12:07 "I'm not really satisfied with the menu art" This is a joke right? RIGHT? Seriously that parallax is the coolest thing I have ever seen in my life. Love your different approaches that you took an level generation over time, it feels like tis is the pinnacle of it.
I really like the direction this game is going. I think it would be cool if you added hats. They could be gotten through achievements, or you could make a base hat item that is fused with other items to make hats. If you do add hats, can you make one of them a potato hat? I did the math, and it turns out games with potato hats sell 3x more copies than games without potato hats, so it would also be a great business decision.
Not only does the gameplay look great, art and music are really amazing! But I am the most impresed how with all of this, your videos are so well paced and edited. You are very underrated, and I hope the game and your youtube channel get all the success you deserve!
I love these progress videos! Its so fun to see the behind the scenes of a game. It makes the game feel like theres already a community being built, even though its not even in beta testing yet.
I'm doing a degree apprenticeship to become an electrical engineer at the moment and I always get disheartened that I never professionally persued a career making video game. Seeing your videos and seeing that it's possible to work as an electrical engineer full-time and also makes games fills me with so much hope. Thank you man Keep being AWESOME!
Wow, your game development journey is truly inspiring! The progress on the multiplayer goblin game is impressive, from the enhanced map generation to the captivating music by Ricardo. It's great to see the dedication to improving loading times and multiplayer functionality. Excited about the future additions like new biomes, bosses, and enemies! Keep up the fantastic work! 👏🎮
so I want to say that I've been around for a long time (so my wishlist is one of the older ones) but I'm still around and I am loving the way this game is turning out! Honestly, the music is what gets me the most excited because it's so lively and brings so much interest to the atmosphere of the biomes. I love the art too. I think that the game has really come along way and I can tell that it's definitely shaping up to have its own unique style. Obviously this style was there before, but now it seems way more cohesive and I'm super proud of you for managing to get this far. This video has gotten me excited to see some more of the gameplay and I hope that there will be a variety of exploration based and story-based quests for players aren't the biggest fans of combat. I also hope to see some accessibility and difficulty settings in the future for players who are keen on the exploration and adventure side of the game, but not so much on the combat one. I am so excited for an early release of this game even if I don't end up playing it at first. I feel like just showing more gameplay and doing a couple of spotlights will definitely increase interest on your game. If you're already at 19 K wishlists, I can only hope that what comes from now on will simply be loved by the obvious quality of the game and the love that has been put into making it a cohesive experience.
This looooooooooooks so good ❤❤❤ P.S. I think if your adding a story maybe from beating humans you can find a key or a map to where the humans are from as the endgame you defeat like their king idea I made thought was cool
I have been following your progress for a while, always click on your videos right away when I see a new post! Not only does the game look really fun but you are great at editing videos, they have good flow
Small critic: The desert theme sounds more like a spy movie theme song then a dessert theme to me. The Trumpet thing sounds deserty but the rest of the instruments sound like I'm sneaking into top secret facility. It still sounds good and it's a very minor complaint but it doesn't sound like what you're going for IMO.
really glad to see you added some vertical mixing dynamic music (vertical mixing is when you have an established theme that has different versions dependent on situations in game for those who don't know) I think horizontal mixing would be awesome as well (which is when you have seamless transitions between tracks as opposed to fading in and out or stopping and skipping) I do also understand that that is probably a lot of transitions to compose so i understand if it isn't possible
Looks great! I know there's always a bunch of the more "boring" progress that doesn't make it to the devlog (together with all the bugfixing), so the fact that you have all of this to show says a lot! Even when there's so much still yet to do, what you have looks incredibly polished.
This looks really cool! I came by because I'm learning game dev stuff, but I actually wanted to play the game when I found out it was a little base building game with friends! Co-Op is so important to me lately. I really hope there's a good amount to base building. Reasons to build things, and cosmetic changes and such, or I hope it's the plan. I have ideas on what the game is like, but I suppose I'll see when it releases. I'm personally trying to make my own big game, and it's very overwhelming. The amount of things to learn is so high! Just watching this video is a bit intimidating! Of course in the between bits I'll be trying to make some small games just to get the hang of things~
I'm so glad you made a fishing minigame, those are the absolute best part of nearly every game they're in. Edit: The slime sfx sounded kind of bad, honestly Edit 2: not having a game play loop this late in development is deeply concerning, just adding different elements which may be good on their own but are only loosely related doesn't seem like a good sign. Otherwise, everything is looking great!
i like the volcano theme. also i like the art style. also i like the layering more intense music for when enemies pull up. overall seems very cool and good!
Sooo inspiring ! As a web dev, game development seem very dense and difficult. But seeing all that you achieved alone brings a lot of motivation ! Keep it up :)
Amazing work, this looks really great already. Here's some random thoughts I had while watching. I love the idea of smashing the pollutant thing to summon a horde of enemies, it reminds me of terraria events like the goblin army. The one potential problem I see with it is that in terraria the enemy army would travel to your base, but here you're the one traveling to the enemy base. I might be understanding wrong but it seems like the human enemies spawn once you smash the pollutant, which makes it confusing why they didn't attack earlier. This doesn't necessarily need to be fixed, but if you did, one potential fix I can think of is if the human base was a lot larger, almost like it's own biome with walls, watch towers, barracks, dormitories, a kitchen, etc. The pollutant would be at the center, and you'd have to sneak through to get to it (I'm imagining old ben Kenobi switching levers in the death star). If someone sees you, it could be kind of like the bokoblin horn in breath of the wild except that only other humans within a certain radius hear, but once you destroy the pollutant then everyone is alerted to your presence and you have to fight them all as they enter whatever room you're in. There could be more heavily armored guys in the barracks, nimble archers in the watchtowers or on the walls, maybe even a cook in the kitchen who tries to smack you with a frying pan if he catches you, and more. That would make the enemy camp infiltration more dynamic and allow for different playstyles because you could choose to either take out some guards before you destroy the pollutant, making it easier when everyone is alerted to you, or you could sneak straight to the center and fight all the enemies at once. Also you could put human camps next to lakes and/or rivers and have the pollutant be causing the water nearby to be green or brown, like the painted lady episode of avatar the last Airbender. And then instead of destroying the single building that represents the pollutant, you could flip a lever that stops the flow of waste into the lake or something similar. Then taking over the camp has more of an impact on the environment and you can see the world returning to nature as you conquere the island. Also at one point you hit a slime with a spear and it looked like the spear was leaving your hands, I think it might look better if the spear was longer
I just got this video recommend, and it's very impressive what you have done in one year, i realy love the art style of the game, it fits perfekt. I will definitely follow you gamedev journey from now on!
I'm an old wishlist and I'm still very excited for the game 😉. Been quietly watching since some of the first devlogs. Love to theme and the fun twists to common mechanics like fishing and animal husbandry. It's really starting to come together now!
Hi Matt!! I think you are on to something genuinely great here! I’ve gone back a watched all your recentish videos on this game and I love it. From experience I know that the biggest mistake with a game like this is making the world and tools available too “samey.” You have made a game that is luckily very expandable, you can always add more areas on different islands, add new kinds of weapons, and misc. features, without distracting from the experience. A game like Stardew reliably has a lot of the same stuff in the same spots every time you make a new save which often puts the player in a predetermined box. But you have gone the more replayable Minecraft and Terraria route and I think that is great. That said, as a passionate gamer I have some suggestions for features. If you wind up using none of these ideas no worries it is YOUR passion project don’t let anyone pressure you. If something doesn’t fit the lore DONT ADD IT. Items: -Magic items, nothing crazy just like a stick the spits a little fire and is fun to play with. If you want combat to be a minor part of the game balancing the damage system to allow for later implementation of pvp as an option if you want to later. -Consumables like explosives to clear out small areas. -Weak but easy to craft throw able spears to add even more combat variety. -Potions??? Special npc and crafting system Variation: -More wild life in your game (they can ever just be birds or little bugs that the game treats as particles). Minecraft does a not so good job in this field because there only a few commonly found creatures with no variation to them. BE LIKE TERRARIA different little creature types to add movement. Bonus points if you make certain creatures extra rare so they are special to find. -Different wood types from different biomes allowing for building variation (nothing too wild). This would help tie into the idea of different npcs liking different decoration. If you want a super useful npc to be locked behind progression make it so the player NEEDS a certain material that you can only get from a specific region. -Small abandoned mines/ shelters underground for added variety in a currently repetitive space. -Similarly, as someone who has played many open world games I am always in favor of more POIs randomly scattered around the world. They don’t have to be particularly helpful but it helps break up the landscape and give players that happy chemical boost when they find a random chest with a fun item it in. Quality control life: -Npc(s) that specialize it making simple trades for items. We all know there is nothing worse than needing a single more of a resource you can’t find. It doesn’t break the games economy and it gives the player a good “oh thank goodness” moment when they see an item they need. -Don’t make “needed” items take up too much space in your inventory. The player shouldn’t be punished for having items needed for progression in their inventory. In Tears of the Kingdom and Breath of the Wild, the inventory has a specific section for the abilities and story items you collect along your journey. Technical: -Make each save/ world have a specific seed so people can share worlds, speedrun, or even allow you to make special seeds that have a unique challenge to them (similar to Terraria). Another good lesson to learn is that not everything in a game has to be inherently useful. Adding a feature just to be silly or fun is always great and allows for more connection with the game. I hope I could help get some of your creative juices flowing! Sincerely, A humble viewer that doesn’t have the money to pay for your Patreon
I really enjoy the color palettes you're using, they feel really nuanced and evocative for me in a kind of nostalgic way. Also really enjoy the artwork you've done for the trees and grass in particular, and the sound effects feel like a game. They're not stand out amazing, but that also means they don't feel out of place, like they're too much, or wrong, but in fact "feel right" or as expected for the game actions you showed, so it's beginning to feel quite polished. It's easy to go crazy with sound effects or visuals and end up with something that is exhausting to look at, or gets really tiring and annoying to listen to when it's overdone, so kudos on getting those sounds in a good place. The music feels quite nice too, very thematic. Exciting progress for sure, hope you can decide on and get implemented a core game loop soon. I think the core game loop kind of defines whether or not someone is going to be interested in buying the game, aside from aesthetics, because it's the big sell on what you can expect to do in the game, and what the goals and rewards are, and figuring out how those challenges and rewards scale for the player will also be how to keep the player interested and engaged, while story, and side objectives can help add to the interest and potential replay-ability along with steam badges/rewards/accomplishments and things like that. Excited to see where you go next.
The way you make these videos with the little cute goblin drawing is fantastic. This game genre isn't typically my things, but your videos are just soo fun. Makes me want to try the game out when it releases. Keep it up 👍
Core Keeper dev here, really cool looking game! I'm very impressed with how polished everything looks and feels. I think we both have things to learn from each other :)
Its indeed been a long time! Seeing a game combining aspects of my all time favorite games be built from scratch was incredible! I hope there could be more stuff focused around the npcs,like getting them to do tasks or interact and etc.
I love the music! Seeing this game really coming to life has given me much inspiration to keep up my own development journey. Thank you so much, and I can't wait to see where Isle Goblin goes in the future!
This video really made my day! I'm super excited to see progress and improvement. Looking forward to the playtesting phase, too bad it won't release on Mac though :(
this is a really cool game, and honestly it relates to a lot of my style in games, i like top-down survival games with exploration, resources, etc. i even had small fantasy of creating my own game kinda like this, but holy it looks complicated lol
Huge inspiration. Also, love the music. You made a good choice signing the composer | Edit: Tip for the sound effects. Be careful with low/sub frequencies. Low frequencies get messy very quickly when multiple instances play, and most sounds don't need anything below 100hz anyway
It all looks so good, i love it. it really stopped looking like a random prototype and started looking like a game now. Just one thing that i noticed, all the vegetation tall grass and trees swaying in unison, really looks strange and distracting, it actually gave me vertigo while looking at the screen especially in here 8:15, maybe make it less intense or more random somehow for the motion to cancel itself out. Other than than, it's chef's kiss.
The graphics and sound give of a indie xbox 360 game vibe and i love it!! Im not sure exactly what it is about it thats making me feel that way but its such a cool vibe.
I am soooo looking forward to this game!!! I’m definitely gonna try to get my friends to at least look at it, as they really love terraria and core keeper. Cant wait to hopefully try it out in early access!!
Just a little FYI, on the gameplay you showed for the bit with the music I was getting pretty significant motion sickness. I think it's the wavy effects on the trees (and cacti) that's doing it. I don't get motion sickness very easily, but something about the way the waving goes in the same direction made the whole screen feel wobbly to me, probably something you'd wan to look into
I really like the new menus like the inventory and hotbar, they feel a lot more goblin like. I like the artstyle and i get that the game is not nearly complete but i feel like everything lacks detail. Because this game is randomly generated that means you cant take advantage of level design and intricate setpiece compositions so the player will always see the same things but in a diffrent order. This is not necessarily a bad thing it just means that if you keep things too simple the game will get boring quickly. I feel like the best way to combat this is just to add a lot of stuff and detail and variations to existing things. You know more in the direction of Stardew Valley, Graveyard Keeper, Terraria and maybe not like Forager (I like Forager but its quite simple looking but it works for that game because it is pretty short without that much replayability)
Wishlisted after seeing one of your old videos but I haven't been keeping up with progress. Everything looks awesome in this video, can't wait for it to release!
really like the hotbar belt, gives a fresh feeling than these typical hotbars in other games. Maybe you can use the clip of the belt around the item you are using in your hotbar, makes it more clear then a darker brown.
I think that Crystal cave biome sounds really cool to be in so you should definitely make it! One idea for the underground (or just in the normal area) is to have a wandering npc shopkeeper that sells random items that pops up at times. Kinda like the wandering trader in minecraft but with more personality and less annoying. Or i guess like the cart in stardew but not with the same sort of set location.
a thought arises, the map manager can attempt to load the chunks around the tiles that were requested, similar to how RAM memory gets the nabours of the address requested. this would mean you're multiplayer clients would have fewer world holes as the chunks would be off-screen when requested.
very good progress you made in 1 year watt, so cool to see it. also i probably understand you when not feeling satisfied with the main menu animations, perhaps if the transitions being different, something more subtle than the whole screen mooving, i think it may bring motion sickness to some ppl maybe? idk, just something to consider.
So excited to play this game when it comes out. I’ve been watching from afar for a while and was excited to see this update. Looking good! Well done. I love Terraria and Stardew Valley. Throwing in an adorable goblin just takes the cake.
Something to consider, you can combine a few of your save file techniques into one to be a bit more efficient and create a more cohesive load/save and generation system to save headaches. You can use the seed to generate the original terrain independently on host and client, then send a certain value of chunks around each client from the host, instead of storing a whole chunk, store the things that have changed inside the chunk and make sure any randomly generated bits are all using the same seed. You'll still run into the same problem with worlds that have crazy amounts of changes but it at least mitigates it for early game. You can also stop generating the entire map and move towards a more minecrafty chunk system using this approach, each time you move to a new area the chunks are loaded from that same seed and then the modified data for that chunk is also loaded. This approach makes loading faster for both client and host, makes save files smaller, and creates less of a headache for you optimising later on.
This game is actually looking so sick, keep it up
Wow! Hi code bullet
Please implement some API functions with a lot of data accessible so that CodeBullet can train pseudo AI on it. (and not have to recreate the game)
ah
Dam code bullet is slacking off where is your new vid 😢❤
Ë
Never realized how GOOD the art looks. It’s just so nice.
Yea the art is amazing
12:07 "I'm not really satisfied with the menu art"
This is a joke right? RIGHT?
Seriously that parallax is the coolest thing I have ever seen in my life.
Love your different approaches that you took an level generation over time, it feels like tis is the pinnacle of it.
yeah I was also thrown by that comment, love the menu art!
I really like the direction this game is going. I think it would be cool if you added hats. They could be gotten through achievements, or you could make a base hat item that is fused with other items to make hats. If you do add hats, can you make one of them a potato hat? I did the math, and it turns out games with potato hats sell 3x more copies than games without potato hats, so it would also be a great business decision.
Well he has a helmet
@@_Snout_ could make something like the vanity slots in terraria
Hats just make things better period
Make one of the hats a carrot please
Just don’t add ponchos!
Not only does the gameplay look great, art and music are really amazing! But I am the most impresed how with all of this, your videos are so well paced and edited. You are very underrated, and I hope the game and your youtube channel get all the success you deserve!
Glad to hear an update! Everything seems to be moving on well. I always look forward to the updates.
I love these progress videos! Its so fun to see the behind the scenes of a game. It makes the game feel like theres already a community being built, even though its not even in beta testing yet.
I'm doing a degree apprenticeship to become an electrical engineer at the moment and I always get disheartened that I never professionally persued a career making video game.
Seeing your videos and seeing that it's possible to work as an electrical engineer full-time and also makes games fills me with so much hope.
Thank you man
Keep being AWESOME!
Dude this game is just getting better and better, I am so excited to play it, it has such character and potential.
W video per usually. Genuinely excited for this game
Wow, your game development journey is truly inspiring! The progress on the multiplayer goblin game is impressive, from the enhanced map generation to the captivating music by Ricardo. It's great to see the dedication to improving loading times and multiplayer functionality. Excited about the future additions like new biomes, bosses, and enemies! Keep up the fantastic work! 👏🎮
so I want to say that I've been around for a long time (so my wishlist is one of the older ones) but I'm still around and I am loving the way this game is turning out! Honestly, the music is what gets me the most excited because it's so lively and brings so much interest to the atmosphere of the biomes. I love the art too. I think that the game has really come along way and I can tell that it's definitely shaping up to have its own unique style. Obviously this style was there before, but now it seems way more cohesive and I'm super proud of you for managing to get this far. This video has gotten me excited to see some more of the gameplay and I hope that there will be a variety of exploration based and story-based quests for players aren't the biggest fans of combat. I also hope to see some accessibility and difficulty settings in the future for players who are keen on the exploration and adventure side of the game, but not so much on the combat one. I am so excited for an early release of this game even if I don't end up playing it at first. I feel like just showing more gameplay and doing a couple of spotlights will definitely increase interest on your game. If you're already at 19 K wishlists, I can only hope that what comes from now on will simply be loved by the obvious quality of the game and the love that has been put into making it a cohesive experience.
0:43 that description is literally Core Keeper
I love this! The sound effects, The art and music is just so comforting
This looooooooooooks so good ❤❤❤ P.S. I think if your adding a story maybe from beating humans you can find a key or a map to where the humans are from as the endgame you defeat like their king idea I made thought was cool
I have been following your progress for a while, always click on your videos right away when I see a new post! Not only does the game look really fun but you are great at editing videos, they have good flow
Small critic: The desert theme sounds more like a spy movie theme song then a dessert theme to me. The Trumpet thing sounds deserty but the rest of the instruments sound like I'm sneaking into top secret facility. It still sounds good and it's a very minor complaint but it doesn't sound like what you're going for IMO.
really glad to see you added some vertical mixing dynamic music (vertical mixing is when you have an established theme that has different versions dependent on situations in game for those who don't know) I think horizontal mixing would be awesome as well (which is when you have seamless transitions between tracks as opposed to fading in and out or stopping and skipping) I do also understand that that is probably a lot of transitions to compose so i understand if it isn't possible
Looks great! I know there's always a bunch of the more "boring" progress that doesn't make it to the devlog (together with all the bugfixing), so the fact that you have all of this to show says a lot! Even when there's so much still yet to do, what you have looks incredibly polished.
I liked the random pop culture references thrown in xD
As well as the map loading times animatic esq explanation, very cute.
My wife and I just got started with Godot, just making simple 2d games right now, we are very inspired by you! Keep up the good work!
This is so exciting to stumble on. I love this style of game, and cant wait to see where you take it.
This looks really cool! I came by because I'm learning game dev stuff, but I actually wanted to play the game when I found out it was a little base building game with friends!
Co-Op is so important to me lately. I really hope there's a good amount to base building. Reasons to build things, and cosmetic changes and such, or I hope it's the plan.
I have ideas on what the game is like, but I suppose I'll see when it releases.
I'm personally trying to make my own big game, and it's very overwhelming. The amount of things to learn is so high! Just watching this video is a bit intimidating!
Of course in the between bits I'll be trying to make some small games just to get the hang of things~
I'm so glad you made a fishing minigame, those are the absolute best part of nearly every game they're in.
Edit: The slime sfx sounded kind of bad, honestly
Edit 2: not having a game play loop this late in development is deeply concerning, just adding different elements which may be good on their own but are only loosely related doesn't seem like a good sign. Otherwise, everything is looking great!
I love to see this much dedication on a project, that's amazing! Also great musics
The item collect sound is more satisfactory than the Minecraft one🤯
Music is nice. Art is clean, and explanation of code is 🤩
Just wishlisted, looks awesome! As a software engineer learning game design, would love to hear more about your journey from EE to game dev!
Looking great so far!! Best of luck as you continue!
i like the volcano theme. also i like the art style. also i like the layering more intense music for when enemies pull up. overall seems very cool and good!
Sooo inspiring !
As a web dev, game development seem very dense and difficult. But seeing all that you achieved alone brings a lot of motivation ! Keep it up :)
Amazing work, this looks really great already. Here's some random thoughts I had while watching. I love the idea of smashing the pollutant thing to summon a horde of enemies, it reminds me of terraria events like the goblin army. The one potential problem I see with it is that in terraria the enemy army would travel to your base, but here you're the one traveling to the enemy base. I might be understanding wrong but it seems like the human enemies spawn once you smash the pollutant, which makes it confusing why they didn't attack earlier. This doesn't necessarily need to be fixed, but if you did, one potential fix I can think of is if the human base was a lot larger, almost like it's own biome with walls, watch towers, barracks, dormitories, a kitchen, etc. The pollutant would be at the center, and you'd have to sneak through to get to it (I'm imagining old ben Kenobi switching levers in the death star). If someone sees you, it could be kind of like the bokoblin horn in breath of the wild except that only other humans within a certain radius hear, but once you destroy the pollutant then everyone is alerted to your presence and you have to fight them all as they enter whatever room you're in. There could be more heavily armored guys in the barracks, nimble archers in the watchtowers or on the walls, maybe even a cook in the kitchen who tries to smack you with a frying pan if he catches you, and more. That would make the enemy camp infiltration more dynamic and allow for different playstyles because you could choose to either take out some guards before you destroy the pollutant, making it easier when everyone is alerted to you, or you could sneak straight to the center and fight all the enemies at once.
Also you could put human camps next to lakes and/or rivers and have the pollutant be causing the water nearby to be green or brown, like the painted lady episode of avatar the last Airbender. And then instead of destroying the single building that represents the pollutant, you could flip a lever that stops the flow of waste into the lake or something similar. Then taking over the camp has more of an impact on the environment and you can see the world returning to nature as you conquere the island.
Also at one point you hit a slime with a spear and it looked like the spear was leaving your hands, I think it might look better if the spear was longer
You have great taste lol
wawaweewa, good job this seems like it will turn out fantastic
I just got this video recommend, and it's very impressive what you have done in one year, i realy love the art style of the game, it fits perfekt.
I will definitely follow you gamedev journey from now on!
I love every single thing about your vlogs man. I am looking forward to see your game getting finished!
I'm an old wishlist and I'm still very excited for the game 😉. Been quietly watching since some of the first devlogs. Love to theme and the fun twists to common mechanics like fishing and animal husbandry. It's really starting to come together now!
Genuinely so excited for this game!! It looks like it’s gonna be so fun and I can’t wait to play with friends :)
First time seeing your vids, this game already looks so good. Sound design and soundtrack are both also awesome.
Just added to my wishlist.
This looks amazing!!! Can't wait to see more; definitely wishlisting and liking, subscribing. All the things! 😄
That main menu to multiplayer scene transition got my jaw to drop! Amazing work, really excited to see what's waiting for us when it will be released.
Amazing growth excited to see more!
Hi Matt!!
I think you are on to something genuinely great here! I’ve gone back a watched all your recentish videos on this game and I love it.
From experience I know that the biggest mistake with a game like this is making the world and tools available too “samey.” You have made a game that is luckily very expandable, you can always add more areas on different islands, add new kinds of weapons, and misc. features, without distracting from the experience. A game like Stardew reliably has a lot of the same stuff in the same spots every time you make a new save which often puts the player in a predetermined box. But you have gone the more replayable Minecraft and Terraria route and I think that is great.
That said, as a passionate gamer I have some suggestions for features. If you wind up using none of these ideas no worries it is YOUR passion project don’t let anyone pressure you. If something doesn’t fit the lore DONT ADD IT.
Items:
-Magic items, nothing crazy just like a stick the spits a little fire and is fun to play with. If you want combat to be a minor part of the game balancing the damage system to allow for later implementation of pvp as an option if you want to later.
-Consumables like explosives to clear out small areas.
-Weak but easy to craft throw able spears to add even more combat variety.
-Potions??? Special npc and crafting system
Variation:
-More wild life in your game (they can ever just be birds or little bugs that the game treats as particles). Minecraft does a not so good job in this field because there only a few commonly found creatures with no variation to them. BE LIKE TERRARIA different little creature types to add movement. Bonus points if you make certain creatures extra rare so they are special to find.
-Different wood types from different biomes allowing for building variation (nothing too wild). This would help tie into the idea of different npcs liking different decoration. If you want a super useful npc to be locked behind progression make it so the player NEEDS a certain material that you can only get from a specific region.
-Small abandoned mines/ shelters underground for added variety in a currently repetitive space.
-Similarly, as someone who has played many open world games I am always in favor of more POIs randomly scattered around the world. They don’t have to be particularly helpful but it helps break up the landscape and give players that happy chemical boost when they find a random chest with a fun item it in.
Quality control life:
-Npc(s) that specialize it making simple trades for items. We all know there is nothing worse than needing a single more of a resource you can’t find. It doesn’t break the games economy and it gives the player a good “oh thank goodness” moment when they see an item they need.
-Don’t make “needed” items take up too much space in your inventory. The player shouldn’t be punished for having items needed for progression in their inventory. In Tears of the Kingdom and Breath of the Wild, the inventory has a specific section for the abilities and story items you collect along your journey.
Technical:
-Make each save/ world have a specific seed so people can share worlds, speedrun, or even allow you to make special seeds that have a unique challenge to them (similar to Terraria).
Another good lesson to learn is that not everything in a game has to be inherently useful. Adding a feature just to be silly or fun is always great and allows for more connection with the game.
I hope I could help get some of your creative juices flowing!
Sincerely,
A humble viewer that doesn’t have the money to pay for your Patreon
I really enjoy the color palettes you're using, they feel really nuanced and evocative for me in a kind of nostalgic way. Also really enjoy the artwork you've done for the trees and grass in particular, and the sound effects feel like a game. They're not stand out amazing, but that also means they don't feel out of place, like they're too much, or wrong, but in fact "feel right" or as expected for the game actions you showed, so it's beginning to feel quite polished. It's easy to go crazy with sound effects or visuals and end up with something that is exhausting to look at, or gets really tiring and annoying to listen to when it's overdone, so kudos on getting those sounds in a good place. The music feels quite nice too, very thematic. Exciting progress for sure, hope you can decide on and get implemented a core game loop soon. I think the core game loop kind of defines whether or not someone is going to be interested in buying the game, aside from aesthetics, because it's the big sell on what you can expect to do in the game, and what the goals and rewards are, and figuring out how those challenges and rewards scale for the player will also be how to keep the player interested and engaged, while story, and side objectives can help add to the interest and potential replay-ability along with steam badges/rewards/accomplishments and things like that. Excited to see where you go next.
It looks like it is really coming together! Congrats on all the wishlists
Added to wishlist! I’ve been following along with the series and it has inspired me to start dev games. Keep up the great work!
Finally! love these updates. Sure to buy on release!
Happy to see the progress again!! Been waiting, awesome as always! Keep up the incredible work!
The way you make these videos with the little cute goblin drawing is fantastic. This game genre isn't typically my things, but your videos are just soo fun. Makes me want to try the game out when it releases. Keep it up 👍
ahhhh Im so excited it looks rlly good Ive been watching you since your first video on this and i cant believe how much its grown
Core Keeper dev here, really cool looking game! I'm very impressed with how polished everything looks and feels. I think we both have things to learn from each other :)
Very high praise, your game is beautiful and I can only hope to be half as successful. Keep up the good work! :)
this feels like my dream game, I can't believe how this is going! good job:)
you know it is a good day when watt uploads
Amazing job, so excited for the game.
Its indeed been a long time! Seeing a game combining aspects of my all time favorite games be built from scratch was incredible! I hope there could be more stuff focused around the npcs,like getting them to do tasks or interact and etc.
Seems great. Good job Ricardo, the music sounds amazing, especially the forest theme!
Your sound design for the simple effects are honestly really good. The thump when placing walls was super satisfying!
I love the music! Seeing this game really coming to life has given me much inspiration to keep up my own development journey. Thank you so much, and I can't wait to see where Isle Goblin goes in the future!
This video really made my day! I'm super excited to see progress and improvement. Looking forward to the playtesting phase, too bad it won't release on Mac though :(
Steam is on mac and his game will be on steam. AKA yes it will be on mac.
this is a really cool game, and honestly it relates to a lot of my style in games, i like top-down survival games with exploration, resources, etc. i even had small fantasy of creating my own game kinda like this, but holy it looks complicated lol
Love these videos! Thank you for the transparency, it's so refreshing. SO looking forward to playing this!
Huge inspiration. Also, love the music. You made a good choice signing the composer | Edit: Tip for the sound effects. Be careful with low/sub frequencies. Low frequencies get messy very quickly when multiple instances play, and most sounds don't need anything below 100hz anyway
It all looks so good, i love it. it really stopped looking like a random prototype and started looking like a game now.
Just one thing that i noticed, all the vegetation tall grass and trees swaying in unison, really looks strange and distracting, it actually gave me vertigo while looking at the screen especially in here 8:15, maybe make it less intense or more random somehow for the motion to cancel itself out.
Other than than, it's chef's kiss.
The sound effects are phenomenal. The music too. That digging sound is so satisfying. The game looks great!!
The graphics and sound give of a indie xbox 360 game vibe and i love it!!
Im not sure exactly what it is about it thats making me feel that way but its such a cool vibe.
im so excited to try your game!
I am soooo looking forward to this game!!! I’m definitely gonna try to get my friends to at least look at it, as they really love terraria and core keeper. Cant wait to hopefully try it out in early access!!
This game looks like an absolute blast. Can't wait for it to come out!
Just a little FYI, on the gameplay you showed for the bit with the music I was getting pretty significant motion sickness. I think it's the wavy effects on the trees (and cacti) that's doing it.
I don't get motion sickness very easily, but something about the way the waving goes in the same direction made the whole screen feel wobbly to me, probably something you'd wan to look into
Thanks for the heads up! I’ll make it so it can be turned off
I really like the new menus like the inventory and hotbar, they feel a lot more goblin like. I like the artstyle and i get that the game is not nearly complete but i feel like everything lacks detail. Because this game is randomly generated that means you cant take advantage of level design and intricate setpiece compositions so the player will always see the same things but in a diffrent order. This is not necessarily a bad thing it just means that if you keep things too simple the game will get boring quickly. I feel like the best way to combat this is just to add a lot of stuff and detail and variations to existing things. You know more in the direction of Stardew Valley, Graveyard Keeper, Terraria and maybe not like Forager (I like Forager but its quite simple looking but it works for that game because it is pretty short without that much replayability)
Wishlisted after seeing one of your old videos but I haven't been keeping up with progress. Everything looks awesome in this video, can't wait for it to release!
really like the hotbar belt, gives a fresh feeling than these typical hotbars in other games. Maybe you can use the clip of the belt around the item you are using in your hotbar, makes it more clear then a darker brown.
Your little drawings are so charming
I think that Crystal cave biome sounds really cool to be in so you should definitely make it! One idea for the underground (or just in the normal area) is to have a wandering npc shopkeeper that sells random items that pops up at times. Kinda like the wandering trader in minecraft but with more personality and less annoying. Or i guess like the cart in stardew but not with the same sort of set location.
a thought arises, the map manager can attempt to load the chunks around the tiles that were requested, similar to how RAM memory gets the nabours of the address requested. this would mean you're multiplayer clients would have fewer world holes as the chunks would be off-screen when requested.
love it man thanks for your hard work
Genuinely really excited for when this game is out It looks incredible!
Wow, impressive wishlist numbers! Keep up the good work!
very good progress you made in 1 year watt, so cool to see it.
also i probably understand you when not feeling satisfied with the main menu animations, perhaps if the transitions being different, something more subtle than the whole screen mooving, i think it may bring motion sickness to some ppl maybe? idk, just something to consider.
0:33 I hope the little goblins are going to be able to explore lots of these dungeons in the final game xD
I love the sound design!! Although I think some of the sounds need to sound “heavier” like chopping/mining something
Sound design is the heartbeat of the video game
The music is really good, I love the volcano area theme!
This is something I did not know I needed until now! I love the shmoll goblins!
this game looks SO SOOL!! cant wait for it to come out. I will be making all my friends buy it. by force if necessary...
The menu art is awesome
It's really cool seeing this project getting more and more content every few months
Really gets me hyped for the demo release
Can't get enough of the map generation deep dives, super excited for what's to come!
So excited to play this game when it comes out. I’ve been watching from afar for a while and was excited to see this update. Looking good! Well done.
I love Terraria and Stardew Valley. Throwing in an adorable goblin just takes the cake.
That dynamic music demo was great!
Your game is looking fantastic. I'll be watching for more. Congratulations 👏
Amazed by how much is in this game! great job
Something to consider, you can combine a few of your save file techniques into one to be a bit more efficient and create a more cohesive load/save and generation system to save headaches.
You can use the seed to generate the original terrain independently on host and client, then send a certain value of chunks around each client from the host, instead of storing a whole chunk, store the things that have changed inside the chunk and make sure any randomly generated bits are all using the same seed. You'll still run into the same problem with worlds that have crazy amounts of changes but it at least mitigates it for early game. You can also stop generating the entire map and move towards a more minecrafty chunk system using this approach, each time you move to a new area the chunks are loaded from that same seed and then the modified data for that chunk is also loaded. This approach makes loading faster for both client and host, makes save files smaller, and creates less of a headache for you optimising later on.
I love the art at first look! Look forward to it
Really good sfx, I like it! Sounds very good!
Keep up the good work man! Feels like yesterday this whole thing started!
Im genuinely so excited for this game, cant wait for it to come out!
I love the sound effects! They're so cozy and fun!
Every time I see the development of this game I get super excited, I can't wait to try it out
i love your devlogs and the game
Jesus, that project is huge. Props to you for keeping motivated.
You are truly goated, you are an inspiration for me, keep making videos!
The project is taking shape! Awesome progress so far! Wishlisted :D