Devlog 9: Ferns, Forts, and Financially Irresponsible Bandits
Programming
Camera Wrangling and UI Polish
This sprint was all about final touches and fixing the stuff that kept falling apart when you looked at it funny. The camera—our old, rebellious friend—has finally been whipped into shape. No more wild pans, surprise zooms, or getting distracted by the scenery while you’re in the middle of combat. It now tracks the action like it’s actually trying to help, which is nice.
UI also got its moment in the spotlight. Most of it was small stuff—alignment tweaks, smoother transitions, and making sure the buttons don’t sulk when hovered—but it adds up. Everything’s snappier, cleaner, and just generally more pleasant to click.
And of course, bugfixing. Always bugfixing. This time, the camera was the main troublemaker—clipping through geometry, losing the player, and occasionally deciding it wanted to live in the floor. But with enough persistence (and enough coffee), those issues are now under control.
Art
After weeks of chaos, whiteboxes, and “imagine if this had textures,” the forest is finally real—and it's gorgeous. We’re talking full-on fantasy postcard vibes, the kind of lush summer ruins that make you want to throw on some armor and immediately get mugged by a bandit. Which is great, because that’s basically the game now.
The world is done. The bridge has actual wood. The ruins look appropriately ruined. And the bandits? Still angry. Still rich. No one knows why they’re hoarding chests full of gold in the woods, but hey, our goblins aren’t here to ask questions—they’re here to loot, scoot, and occasionally get yeeted.
To really sell the vibe, we tossed in the last batch of assets—more weapons, spooky cages, and suspicious piles of loot. Basically everything you need to convince the player that yes, this is a bandit camp, and no, you are not welcome here.

Ruins, But Make It Fashion
We finally ditched the whiteboxes pretending to be castle walls and gave them proper textures, shapes, and that slightly haunted, cozy charm you’d expect from long-forgotten human settlements. If it’s broken, pointy, and vaguely medieval—it’s probably in the game now.
A Shower of Arrows Never Looked So Good
Speaking of things falling from the sky that want you dead—the Archer’s VFX are in. Now you can be obliterated by sparkly arrow rain or shot clean across the map by a glowing sniper bolt. Finally, some aesthetic danger.
So yeah, the world’s looking good, it’s stuffed with visual details, and it almost makes you forget the place is crawling with bandits trying to punch your head off. Almost.
Looking forward to polish week, where we’ll make everything smoother, shinier, and hopefully optimized enough to run on your grandma’s Windows 98. Wish us luck.
Get GobGob Knight
GobGob Knight
Three goblins set out on a righteous quest to find the holy grail in the name of... shiny.
Status | Released |
Authors | lazage, BudgetArms, Hassan125, mbilmis, MagTellmann, DanickB |
Genre | Adventure |
Tags | 3D, Beat 'em up, Co-op, No AI |
More posts
- The Final Knight15 days ago
- Devlog 10 - Spit, Polish, Panic20 days ago
- Devlog 8 - Another challenger approaches34 days ago
- Devlog 7 - begin of second sprint41 days ago
- Devlog 6 - End of the first sprint48 days ago
- Devlog 5 – AI Uprising Begins76 days ago
- Devlog 4: Byte-Sized Beginnings83 days ago
- Devlog 3; the Prototype Sprint90 days ago
- Devlog 2: Right on Track97 days ago
Leave a comment
Log in with itch.io to leave a comment.