Energy, Air & Snow


  •  Fixed issue where goblin was affected by currents when not in the water (most notable while jumping far inland, water currents still moved him around in the air -- hilarious).
  •  Tweaked FPS issue reporting to only start monitoring 10 seconds after game starts to give everything a bit of time to "settle down"
  •  Improved ground detection, so that goblin behaved more like being on the normal ground when atop rocks and other obstacles
  •  Camera controller now also aware of rocks and other obstacles and, like the ground, will try it's best to avoid going through them if possible
  • Energy & Air goblin attributes are now tied in to game_time (Time.Lapse) if time is going faster they'll increase/decrease faster and vice versa with regard to time
  • Air deficiencies at altitude tweaked further around game time and a smoother transition applied so that the goblin suddenly at high altitude doesn't meet a curtain of death that can be walked back and forth through to stop/start oxygen, but rather going higher and higher has a gradual oxygen loss
  • Snow is now built up in areas with high altitude. This will probably require some tweaking (later) to ensure it matches where the snow lines really aught to be, but it's a start in that direction.
  • Render performance improvements, I'm actually able to play the game on my PC within the editor again which should speed up development significantly.

Files

i-am-goblin-windows-prototype.develop.full.zip 847 MB
Version 20220106100516.dec74a0c9 Jan 06, 2022

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