Devlog 7 - begin of second sprint


Devlog 7 :

Programming – Two Goblins, One Brain Cell

Big changes this sprint: we’ve gone from three-player chaos to a more streamlined two-player experience. The head goblin, who was admittedly lacking a bit of je ne sais quoi (and also any meaningful gameplay contribution), has been cut — literally. Now, the torso goblin can yeet the head goblin like a living projectile  whilst it will return automatically. Teamwork makes the dream work.

On the enemy front, they have learned how to communicate! (Sort of.) Enemies now alert each other when they engage the player, creating proper horde-like swarm attacks. which will make you regret all your life choices.

As always, we also stomped out some pesky bugs—mostly involving combining characters, broken hitboxes, and enemies getting smacked around on their own attack zones. Game development: 30% features, 70% whack-a-bug.

VFX – Smack With Style

Our game finally has VFX flair! When the torso charges up for his mighty slap, you can see the raw power. (Okay, it’s mostly glowing effects for now, but it looks cool.) Enemies also get fancy charge-up effects when they rush toward you, like tiny angry linebackers. It’s the little things that make the incoming pain prettier.

Art – UI: The Invisible Workload

While there’s nothing new visible on screen yet, rest assured: UI design work has officially started behind the scenes. It's been a bit slow and meticulous, but soon we’ll have proper health bars, menus, and maybe even a shiny pause screen. Progress you can’t see... yet.

Sound – Footsteps of Destiny

Footsteps are finally a thing! Our goblins now make crunchy, stompy noises depending on what surface they’re walking on. Grass, dirt, stone—you name it. Now we just have to finish setting up the surfaces in the world itself, so it doesn’t sound like you’re tromping through a void. Baby steps. Crunchy, well-audio-mixed baby steps.

Files

GobGobKnight
External
88 days ago

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