#Goblins & Gladiators
1 messages · Page 1 of 1 (latest)
Just finished adding the following features:
- Stamina bar
- Stamina Drain
- Stamina Regen
- Regen Cooldown
- Health bar
- Wave system
- Gradual enemy spawning
- New goblin types
- Goblin midget
- Goblin
- Goblin giant
- Sword trail
A little backstory, a few days ago I got a Sims like buff on myself where I got the motivation to finally start learning game dev, so far I've done about one and a half years of Computer Science for my bachelors degree, but I have never touched Unity before. I decided to start learning Unity with a tutorial for Snake, Bomberman and Fruit ninja. This eased me up to using Unity a bit.
So I decided after the fruit ninja tutorial to try starting my first (mostly) tutorial free Unity project. With a quick browse of asset Jesus Kenney's site, I decided I wanted to work with his mini dungeons and mini arena assets, and I got to work.
The Beginning
My first goal was creating a scene. It was my first time creating an original scene, so looking at the available models I decided to try a little pyramid
I soon scrapped the idea of using a pyramid and instead opted for a walled in field to contain my player
Not long after I encountered my very first Unity crash and lost a chunk of progress I had made on the terrain 😭
I bounced back though
Next on the agenda was getting the player's movement and the player animations to work, working with the animator proved to be less straightforward than I had thought it would be at first sight but eventually I got it to work with the help of some friendly folks in here
(Some clips of my strugglings with animations)
I then decided to fool around with a first person POV camera for the heck of it, and it came out looking pretty funny (although a bit nauseating 😅 )
The Goblins
Next up after having done a first map and the player movements, it was time to add in some enemies, queue the goblins
My first focus was getting the goblin movement and animation to work which proved to be quite the easy task, having already done so for the player. Moreover, the goblin's movements are simpler than the player's movement too
With the goblin movements and the player movements working, it was time to get some action
First up on the list was getting the player to be able to kill the goblins, having two attacks (Melee, Kick) it was a simple question of putting a trigger collider on the corresponding leg and the player's sword
Now one big issue with a tiny character model, is that they have tiny limbs, so to buff the player a bit I decided to extend the hitboxes for the leg and the sword
A goblin's OnTriggerEnter(Collider other) later and my goblins were being slain!
Now it was time to let the goblins have their revenge
Same logic as before, trigger colliders on the arms (goblins cant kick, everybody knows that) and the goblins were now able to fight back
Now what's fighting without some blood, so it was time to add a little blood particle system
Now that all of those core functionalities and prefabs were done, it was time to move on to
The game itself
It was time to get them to spawn in dynamically, with my knowledge from the fruit ninja tutorial's fruit spawner, I threw together a spawner gameObject and a corresponding script to spawn the goblin prefabs in
This went well but it was spawning the goblins in without any limit on a min and max spawn delay, and it was feeling kind of endless
Having grown up as an avid COD Zombies player, I instantly thought of a wave system instead
For the goblin amounts per wave I opted to go for a little fibonacci sequence
private readonly int[] waveGoblinAmounts = { 1, 2, 3, 5, 8, 13, 21, 34, 55 };
(If an index is out of bounds it will take the last available index in the array)
But first up we needed to get some text on the screen, with what I learned from the tutorials I threw up a TMP Text UI element and dragged in a font I liked, and low and behold we have text
Pair this with the Game Manager that is in control of telling the spawner when to go to the next wave, my text would now update every time a new wave would come
Straight of the bat, I ran into some... difficulties
For those of you who are wondering, no I did not grind through hours of my game to reach wave 425, this happened rather quickly
A small hickup later..
And we have a working wave system!
It was now time to expand a bit on the UI and stop being secretive about the player's condition!
1 Brackeys' healthbar tutorial, I now have a working healthbar! (And applied the same logic for the stamina bar not long after)
Now there is a small detail that I dont like about the health and stamina bar, because of the resize of the sprites, the bars' borders got thinner and the ends stretched out, but this is not a big worry
The problem I was facing now was that the waves of enemies spawning in at once was a bit too hectic, especially in the later waves. So I decided to replace my SpawnWave function with a coroutine and have the enemies gradually spawn in every wave (and also give the player a small few second breather between waves)
I also decided to add a little particle system on the sword to make a little sword trail left behind when swinging it
Having added a dynamic wave system, it was time to also make the enemies a bit more dynamic
Thus the Goblin Midget and Goblin Giant were brought to life ||as the player was brought to death||
Each of these goblin variants have slight variations in stats but all use the same script as the normal goblin obviously
And with that, the 3rd day (or better said night) of programming comes to an end
It is now 8:12 AM, and I really need a smoke and some rest. Thank you for reading 🙏🏼
It would be interesting to have some coop but I doubt it could be done for free
Time to start working on a main menu UI 🙂
Using Kenney's Fantasy UI kit, I got the example button to work, had some issues with the sprite being malformed due to stretching (same issue I had with health and stamina bar) and figured out that I needed to 9 slice the sprites
going to go back to change the stamina bar and health bar after doing this too
Decided to fix it straight away, fixed stamina and healthbar
Current state of the main menu with audio, (small little bug where audio misplays when scene loads, notice the bzz when my cursor turns to normal again after being blue loading circle)
audio sliders
Controls menu ✅
Title screen is inn
youre good at it
Thanks :))
depends where you release your game
if its gonna be on steam you can use that for multiplayer, with host / client system
no extra costs then
just the steam fee
the 100$ up front fee + 30% revenue fee right?
yep
it comes with steam P2P & a relay, there are plugins for both mirror and fishnet to use that
and steam p2p can be used for lobbys, rooms, etc, you can grab the information of the rooms and even supply your own info
I personally already have my steam site set up so i dont need to use App 480 for development lol,
i only need some better screenshots for it and im ready to open it to the public for wishlists
yeah but for that people need to open their ports on their pcs
which many dont want to do or dont know how to
with me not having a steam site set up would it be a lot of hassle to implement coop?
with steam p2p you dont need to handle ports, as if the host cant be reached after starting, steam will just put them on their relay server instead automatically
what has any of this to do with android games, please dont go offtopic in this thread
you can always use the game 480 for indev and replace it later on with your own game id
thats what a lot of people do
Noted! I'll look into it when it comes to that point 🙂
Sorry but what you believe is not what the game is gonna be, or what is asked here. Dont recommend what you think is good, recommend what is appropiate to what is wanted.
Take one look at the tags of this project, it clearly says windows and webgl, idk how important the webgl is as that is pretty limiting even for the graphics stuff, but it doesnt say android anywhere
Thats in all honestly just complete false bullcrap, there are a lot of famous itch.io Games, i also recommended Steam which enables it to be even more popular,
the Android Store is also a known shitfest of complete Garbage where only hypercasual Games get any attention.
Do proper research and stop forcing your completly wrong "advice" onto others. Honestly this deserves a @visual salmon
Lmfao what does "Steam may not be the ideal platform for games that aren’t available on it." even mean, just noticed that.
I'm not even sure why this is an argument, there are plenty of multiplayer options of varying complexities and restrictions, they can pick one based on the information provided instead of being told what platforms they should or should not support.
Probably best to just move on and let Somet get back to their devlog without the random addition of multiplayer
Somet doubted coop cuz of pricing, so i told them if they release on steam its easy and cheap (besides the 1x fee) and steam also handles the port situation with P2P.
Then MFA randomly pushed android, even tho this project has nothing to do with it and it was never asked
Yeah, they started it with their
do you want to add multiplayer feature to your game?
question, which dragged everyone into a discussion about it, which then turned into this shitshow.
If Somet doesn't actually have further questions about multiplayer all additional opinions and stuff can just exit this thread
Btw if you need help, i done it plenty of times and can help you ^^
yep yep, just drop multiplayer and let somet continue
I appreciate everyone's input, but just to be clear I have no intention of making this a mobile game and I'm not even convinced that I will ever commercially publish this game since it's my first project in Unity 😅
As for multiplayer (coop), it's not my primary concern at the moment but when I do decide to implement it I'll be sure to reach out :))

So I'm looking to add some music to the main menu, here are 4 songs that I have picked out so far, I would love to hear you guys' input on them
https://www.youtube.com/watch?v=4tq9yKFRqZk
https://www.youtube.com/watch?v=w57uOuasLfY
https://www.youtube.com/watch?v=arvcWRP9QGI
https://www.youtube.com/watch?v=2X_UXy6uOZs
SRPG Battle Music
作曲:Nid
#Nid #ゲーム音楽 #indiegame #fieldmusic #music #gamemusic
Battle4 / バトル4
composer:Nid
download : https://ryusuke0215.itch.io/battle4
Twitter : https://twitter.com/nid0215
coconala : https://coconala.com/services/2544924
#itchio #ゲーム開発 #ゲーム音楽 ...
Title screen music / 名前入力画面
作曲:Nid
This song is inspired by the title screen of a game with a sense of adventure and fantasy.
冒険やファンタジー感のあるゲームのタイトル画面をイメージした曲です。
download
itchio : https://ryusuke0215.itch.io/title-screen-music
#itchio #ゲーム開発 #ゲーム音楽 #indiegame #music #gamemusic #音楽素材 #BGM #ゲーム素材
バトル
作曲:Nid
RPGの戦闘で流れていそうな曲を作りました。
ループ仕様となっております。
I made a song that seems to be playing in RPG battles.
It is a loop specification.
download
audiostock : https://audiostock.jp/audio/1412769
itchio : https://ryusuke0215.itch.io/batt
#audiostock #ゲーム音楽 #indiegame #music #gamemusic
personally I like 1 and 3 the most
i would choose #1 if it was my project, but it depends on the energy of the game. in the end, you should pick the one you want
I'm leaning towards #1 aswell, but my only concern is that perhaps it's a bit too active for a main menu background audio?
well, #3 is more so, to me
#3 is more active in your opinion?
in a way yes, but remember to play them at lower volumes and see how they sound. at full volume, the whole thing changes
oh yeah for sure, I don't want to blast my user's ears out as soon as they open the game either 😅 🤣
if the energy of your game matches it, 2 would be ideal for a main theme, but it really has to match. I see, RPG, which does not match that music, but if it is light hearted, modernized RPG, it may match
Yeah, it's a good song but I don't think my game matches the vibe at all hahah
yeah
Thanks alot for your input :))