Devlog 8 - Another challenger approaches





Devlog 8:
Programming:
The Archer:
The Archer is now implemented and has two attacks, the Snipe Shot and Rain Of Arrows.
The Snipe Shot is when the archer shoot arrows at the goblins, don't stand still or you will get hit!
The Rain Of Arrows attack, the archer winds up his attack and has an area where his arrows will land.
When the goblins stand in this area, the players constantly get damaged, until the attack is over, simulating arrows constantly falling down.
Throwing the head and objects:
The Torso is now able to throw the head if it's attached or a grabbed object. We added aim assist to make it easier to hit an enemy close to your radius. This was hard to implement and could be buggy or clunky, but normally we should have minimized that as much as possible now there are variables we can set to change the aim assist strength and angle.
UI Controls:
Torso Grab Attack:
To grab an object or an enemy you can press the grab button. A grabbed enemy can be used as a meat shield but you drop the enemy after blocking once. Grabbing an object puts it in your hand, holding the throw button charges the throw and releasing throws.
The UI:
This sprint, we wrestled with Unreal’s UI system and came out only slightly bruised. After way too much time spent figuring out how button focus actually works (seriously, why is that so cursed?), we now have a fully functional main menu and proper win/lose screens. Buttons highlight, things click, and you’ll actually know when you’ve won or lost—not just by the screaming goblins. It may have eaten up a big chunk of our time, but hey, it works, and it looks good (check the art section if you don’t believe us).
The Camera:
On the camera side, we gave our previously stiff setup a full-on glow-up. It can now pan, tilt, and track like a cinematic pro, which helps show off the environment and guide players more naturally through the level. No more getting lost because the camera forgot to look in the right direction. It’s smoother, smarter, and honestly, just way more fun to play with now.
Art:
This week, we finally broke out of the blockout prison and started building the real level—lush, lively, and actually fun to be in. Think less “grayboxes” and more “let’s hang out here and throw goblin heads around for a while.”
We’ve now got cozy (and highly lootable) bandit camps, complete with suspiciously well-stocked chests. Rivers and waterfalls are back too, because what’s a fantasy level without some dramatic water to run past in slow motion?
On the VFX front, our healing pickups now sparkle with enough visual clarity to make a goblin sprint for them mid-chaos. And speaking of chaos—enemies now drop a satisfying shower of shiny loot and consumables when defeated. Either these bandits were doing very well for themselves… or our goblins are accidentally raiding a bank caravan.
Assets:
We've also started on the modelling of more assets for the environment, for now it's weapons but by next week we'll have barrels, wooden spikes and cages that will make the bandit hideout seem a little more vicious!
Designing the UI:
With the UI in place the game now feels like it's gotten out of the testing stage, it almost feels like a nicely wrapped gift! We've got a death and victory menu, a main menu and we've finally updated the healthbars. It was quite the challenge to make sure the UI made sense and that each element was exported correctly, but we got there in the end.
Sound:
Sadly for sound we can't really add shiny gifs so this will have to do. This week our sound designer and two programmers hit the studio to record some vocalizations! You can hear one of the programmers in game as the warrior grunt. The other programmer is a surprise for now. All the recordings have been edited, exported as WAV files and imported in Unreal. The goblin vocalizations have not been implemented yet, so stay tuned for next week!
Outside of that, our sound designer has worked on some comedic sound effects for the goblin knight formation and separation. We also have a punch sound now for the torso! Although, the implementation is not finished and is incorrect. This will be finished by next week, we just wanted to include and showcase the punch we have right now.
For next week, the goal is to make and implement as many sound effects as possible. The ui sounds, music, goblin torso and legs sound effects are a priority here. See you next week! :)
Files
Get [Group14]GobGob Knight
[Group14]GobGob Knight
Three goblins set out on a righteous quest to find the holy grail in the name of... shiny.
Status | In development |
Authors | lazage, BudgetArms, Hassan125, mbilmis, MagTellmann, DanickB |
More posts
- Devlog 7 - begin of second sprint9 days ago
- Devlog 6 - End of the first sprint16 days ago
- Devlog 5 – AI Uprising Begins44 days ago
- Devlog 4: Byte-Sized Beginnings51 days ago
- Devlog 3; the Prototype Sprint58 days ago
- Devlog 2: Right on Track65 days ago
- Devlog 1: Getting Started70 days ago
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