8 months of making my dream game
Ойын-сауық
Fast-track your career in tech by going to my sponsor kenzie.snhu.edu/wattdesigns to apply today.
This is the first time I've really been able to put my heart into a game project and build something that I personally am super interested in playing - everything I've done before has been stuff that I thought would be popular, it's nice to finally be taking things from my favorite games and twisting them a bit to make them work in a different format.
I should also note since I'll probably get a handful of comments about it - I've seen things like Necesse, Core Keeper, and Keplerth out there that do similar things. I've taken a glance at their positive and negative criticisms to get a feel for what they do right and wrong, but I haven't played any of them to avoid copying them. Hopefully my game will be a fresh take on the "top down terraria" vibe, from what I can tell Keplerth and Necesse do more rimworld than Stardew, but we'll see! Either way, thanks for watching the video, I'm excited to get this project into everyone's hands :) Links are below!
-SOCIALS:
Steam: store.steampowered.com/app/16...
Patreon: www.patreon.com/WattDesigns?f...
Discord: / discord
Instagram: / watt.designs
Twitter: / wattdesigns
Isle Goblin Website: islegoblin.com
Personal Website: www.kilowattgames.com
0:00 - Intro
0:29 - Current Status
0:47 - Bosses
1:25 - Swarm
2:00 - Character Customization
2:22 - Changed Art
2:52 - Sponsor
4:00 - Fusing
4:52 - Gizmos + more
6:47 Patreon outro
Пікірлер: 757
Man, this game has come a long way since the first video
@AndrewIsANerd154
11 ай бұрын
So true
You should add diseases to the game! The pollution has to impact the goblins in some way, right? And if you cure them then it could increase your relationship with them, or something like that. I love watching this game progress!! 😄
@honaleri
11 ай бұрын
Omg! Yes...please!❤
@masha8770
11 ай бұрын
Also potential for a doctor/herbalist style npc!
@thatperson9478
11 ай бұрын
this idea reminds me of the corruption spreading in terraria
@tjpprojects7192
11 ай бұрын
Lol, I laughed at your comment because I thought you wrote diabetes at first. I laughed more than I should have, but it was funny to me.
@shoes4clues955
10 ай бұрын
me on my way to infect them and then cure them for better prices
Maybe to match the D&D theme with the bosses, the machines you destroy could be more magical and be taking the "energy" from the island. You could even have some kind of core on the final layer of the underground that you need to restore.
@Anthonial_Mjj
9 ай бұрын
Great idea!
Your talking about goblins and how they are always misrepresented by media is extremely funny to me. It is just like my older brother with kobolds. Hilariously enough, that was the reason I suggested a kobold trader in the comments of your Wave Function Collapse video. You sound so much like him when talking about them. I'd also like to remind you of the idea just so it doesn't get lost in everything and never end up getting considered. :) Best of luck in your endeavors. I am super excited for this game!
I think your sprite for the missing character texture actually looks really cool - it would be nice to see as an Easter egg or spooky character somewhere… anyway, keep up the good work!
I like the double outline. Great to see some character customization now too.
I really like the new character customization, and I think i know a way to improve it. you could add hats!! you could add achievements, and have them each unlock a hat, alongside maybe some other rewards. if you dont want to add achievements you could make the hats craftable. you could (for example) make it so you get an achievement for agriculture that gives you a potato hat. you could also make the potato hat craftable with potatoes. maybe you could have a system with a "base hat" that you can get somehow, and then combine it with other things to make different special hats. that could use the fusing stations at 4:06. i dont really care how they are implemented, as long as potato hats get into the game somehow.
Hey Watt! Just had a thought here... Since you mentioned something about "Pollution generators" or something like that, I had the thought that maybe this can be how you keep the player from accessing the next biome. For example, how in Terraria the Hallow biome doesn't exist until you defeat the WoF. So it could be that you can't harvest polluted areas, but must first defeat the connected boss (like you mentioned with the Huntress) and then have to restore the biome before accessing the next tier of items it gives.
The only thing that I’m kinda confused about is if the pollution is caused by human machines and their exploitation of nature, why are the bosses just D&D classes? Feels kinda weird that one moment you’re cleaning up oil spills and destroying modern pumps and modern machines, and the next moment you’re fighting fantasy Druids, adventurers and swordsmen… I was expecting the bosses to be like a giant bulldozer, a drilling machine gone haywire a giant evil woodcutting sawblade machine and stuff like that, it would better fit the “Cleanup” part of the game in my opinion.
@brotherbumkin3010
11 ай бұрын
Totally agree!
@proshinyscarab
11 ай бұрын
I agree with you here, or at the very least it could be cool to blend the two, like they could still have the DnD class theme but maybe theme their attacks and actual design to be more pollution-esc or mechanical
@JamieMaxwell-bu2sd
11 ай бұрын
It could blended like Avatar: TLA
@placeholderdoe
11 ай бұрын
Maybe D&D bosses and industrial bosses can be two different types. Then in the late game you can fight magic industrial bosses. Like a mage that uses crude oil and fire spells to clear a place of wildlife. Or a magically suped-up bulldozer
@2mustange
11 ай бұрын
Maybe these beasts are Other World which is where the Humans come from? Idk just trying to help the worldbuidling
Man, this looks absolutely rad! Really incredible work, especially as a solo dev!
If you're basing the bosses off of a typical D&D party, then the final boss (if there is one) should be a DM/GM whatever you call it.
@placeholderdoe
9 ай бұрын
To keep the 4th wall up maybe it’s the person who gave them the quest in the first place. Like how a campaign’s quest may start with an in game character giving them a quest, the final boss is that character
I think it would be cool if while in boss fights you would apply a gray filter to the ground and other enemies so it would make the boss pop up a little bit. So far it seems like the boss is just a bigger enemy. Maybe adding a purple glow would help too
I know this is unlisted or what ever but why ain’t no one talkin bout that grass
Looks good dude! Excited to see what the future holds for your game.
I really liked the thicker outlines you added! It looks really good :D
looking great so far looking forward to getting my hands on it
Good luck dude. I'll definitely wait for this release
Awesome! I’ll be looking for future updates
This look great so far! Can't wait to play it!
comment for the algo also cuz i feel compelled to comment _something_ whenever someone mentions reading all comments i really like the new art style! its cute, and i like everything youve done so far this seems like the kind of game i might try out playing (im not much into PC games so thats pretty rare) good luck with the rest of the project!
Looks great, good luck! Following you to see more
I LOVE THIS!! no lie I have been fantasizing about a goblin game just like this for years. Life has just been getting in the way of making any meaningful growth as an indie-dev (I have only ever made really basic shit, like text adventures, and really basic always scrapped 2d platformers) anyways kudos and thanks for bringing this wonderful project to life!
Finally saw this video and I am very glad I did. Looking at the pollutant machines and I see two ways that could kinda go, so I wanted to try to say somethin’. First: considering the bosses are RPG classes, maybe those could be changed to modern machines (as probably said a million times), but those modern machines also match the RPG classes? For example, a sort of artificer that fused themself to a machine, or just a field medic? Second: ...okay, it’s the same as the first, BUT you can keep these bosses as ‘ancient’ variants, like how Hollow Knight does bosses like White Defender and how the Pale Court mod wants to accomplish rivals from a forgotten past.
Looks awesome! Makes me think of the web serial "The Wandering Inn", where the main protagonist opens up an inn with the sign "No killing goblins!". Goblins are awesome!
2:06 my nickname is Gob, i brain buffered when i saw that
Have you thought about adding dwarves and Elves to the game alongside the humans? Both also hate Goblins so it could be a nice way to add variety to the enemies and bosses.
@SVVV97
11 ай бұрын
There might also be some cool story ideas around dwarves (like for example: you unlock some lower level of the caves and in doing so bring the dwarves that are living there into contact with humans or whatever)
@Juancr2006
10 ай бұрын
What about orks being friendly creatures?
@andrewpullins8817
10 ай бұрын
@@Juancr2006 Oh yeah how did I forget about them?
This could be really hard but shadows would make the game look incredible
what a cool concept! especially when you explained that you can have a terraria-invasion-esque event to remove pollution to "upgrade" nearby mobs for better drops. I think games usually take the opposite route, where some bad thing in the world that you need to clear out makes enemies stronger (im thinking of factorio and its pollution or terrarias interaction with evil biomes) but the opposite makes even more sense. That some sort of pollution actually sickens and weakens the mobs around it and in turn worsening their loot.
Keep it up man, this looks awesome! I wishlisted. I can tell how much work has gone into this.
Hey, one thing that I think would be cool would to have an endgame level boss available from the start. I think it would add more choices on how to play the game, if you want, you can kill the boss at endgame and get endgame level loot. However, if you kill the boss at the start, not only would this be a fun challenge for better players, but it also greatly rewards you and allows you to progress the rest of the game easily. My inspiration is duke fishron (who if you fight pre mech can carry up to moonlord) and Yharon the jungle dragon who you can technically fight straight after dragonfolly and who gives loot meant to be used at the very end of calamity.
Looks great, I love the art style. Can't wait to see how this project will develop.
been subscribed since the first video i think, and its really cool too see how the game has progressed. and im excited to see where it goes
This is an incredible devlog, I love the aspect of the game and the fusing thing is SICK. I think this game will really take off when it releases depending on the price. I look foward to following this project, I cannot wait to play it!
Looks really good love the direction in that the game goes
From when I watched one of your dev logs to now, I have fallen in love with terraria. And this makes me even more excited for this game because I now know I really do enjoy games like this. I really like how it’s turning out so far! So keep up the great work :)
I got this video randomly in my feed and it looks really cool I have now watched all the devlogs, wishlisted and joined discord Can’t wait for release!
this is amazing progress! I really like the idea behind it
I'm discovering your game rn and I really love it ! I love goblins and to finaly the goblins be the main players makes me happy ! Keep this amazing work up !!
this game will be an absolute banger.
i like seeing these updates pop up in my recommended every once in a while you made a lot of progress since the last vid i watched it looks great
3:08 This is why we have technical interviews and Portfolios :D A cert does very little... but if the course teaches you to code, you'll have no problems making a portfolio and passing the interviews :D
I LOVE character customization, so I really like how you added at least a little bit of it, nice!!
dang I would play this already, the progress is crazy. love to see it
I’ve been following this series since the very beginning. Love your content
4:80 When you put items in the fusing slot, the shadow could dissapear. I really dig the double outline change.
One of my favorite components to games like this is a sense of my items I find having a meaningful impact on gameplay. If I find a new item, and that allows me to make a potion that lets me see better in the dark, now I’m able to go into that dark cave I’ve barely explored, it makes me feel excited to unlock explore and discover mysteries. Not sure if that makes sense but would love to see how this is implemented in this game
First of all, great job, this looks great so far! I really enjoy these updates and am looking forward to seeing more. I can't entirely remember everything you've added so far, but you should totally add difficulty settings to make these bosses and monster waves harder for more experienced players or add a new game+ feature. Also, if you're making underground floors you should definitely consider floating islands, whether it be clouds with bird creatures or flying airships later in the game, I think it could add some more depth to the game world if you managed to make it fit the theme and story well.
Literraly every game you mentioned are my favorite. I would love to buy your full game. !
this looks amazing! gonna be following this game now and just added it to my wishlist, best of luck! :)
This looks so great !! I'm so glad youtube showed me this. Can't wait to see the project evolve ! Btw the graphics gives strong Forager vibes and i love it so much
Super good, I love everything about this! I could imagine a couple things being added: Bees at day, Fireflies at night, Torches, Paths, Combat roll, Wild peaceful critters, and Water.
Super cool systems! Excited for the weapon fusing and armor gizmos especially
Very nice work man ! Keep it up, it's great to see people continuing their projects :)
Your progress is great! I can't wait to see what will come next!
The game looks amazing so far! I wish you the best on your game development journey and I'm adding the game to my wishlist on steam
One of the first times I am late to watch and comment cause work! (means I can support you now whoo!). I like the new art style, over the time you develop the game of course you also grow as a pixel artist and refine your preference. I think it's great that every now and then you go back over art assets and refine them. I always sounds like it is a bit of a breather from the coding stuff for you as well, so keep at it! Phase 1 really looks great!
Glad to see the amazing amounts of progress on the game, keep at it!
I love it My only complaint is that I wish to see more mechanically advanced bosses, not just random projectiles (unless you want to make bosses bullethell-like in wich case go ahead it is your game after all and it is a preference, also this doesn't mean "no proyectiles" and it also doesn't mean "few proyectiles" it means that you should make each boss unique in it's mechanics or unique enough to stand out), like a healer that heals the party, or maybe even different kinds of mondters. Ideas: -A worm boss (since its top down telegraph where it appearce from) -A golemish boss (you take him out limb by limb and depending on wich lims you take out firs his attacks will be different) -A pirate invasion or s pirate ship near the beach Thank you for listening to my 3am ramble while being in the bathroom
This looks so promising! As I’m sure you are aware, please take as much time as necessary ❤
Honestly super impressive work done so far, loving the ideas and mechanics you're implementing! And with the Gizmos you could have small little sets of just 3 gizmos of the same time (example: Lantern, Torch, Lightning Bug) and if you equip a full set of gizmos it gives you a stronger and more unique effect at a cost of variety and preparations for different situations. (like with the "Light" example of the gizmos maybe not only can you see really well in the dark but when enemies get close there's a chance they'll get blinded for a short period of time because of how bright you are) (as for the items, well it seems Lantern creates a space you can see around you. Torch could have more range but a very narrow frame. Lightning bug could be a little friend that hovers around your character, it has a bigger range then the lantern but doesn't light up as much and isn't attached directly to your player. Put this all together and you become a very bright boi)
@partyus1178
11 ай бұрын
I love this idea! However, I think it might also feel more special (and make it easier to develop) if these unique effects are a product of the smaller effects. For instance: Lantern, Torch, and Lighting Bug. Each would add an extra level of light, and once you have enough light levels, you are able to blind nearby enemies. This might make the effects feel less rigid, and then if more light-up gizmos are added, they are easily integrated with the rest of the effects. (Another example in the likely event I was unclear: Heart Crystal, Ring of Vitality, and Blood Pack. Each add extra max health to the player, and once you reach over 200 HP, you get a small amount of extra regeneration)
This is amazing! Can't wait to see the demo, keep up the great work!
Since delving deeper into the caves is based on using the technology stolen from humans, that makes the story less about "nature vs industry" and more "who gets to control the natural resources of this island, the natives or the colonizers?". With that in mind, I'd have The Huntress wear a uniform to visually communicate that she's aligned with the invading forces. Then you can elements of that uniform stay on her when she's in bear form, which would in total make for a more memorable character.
this looks fantastic so far!
Another amazing video by watt designs! amazing as usual! keep up the great work!
One thing that I feel is a necessity for multiplayer rpg games is classes so that the players can each feel like they’re going after different things and not just the same upgrades all the time. I know it would be a lot of work but it would make the game perfect in my eyes. Now this is a game about goblins and I know the bosses will all have classes from D&D so giving the same classes to the goblins would not only be awkward but illogical. So instead, it would be cool to have special goblin variants. Warrior (melee) Archer (ranged) Shaman (magic) And whatever other things you would want for your game. I just saw this pop up on my for you page and have instantly fallen in love. Keep up the good work, I will continue to watch it closely and stay excited for any demo’s
Nice progress!
As a goblin enthusiast who is looking to get into game dev this is such a cool project! I come from more of a music background than coding so it’s cool to see your systems and your thought processes with building out this game. I’m wishing you the best of luck!
Nice man! I've always wanted to make a game but I always get discouraged. Great Job for sticking to it!
I’m so excited for this!!!
Very Epic! I love the art for the game, and everything that you have added definitely improves the game!
Your Devlog videos are the best out of the other ones, I like the Change of Art and I loved your videos when I first saw! I hope you will achieve your dream game and release it.
excited to see more!
I love the double pixel thing. It makes the characters stand out more from the background Also isaac does it so it's awesome 😎👌
Great progress so far!
I love the art style of the game and look forward to its release!
Looking forward to the game
Can't wait for when game is done, u really have been working hard
Stumbled upon this video due to my obsession with Indies! Stayed for the awesome commentary and work! Can't wait to see the progress you make on the game and hope to check it out one day!
nice progress again!
looks cool im excited to see where it goes
This looks so good so far
New outlines look great
double lines are almost always better for this kinda style. love the change.
Man! WELL DONE! Can't wait to sink a hundred hours into!
one of the best things about the invasion mechanic and terreria is the fact that they run into your home. so if the goo is the only invasion as of right now then i hope the humans attack the village in a large scale invasion!
Love the progress!
This game seems like it'll be insanely fun to play!
the boss fight you added I think feels perfect, gives me big gungeon and terraria vibes.
Looks really promising! good luck with this project, I'm curious to see how it grows :)
I love outlines in games to make tthe action more distinguishable , two layers might be to thich in some cases but it looks amazing
I like seeing the progress. The change to the art style I agree was a good choice. Helps readability and in my opinion makes the art look even better.
Such a damn good game idea, i cant wait to play the demo xD Maybe add colonist ships which land on the beaches near to the player once a week/month or after every defeated boss. I mean the Humans think the land is theirs and wonder where all the previous Humans went ... It could be the Terraria Goblin/Pirate event of your game Maybe even let some Humans drop signal flares to spawn in a new Colonist ship wave to defend
To see where this development has come great job my friend 👍
Brilliant progress!
Welp, this looks like one of my dream games too. The only thing missing from the ultimate game of my dreams would be tech tree reaching to interplanetary space travel and some Factorio/modded industrial Minecraft -style automation with production later down the line, where you could just dump your entire inventory of mined resources to a chest, and have machines sort through the loot and process everything that could be processed. Both but with goblin-style engineering would be hilarious, but also that's like another game's worth of new mechanics on top of what is already there. Double outline is definitely a good outlook for the game, definitely matches the art style and vibe nicely. More weapons of different styles or classes for the goblins would be cool. I'm always drawn to glass cannon style gameplay where I keep a distance and just murder stuff with a character that can't take more than two hits. But that's pretty much all things that can be added in the next phase, seeing how you already have all the mechanics in place for ranged weapons and caster magic. Game's looking really promising. Wishlisted for the lookout!
This game is looking amazing! Great video, it's really inspiring
Wishlist it! Can't wait
I’ve been thinking of getting into game dev so vids like this are really inspiring, thanks!
This is starting to look really good. I'll be honest, I wasn't on bored with this game in the beginning, but its starting to look more and more like something I'd like to play. If the relationships and "desire to be curiois" are well handled, it may be a great game moving forward. I'm excited for the demo here in the future. I'm rooting for you.
This is so cool! Keep up the good work.