Devlog - Alpha 8


The focus of this update was various polish & performance improvements.

Release Notes:

  • Lingering Bodies
    • Units drop dead for a few seconds before being taken under the ground to be despawned
    • The initial plan for this was to have a physics body spawn and play out in a separate physics world. That's doable, but not important for beta and if I ever get around to implementing a sophisticated death system I can revisit this solution.
  • Eye improvements
    • Eyes have been changed to a single animated quad mesh rather than 3-4 separate box meshes
    • Eyes also only render within a certain radius
    • These changes should reduce the performance impact a bit (every little bit counts at this stage) without making them noticeably worse
    • (*note, I'll likely make them unlit eventually so they're more visible in dark/shadow)
  • Un-Attack
    • Attack animations are now split into wind-up and attack. The wind up animation is cancelable into a new "unattack" stage that lets units who are winding up an attack on a target that no longer exists reconsider whether they want to follow through.
      • Just a polish change mostly, less (though notably not 'no') fireballs going off after combat has ended 


Known Bugs:

  • Web version is a bit jank still
  • Lag spikes probably still exist, let me know if/when/where you run into these
  • Thumbnail is a bit borked still, didn't want to get stuck on it, but I'll keep hacking away and maybe find the solution soon
  • The lighting is a ugly in lower light. This is mainly due to relying on post processing brightness/contrast adjustments, I'll probably take another pass looking at this before Beta

Next up:

Next update will be focused on giving some more personality to the Wizard and Merchant. No more un-existing them, have to explain what happens

Files

GoblinCamp [0.8a] (Web) Play in browser
Feb 05, 2024
GoblinCamp [0.8a] (Win) 74 MB
Feb 05, 2024
GoblinCamp [0.8a] (Lin) 71 MB
Feb 05, 2024

Get Goblin Camp (alpha 8) (abandoned)

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