sure core loop can be combat or survival with progression being loop wrapping all the other loops.
Like you added goblin raids but then why player should care about those raids if there are no tools to make something worth defending? Be it character in Kenshi where it is fight for surivial in harsh world from rags to riches or entire colony of characters (Rimworld/Kenshi/DF). I hope you understand what I mean.
That's because in this instance, I'm not showing the game, I'm just watching the A.I. do it's thing. The actual game is a roguelike RPG that takes place in this simulated environment I'm building. This is just a test stage for the A.I., the core game play will be about adventuring and leveling up in a world where your actions can actually be impactful thanks to the emergent A.I. powered world, hopefully it will make more sense as time goes on.
I see the goblins are so backwards that the wield backwards uruk hai swords.
Gobbos are sweethearts
looks cool!
this game is gonna be brutal
A goblin Genghis Khan, or Alexander, the Great, would be neat
Instead of making characters always flee when severely wounded or missing a limb give a 1% chance for them to incur the status effect "chad" and simply not care
Give the goblins assault weapons 👍
they should have AR-15s
So, this is certainly a difficult idea to implement, but hear me out:
What if they split into groups with half ranged/half melee. The melee guys surround the target but stay outside of melee, only jumping in to attack a few times then jumping back out. The ranged also attempt to surround the target, but from behind the melee, and try to sneak arrows between the melee guys (which gives the chance of friendly fire which is fun).
Pretty complex, but if you want maximum shitbag gobbo behaviour... Also, you've got a new sub, this game looks great and I'll be keeping an eye on it. Btw youtube thinks it's dwarf fortress lmao.
I think something like that would be both possible and interesting
This looks sick
Im very interested in playing this
Awesome video! But one thing.. Sprite Generator Blender Addon? That exists? Where can I get it
It's just something I made, very specific to my needs, so it's not really a proper add-on.
@@code4broke Do you think about making it a proper add-on? Would be awesome to have!
Make it so all characters are angled to face the camera since its hard to see the 2d sprites angled to where it makes them look squashed or slim. Just started watching your videos and think the style is very cool.
They are angled to face the camera, the problem is to completely match the angle the sprites will poke through 3D objects so I need to update the shader to sort the rendering differently before I can get the perfect angle, it's on the to do list
Dude, I need this game
god i love this
Another war crime simulator? I'm down
Rimshi-Like? Renshi Fortress? I dunno.
u r a genius
UNEXPECTED TREVOR MOORE?!