Devlog December 2018

Hello everyone.

I wish you happy holidays :)

I did not post here for a long time, again, and I have many many things to tell you. The year 2018 has been very eventful, and I am writing a very long devlog to detail everything.

Here are some glimpses of what is coming:

Still alive

Yes, I am still working on the game, and “it has never been so close to release”. However, that release date has been postponed, again. The project is incredibly advanced, especially for a one man team, but I finally admitted that it’s not a 2 years project for which I am 2 years late, but a N years project with N > 4.

Goblin v0.3 v0.4

Goblin v0.3 and v0.4 are done. Most features are complete and perfectly working, some are more difficult to complete. I am still facing many difficulties, including reworking on the AI and the level design. The difficulties comes from the fact that it is one big complex metroid-like dungeon in which I mix several gameplays, and getting everything to work at the same time is a real headache.

How to actually release the game

I spent a lot of time thinking about the best way to effectively release the game one day, before I run out of money and energy. Over the year, I tried several approaches. I will detail in the upcoming devlog what I decided to do. There will be one bad news and two good ones :)

Assets update 1.7 coming

Finally, I also worked on the Ultimate Screenshot Creator and the Multi Device Preview & Gallery assets. Version 1.7 will have several new awesome features, like “screenshot composition” or “device and notches preview”. The update will be out in the first weeks of January.

See you soon,


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