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mongoid
I'm a freelance game developer working for all sorts of companies big and small, as well as spending time pushing out my own indie titles.

James Dalby @mongoid

Age 44, Male

Game Developer

UC Irvine

Irvine, CA

Joined on 1/3/02

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[Conjurer:WotA] Goblin enemies and checkpoints!

Posted by mongoid - October 26th, 2008


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I just updated the blog with news of the new Goblin enemy, as well as checkpoints! There's also a preview of the spell casting animations! Check it out and let me know what you think!


Comments

WANKAH i love your pic

that looks way fun too

Snipin's a good job, mate.

IT'S OVER NINETHOUSAND!

Looks good, but I think the way the goblins immediatly turn when you jump over them can be a problem. As in the video, trying to jump over them would just lead to you getting stabbed in the back. If there were a delay in the goblin's reaction time, that would be more acceptable. Just my opinion.

Hmmm, I see what you're saying. :-)

I personally don't like the white outline around the blood, seems to draw too much attention to itself.

Game is looking awesome as always. Checkpoints are a great gameplay mechanic.

Hmm, ok! I'll play around with it to see if I can make it more subtle.

:-)

Looks really nice. But it seems kind of weird that the goblins are walking on a lower level than the hero (the feet are lower), that can probably be fixed easily though. It'd be awesome as well, if there would be some motion in the background and some tasty effects, because right now everything looks a bit "foreceless", if you know what I mean. :)

Good eyes. All enemies are supposed to appear in front of the hero, so therefore they need to be lower on the z plane. It looks a little awkward now, but in fullscreen color (and non-compressed YouTube video), it looks pretty natural.

Animated backdrops are coming! You saw some of them on the lava and blizzard levels. Check the previous videos on level design.

:-)