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    Galway, Ireland

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  1. Goblins & Grottos will be graduating to Full Release next week, July 7th. The full release will include: - the complete 22-map story "A Goblin's Tale" - a minecart and track system - a new enemy "the priest" who resurrects heroes - a new enemy "the dwarf" who loves digging - a new enemy "the paladin demon boss" who comes with a flexible boss battle creation system (similar to the existing cutscene creation system) Watch out for more announcements between now and July 7th, and details of our release-day celebration plans! :-) Stay up-to-date by following us on Face
  2. Patch notes 0.14.0 Map Editor We have been doing quite a bit of work making the Map Editor easier and quicker to use: - New Fill Tools for platforms, tree trunks, sawblade paths, background woodbeams, railings, village house walls, snow - New Random Object Tools for various decoration items: background and foreground moss, and various types of background woodbeams - Stopped multiple layers of water tiles from being accidentally created - Improved the ordering and categorisation of all tiles and tools. - Identified the map region (Cave, Forest, Village, Mountain) that tile
  3. Patch notes 0.11: Another bunch of cool updates here, mostly related to region 4 (mountain/evil castle) New song here! https://youtu.be/7rTeTjBUqic Traps/interactive objects: - added a fireball-firing statue, with user-definable shoot rate and shoot speed - added circular saw trap that moves between user-defined flags at a user-defined speed - added disappearing tiles - added portals which teleport characters and objects from one to another (based on user-defined Portal ID) - added swinging pendulum axe traps, with user-definable movement speed and swing angle Wo
  4. Yeah, I've seen that mentioned too. Is it good? One of the nice things about nodewebkit is that the Steamworks API has been compiled for it, by Greenheart Games (the guys who made Game Dev Tycoon).. quite a few games on Steam now use it.
  5. Patch notes 0.10 Here's another patch packed-full of good stuff! Three New Official Maps, all in the Village region: - "Backstabber" - "Do you even lift" - "Boss of Feathers" New characters: - Three villagers, who scream and run away when they see the goblin or any other creature. Very comical! :-) New Game Items: - The scrolling backgrounds and basic tilesets for the 4th region: this includes the Mountain, and the Evil Castle - New big trees ad village 'stockade' map exit Map Editor: - When you have a FILL tool or the ERASER selected, you can now ho
  6. Patch notes 0.9 There's lots more good stuff in this patch! Cheap Sheep! - We have made a special 2-map story "Cheap Sheep", uploaded into the online maps repository, to celebrate the latest Steam sale. Can you defeat the evil Lord Gaben, who is intent on making all games 'sheep'? Will you meet the G&G developers Jonas, Sam, Bjorn and Ian? Will they have deep philosophical insights to impart? World Objects: - Sheep. These are rideable - they run and jump faster and higher than the goblin, but of course cannot climb walls. Also, sheep do not die from falling (just like
  7. All of the songs from the game (currently 10 tracks, with more to come!) are now free to download on: Ian's bandcamp page
  8. Quick update - we're in Early Access on Steam now and the reviews are really positive (still @ 100% positive in fact). Lots of tweaks and improvements have been done following user feedback, and now we're back to working on new content. Meet the illusionist and the troll. The illusionist will turn his enemies into chickens (thus creating some funny and varied puzzle situations). The troll will smash everything in his path (including the goblin) but if you stand on his shoulders you'll be able to control his movements. And here's the witch, who will blast her enemies with lightning bolts.
  9. We have been approved for Steam Early Access on December 17th: http://store.steampowered.com/app/389190 The Early Access version offers a functionally strong subset of the full game. In particular, it includes about half of the official environments, characters and built-in maps that we are planning to use. It also includes fully-featured map editing and sharing facilities, as well as all of the carefully constructed physics and interactions. The Early Access version offers two environments and associated content: the Dungeon, and the Forest. While the full version (early 2016) will provide
  10. Goblins & Grottos is going into closed alpha tomorrow, Oct 25th 2015. This includes tons of new features not available in our previous demo, including the map making facilities, online sharing and social features, plus lots of new map tiles, objects and enemies. Also a prototype of our first 5 official maps! Please sign up at www.goblinsandgrottos.com if you would like an invite!
  11. Here's a look at our cutscene system, which has been becoming more detailed over the past few weeks. We're putting a lot of work generally in making the map editor as user-friendly and fun to use as we can, and to encourage players to build stories into their maps. Cutscenes will be an important part of this. Cutscenes are triggered when the goblin moves into the invisible trigger identified during map-editing by the clapperboard icon. You identify which 'actors' will be part of the cutscene, and these characters have their normal game behaviour over-ridden with the rules specified in the c
  12. We have just made pre-alpha v0.1.8 available over at http://goblinsandgrottos.com/2015/07/08/download-the-demo/ The main improved things in this version are: 1. Supports game controllers 2. Adds checkpoints 3. Some improvements to frame rate on weaker computers And here's a quick look at one of the more unusual enemies we're working on.. a shapeshifting druid with a pet owl:
  13. Thanks Daniel! Yes, we're excited about the game and we're having a lot of fun developing it. An audio guy/musician just joined our team so that's going to help a lot too.
  14. Hey sorry man, I only just saw this question! I have actually been building the architecture while going along, apart from the core state machine and render loop etc. I have a lot of experience with game engines so I guess that makes it more straightforward: for example, the first time I needed particles, I branched off and wrote a basic particle module. The core structure was designed with expansion in mind. I think for 3D games it is hard to make a good argument for not using a game engine, unless your goal is learning or to do something really unusual. For 2D, the argument is much weaker
  15. We have reached an important milestone with Goblins & Grottos: our first public release prototype! Prototype v0.1.7 available here! (Windows and OSX) The prototype has one game map built in, and the map editor component has been removed for the moment. The plan is to work on getting the map editor up to the standard needed for public release within the next month or so, and look towards another prototype at that stage. We also put the game up onto Steam Greenlight and would appreciate it if you could vote for us there!
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