Indie platformer

Sunday, March 25, 2018

Introducing plans for Goblin and Coins 2

10:05:00 AM Posted by Nikola Bulj , , 2 comments
It's been more than a year and a half since the release of Goblin and Coins and I'm really happy with how it turned out. It was a great fun making it and only now I'm getting to fully appreciate the experience. It started as a practice and grew up... mostly thanks to support from great people who tried it and liked it and encouraged me to continue... but it was also very hard to finish it and not go crazy from pressure. At some point I knew I have to release it or it will never be done... and just save improvements for the next game... so I did.

And it wasn't perfect, but I think people liked it enough to warrant a better, improved game to follow. My initial idea was to rest and then make something else. So I started prototyping 2-3 new games, worked on some smaller and bigger ideas... but eventually came back to Goblin. It's just... so much fun working on it.

Anyway, what is the plan:

  • Higher resolution, better graphics
  • Basically the same mechanics but with improvements (like double jump, slopes, upgrading...)
  • Everything is more animated and alive, incl. backgrounds and static objects
  • Semi-open world (more on this later)
  • Repeatable levels that show you what you've already picked up
  • Mini-games that have to be unlocked (incl. simple puzzles)
  • More things to collect besides coins and recipes
  • Even weirder enemies and story line
  • Larger levels with potential "continue spots" instead of previous "respawn" mechanics
  • Built in multi language support (GnC had it added later awkwardly)
  • Main menu and settings menu remember where you were before leaving/returning (people really want this a lot)
  • Improved key rebinding feature
  • Prettier menus 😋
  • DX11 required instead of DX9


What's done so far and working (alpha v0.3, October 2017 - March 2018):

  • Functional menus (main, settings, credits), working on finishing graphics and animations for UI
  • Functional in-game multi language support
  • Basic mechanics including slopes and double jump
  • Basic enemy script and sprites/animations for one enemy in 2 variants
  • Bunch of writing, diagrams, algorithms and other things that will be useful later
  • Improved Goblin sprites
  • Popup menus (quit/pause/tutorial and so on)
  • gamepad support (x-input and d-input)


When to expect it?
Not before 2019

The idea is to keep the same spirit of the game, so all the improvements don't... destroy it from within. We'll see if I make it. Wish me luck.

Friday, March 23, 2018

Wednesday, November 9, 2016

Released on Steam!

1:34:00 PM Posted by Nikola Bulj , No comments
Goblin and Coins (known as Goblins and Coins before rest of the goblins got lost during the terrible events of 2016 goblinpocalypse) has been released on Steam! There's a 15% discount in place for the initial period, and many new features have been added including unlockable recipes (for real meals prepared for centuries by goblin cooks around the world), Steam achievements and cloud saves, Linux/SteamOS support, timed challenge with a leaderboard and even a bestiary so you can gloat over the defeated enemies.


I do intend to keep my promise to the early supporters, so no bundles or mass giveaways. Sorry if this disagrees with you, but I believe game is cheap enough to be considered affordable even on its own.

Monday, October 24, 2016

World 5 on the way

4:02:00 PM Posted by Nikola Bulj No comments
After several days of improving world 4, improving GUI (mostly menus and prompts) and working slowly on tiles and sprites for world 5, I've released alpha 0.2.0.0 which features level 5-1 and all the previous improvements, including a bit better sprite for the Goblin. Finally, we get to see the Castle Keep... Well, not really. No pictures nor videos today, sorry folks.

Still waiting for the good people who are doing the testing on world 4 to report any bugs. Haven't started work on Legend besides making space for it in the main menu, but I have decided on five meals to be featured in the recipes. I'll do that alongside the world 5 levels during late October and November. I expect to have all the story levels and maybe even a challenge level by the end of November, when I'll start implementing Steamworks features (achievements, cloud save, leader-boards for challenge) and start closed beta testing of Steam version.

Release date? Still not sure, but either early December or late January most likely. Depends on the progress and my other duties in life.

Friday, October 21, 2016

Testing and improving world 4

4:32:00 PM Posted by Nikola Bulj No comments
I've spend almost the entire afternoon working on the game. Sadly, most of these things you'll never see because I decided to reverse those changes. My first idea was to make levels prettier for screenshots by adding fake platforms in front of the main ground mass. It did look nice, but as I feared, it was very much confusing and distracting for players. After checking out some NES and Genesis classics on Youtube, I've decided to keep the "less pretty" but more practical layout.


Afterwards, I started drawing tiles and a background for world 5 and even made 70% of an initial level... but decided to scrap that too because the idea I had didn't really play well with mechanics and rules I set for the game. Don't worry, I do have another idea, but for another day.

Then I decided to add even more support for x-input gamepads, by adding the option to set your own preferred threshold for the analogue joystick. So far I've been using 50%, which means you had to press it with your thumb half-way to the side in order for command to be registered. Now you can set it in 5 steps from 40% to 80% with default value set to 50% as before.

I've also started preparing space for Legend, the new feature that will be an encyclopedia of sorts for the game world, creatures, recipes... Achievements will also fit here nicely, so I moved them from the main menu.

What else? I've created announcement sounds for the 4th world and implemented them, added an additional coin to the same world so there's total of 100 gold coins inside and around the village, and... I've started testing a new font.

I think that's it for today.