wildmage on 22/7/2017 at 15:27
Hello everyone,
Sorry to have taken so much time since the last post, but I wanted to tell you that
yes, the project is still alive, it is even going well. I begin to see the end of the development, even if it is still far away and that there are still many dangers to come.
Dev progress
Here is a quick review of the current game state.
* I have almost finished to code all game features.
* The art style has been improved in a large part of the dungeon.
* The game has been optimized a lot, even if I want to do more.
* I improved the level design, even if there is still a lot to do.
* Regarding the game content, I have split the game in four parts to focus on finalizing them one by one. The fist quarter is almost finished, and it will be the occasion to shoot more images and videos.
Here are some images on the game progress. You are more than welcome to tell me what you think of it.
Inline Image:
https://www.wildmagegames.com/wp-content/uploads/2017/07/2017-06-29_14h20_17-1024x576.pngInline Image:
https://www.wildmagegames.com/wp-content/uploads/2017/07/2017-06-29_14h14_45-1024x576.pngInline Image:
https://www.wildmagegames.com/wp-content/uploads/2017/07/2017-06-29_14h11_41-1024x576.pngInline Image:
https://www.wildmagegames.com/wp-content/uploads/2017/07/2017-06-29_14h19_39-1024x576.pngDemo in a few months
Also, I will try to make a short demo from it in the upcoming months, so you can all see by yourselves if the game is really worth it.
Help me spread the word
My biggest concern is be to get out of the complete anonymity. So, if you like what you see and want to help me, do not hesitate to share.
Stay up to date
I post regular updates, devlogs, and other content on the blog, but also on several social platforms. The best way to follow the project is to subscribe to one of those:
(
https://www.wildmagegames.com/) Website - newsletter
(
https://framasphere.org/u/wildmagegames) Diaspora*
(
http://www.twitter.com/WildMageGames) Twitter
(
http://www.facebook.com/pages/Wildmagegames/1628463167383595) Facebook
icemann on 23/7/2017 at 04:02
I'd definitely rename those health mana machines to something else. Something that better matches your in-game universe.
Whether it be something like:
Health potion - Bat Blood / Soul Essence / Witch's Remedy etc etc
Mana potion - Brain Juice / Wizard's Best Friend / Rejuvenation Potion etc etc
Jason Moyer on 23/7/2017 at 04:11
Based on the tone of the trailer, the health/mana stations seem fine to me. The universe is "goblin comedy" as far as I can tell.
I was trying to remember what this game was called the other day because it's one of the few ImSims coming out that I'm looking forward to. Looks good so far.
wildmage on 24/7/2017 at 07:22
Thanks icemann for your suggestions. However, Jason is right. It is indeed a (satirical and dark) comedy, and having Heal Potion™ or Mana Potion™, similar to energy drinks, in can distributor at the entrance of the dungeon, is totally adapted to the lore.
Do not worry, there will be a lot of other objects with sexier names :)
Yakoob on 24/7/2017 at 22:16
haha, I love it :D I dig the comedy vibe. I'm brainstorming my next project after HEADLINER, which would be a spoof on the scifi genre hehe
twisty on 25/7/2017 at 03:47
It's definitely coming along. My only real comment at this stage is on the environment. The textures look a little too clean for how I'd imagine a medieval castle to look, let alone one inhabited by Goblins.
wildmage on 25/7/2017 at 10:31
Hey @Yakoob, your game HEADLINER looks really nice. I added a bunch of feedback comments on your last twitter video. By the way, thanks a lot for sharing my video, I really appreciate :)
Thanks @twisty for the feedback. You are not the only one who told me this. I am not really sure about this, since I really like the noise-free style with really few details. But I may anyway try to add some details with some kind of decals, like dirt and dust on the ground.
wildmage on 25/7/2017 at 10:36
Hey @Yakoob, "Karaski: What Goes Up…" looks really nice too, and so close to my actual concept (double-agent-like infiltration)! I think will give it a try soon :)
Yakoob on 26/7/2017 at 01:12
Cool thanks! Hope you enjoy
wildmage on 5/1/2018 at 10:05
Hello everyone, here’s news from the front.
First of all, happy new year to all! I wish you good health, and success for your projects. As for me, I hope that this year will be productive, with the release of The Goblin’s Week :)
It’s been a year since the publication and acceptance of my game concept on Steam Greenlight, and the first video trailer. I announced that the game would be released in 2017, and that was not the case. The game should be released in 2018. It’s time to take a look at what has been done this year, and to present what remains to be done.
Review of the year 2017
This year, I was tired of adding more and more content, accumulating bugs, temporary 3D models, unfinished features, and so on. So, I focused on the first part of the dungeon, so that the content of that part is clean and polished.
So I redesigned and modeled the 3D characters, they are now all ready. I reviewed the 3D models used for this part, I reviewed the meshes, optimized the physical colliders, and improved the scripts. I got down to the hard task of optimizing performance, including setting up a progressive dungeon loading system. I did a thorough overhaul of a lot of the code to clean, optimize and solidify its basis. I notably reviewed the dialogue system, localization system, save system, inventory system, game management system, footsteps and collisions system, and weapons equipment system.
Refactoring these systems allowed me to do new things, for example here is a very recent video of a crossbow test:
[video=youtube;Q0LHWJwaq5U]https://www.youtube.com/watch?v=Q0LHWJwaq5U[/video]
The first level is almost complete. All game features are implemented, although I still have to improve some stuff. For the other levels, some are already in an advanced state, others just in prototyping phase.
Inline Image:
https://www.wildmagegames.com/wp-content/uploads/2018/01/2018-01-04_17h40_37-1024x576.pngInline Image:
https://www.wildmagegames.com/wp-content/uploads/2018/01/2018-01-04_17h43_43-1024x576.pngInline Image:
https://www.wildmagegames.com/wp-content/uploads/2018/01/2018-01-04_17h39_26-1024x576.pngInline Image:
https://www.wildmagegames.com/wp-content/uploads/2018/01/2018-01-04_17h45_40-1024x576.pngHaving realized that the game development would take longer than expected, I tried to find an alternative funding source by selling assets for Unity. To date I have published three assets, sales are starting to take off a little but I have finally not gained more development time, compared to the time spent producing them. I would like to publish other assets, including the dialogue system, but given the required work I prefer to focus on the game.
To conclude, even if the remaining content of the game is still substantial, the state of the game itself has progressed enormously. I now have a solid basis, and everything is ready to create the rest as efficiently as possible.
Roadmap for the year 2018
This year, once the last elements of my version 0.1 are done, I will finally be able to work on the level design and game design, so that the gaming experience is the best possible and the closest to my goals.
I have already started to review all levels of the dungeon either on paper or in the editor, to rework the overall game experience. I want to have a first version of all areas to get the game as a whole. I will also have a better estimate of the remaining work, and I will be able to focus my efforts, and remove areas if necessary. I will then rework the levels gradually and iteratively, and I will create the necessary content and scripts as I go along. I will of course continue the playtests, although at the beginning I will continue to favor the observation tests, at home.
There are still some tasks for which I have trouble anticipating the difficulty, for instance the music composition, replacing all temporary sounds, and translating the game in several languages.
I talked about publishing a playable demo, it will not be for now. I’ll let you know if such a demo is finally released.
More screenshots
Inline Image:
https://www.wildmagegames.com/wp-content/uploads/2017/11/2017-11-15_12h00_59-1024x576.pngInline Image:
https://www.wildmagegames.com/wp-content/uploads/2017/11/2017-11-15_12h00_10-1024x576.pngInline Image:
https://www.wildmagegames.com/wp-content/uploads/2017/11/2017-11-15_11h57_32-1024x576.pngInline Image:
https://www.wildmagegames.com/wp-content/uploads/2017/11/2017-11-09_11h51_28-1024x576.pngInline Image:
https://www.wildmagegames.com/wp-content/uploads/2017/11/2017-11-15_18h08_06-Copie-1024x576.pngStay up to date
To stay informed, I invite you to follow the progress of the game on my site, by subscribing to the newsletter, or via the various social networks:
(
https://www.wildmagegames.com/) Newsletter
(
https://framasphere.org/u/wildmagegames) Diaspora*
(
http://www.twitter.com/WildMageGames) Twitter
(
http://www.facebook.com/pages/Wildmagegames/1628463167383595) Facebook
I hope you are as eager as me to see the game out. As always, do not hesitate to give me some feedback,
See you soon,
Arnaud