Game
Goblins Inc




2 years ago

Goblins Inc revived


Allot to unpack here, so strap in. Goblins Inc has been dead for a while, the reason for that is that I had considered it done. However, I've picked it back up, so that I can port it to a new game engine of my own design, and so I can finish some much-needed features. Some of those features being quests, better time scaling, a better launcher, and a whole new modding system.

I was using Unity for this game, however Unity isn't great for modding purposes. It requires much more effort on the developers end than just starting your own game engine. So that's what I did, I picked up Vulkan and started developing my own game engine. After a few months, I only had a few boxes on screen, and people complaining that they couldn't run Vulkan. So I switched to SDL2. After 3 days, I have a fully functioning engine that allowed me to do what I needed to do. Now two months on, I've been working heavily on developing the core features for the game. My goal is to get the game to a state similar enough to the previous port that I can start working on and conceptualizing new features.

I have dubbed the new engine the goblEngine. Since I'm using C++ I really love this name as when I use the engine I say gobl::goblEngine lmao. So with that in mind, I've chosen to use a chicken as the engine's mascot. Since the engine is still deep in early development, the logo is currently just an egg. The core of the engine is a renderer, a timekeeper, and an input system. Everything modifiable is part of Goblins Inc the game, not the game engine. I can use Goblins Inc as a framework, but the engine itself doesn't provide default options for modding.

So how far are we to an update where we can see the new engine in action? Short version; a while. Longer version; I'm a little under halfway done porting the game over to the new engine. Once I complete the port, I'll put that out as a demo. However, the modding tool will likely not be redeveloped. The reason for that is that the new version of the game is using XML markup language for modding instead of JSON. This allows developers to add components to their mod objects, instead of ticking boxes. It also allows for much more expandability. Although, it also requires that I write much more documentation than I ever have before.

Thanks for reading all the way to the end, if you'd like to keep up with the development of the game watch my Github here:
https://github.com/onesketchyguy/Goblins-Inc

And if you just like my content, and generally want to see more from me, remember to follow and leave a like.



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