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Almost Epic Adventures : The Goblin's Week [PC]

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#1 wildmage

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Posted 09 January 2017 - 04:34 AM

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Hello dear stealth enthusiasts,

I am an independent game developer, fan of Thief and Deus Ex.
I founded Wild Mage Games 2 years ago, and since then I have been working on a first-person adventure game for PC.

My game is not a pure stealth game, but since its stealth gameplay is directly inspired by Thief the 1st, I thought some of you may be interested.

The game is still in development, and should be released at the end of 2017.

I will really be pleased to have your feedbacks . :-)


Overview

Almost Epic Adventures : The Goblin's Week is a first person adventure-exploration game where you play a goblin minion working for an evil dungeon master within a satirical fantasy world.




The game is now on Steam Greenlight.
You can support me by voting for it here:

Greenlight_White-300x152.png



Story

You are a goblin who has just been hired for a week as a minion in a dungeon, for a salary of a thousand gold coins. You will have to perform various missions for the Master, such as sweeping the floor, repairing traps, looting dead adventurers, without dying. It is especially forbidden to snoop into the dungeon and to investigate its terrible secrets.


Features

- Play a Goblin working for an evil mage in an epic* adventure like you never lived before, and discover the joys of dungeon maintenance.  (*almost)
- Discover an original satirical dark fantasy world filled with humorous dialogues, characters, and objects.
- Explore a dangerous dungeon full of hidden paths, secret rooms, and mysteries.
- Investigate what is happening in the dungeon. Sneak in forbidden places, avoid deadly traps, read confidential journals, and discover terrible secrets.
- The simulation-based mechanics and the complex and open level design offers multiple paths and solutions.
- The game mechanics are inspired from Amnesia - The Dark Descent (for the exploration gameplay), Thief (for the stealth gameplay) and Deus Ex (for the systemic gameplay).

Images

2016-12-15_15h13_28-600x338.png
2016-12-01_18h24_58-600x338.png
2016-12-06_10h58_58-600x338.png
2016-12-09_14h33_41-600x338.png
2016-12-07_10h19_22-600x338.png
2016-12-11_11h00_03-600x338.png


More Informations

The game is made for PC (Linux, Windows).

For more informations, I invite you to look at the presentation page, which is much more detailed :
https://www.wildmagegames.com/goblin/


Follow me

If you are interested in this project, I strongly encourage you to subscribe to the Newsletter, and/or to follow me on Diaspora *, Facebook, or Twitter.
https://www.wildmagegames.com/
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#2 SeriousToni

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Posted 09 January 2017 - 06:28 AM

Haha I like the humour in this video :D

 

To me it looks promising, maybe there will be a demo some day for us Thief fans to test out the game (I cannot give much feedback just based on the trailer).

 

And I LOVE the way you can sneakily open doors! :wub:


"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

#3 wildmage

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Posted 09 January 2017 - 06:43 AM

Thanks for the feedback :)

 

I need more time before releasing a public demo, but if I do I will post a link here.

 

For the doors, it is directly inspired by Amnesia - The Dark Descent. Also, the noise emitted depends on the opening speed, so you really should be sneaky :ph34r:


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#4 Anderson

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Posted 09 January 2017 - 07:58 AM

Good job. Voted.


 "I really perceive that vanity about which most men merely prate — the vanity of the human or temporal life. I live continually in a reverie of the future. I have no faith in human perfectibility. I think that human exertion will have no appreciable effect upon humanity. Man is now only more active — not more happy — nor more wise, than he was 6000 years ago. The result will never vary — and to suppose that it will, is to suppose that the foregone man has lived in vain — that the foregone time is but the rudiment of the future — that the myriads who have perished have not been upon equal footing with ourselves — nor are we with our posterity. I cannot agree to lose sight of man the individual, in man the mass."...

 

 

- 2 July 1844 letter to James Russell Lowell from Edgar Allan Poe.

 


#5 Obsttorte

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Posted 09 January 2017 - 04:50 PM

Looks nice. The artwork and the bits of the gameplay I can see from the video looks promising. But I guess stuff like "Styx" or "Cthulhu" are copyright-protected, although it might be allowed to use them in a satire?! Good luck there.

 

Voted. :)


FM's: Builder Roads, Old Habits, Old Habits Rebuild
WIP's: Several. Although after playing Thief 4 I really wanna make a city mission.
Mapping and Scripting: Apples and Peaches
Sculptris Models and Tutorials: Obsttortes Models
My wiki articles: Obstipedia
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Texture Blending in DR: DR ASE Blend Exporter

End of shameless self promotion.

#6 wildmage

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Posted 10 January 2017 - 03:36 AM

Hello everybody.
 
Thank you all for your likes, votes and feedback. It means a lot :)

For Styx is was only a nod in the trailer, it is not the actual goblin name. And I agree with Obsttorte, for me it would be anyway considered as satire.
Cthulhu is now copyright free, but I may remove it because summoning is slightly compatible with the lore. We will see.

Thanks again, and do not hesitate to ask if you have any questions.

Edited by wildmage, 10 January 2017 - 03:37 AM.


#7 SeriousToni

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Posted 11 January 2017 - 06:31 PM

Be sure to keep us updated in this thread! I am very curious! And good luck of course! :)


"Einen giftigen Trank aus Kräutern und Wurzeln für die närrischen Städter wollen wir brauen." - Text aus einem verlassenen Heidenlager

#8 wildmage

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Posted 12 January 2017 - 08:25 AM

Of course I will keep you updated. Thanks :)


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#9 wildmage

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Posted 30 January 2017 - 06:09 AM

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Greenlighted.png

 

 

Good news, everyone! Almost Epic Adventures: The Goblin's Week has been Greenlit!

I really want to thanks everybody who supported my project on Steam and/or took the time to give me some feedback :)
I was especially happy to see that the game concept interested some of you, and that my target audience may really exists :P

What's next? I am working hard on the first alpha version that will cover the first days of the week.
After that I may try to run a Kickstarter to be able to work with a few contractors to improve the game.

In any case, I will keep you informed :)


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#10 Bikerdude

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Posted 30 January 2017 - 07:16 AM

That reminds me, I need to look at getting TDM on SGL...



#11 Obsttorte

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Posted 30 January 2017 - 04:49 PM

Congratulations mista, and good luck on your future endevours. :)


FM's: Builder Roads, Old Habits, Old Habits Rebuild
WIP's: Several. Although after playing Thief 4 I really wanna make a city mission.
Mapping and Scripting: Apples and Peaches
Sculptris Models and Tutorials: Obsttortes Models
My wiki articles: Obstipedia
Let's Map TDM YouTube playlist: ObstlerTube
Texture Blending in DR: DR ASE Blend Exporter

End of shameless self promotion.

#12 tefdal

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Posted 01 February 2017 - 02:22 PM

Congrats to op on your greenlight success. Game looks very prommising to me so good luck with the dev!

That reminds me, I need to look at getting TDM on SGL...

Not to highjack thread but thats a pretty good idea, could bring some new players, especially if you add workshop.

Edited by tefdal, 01 February 2017 - 02:22 PM.


#13 Anderson

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Posted 02 February 2017 - 02:02 PM

That reminds me, I need to look at getting TDM on SGL...

At the moment it would be advisable to get these plans in motion concurrently with providing TDM with EAX functionality at 2.06. Then people with big expectations wouldn't be turned off so easily as it is a valid and long term complaint after all. A big turn-off.


Edited by Anderson, 02 February 2017 - 02:04 PM.

 "I really perceive that vanity about which most men merely prate — the vanity of the human or temporal life. I live continually in a reverie of the future. I have no faith in human perfectibility. I think that human exertion will have no appreciable effect upon humanity. Man is now only more active — not more happy — nor more wise, than he was 6000 years ago. The result will never vary — and to suppose that it will, is to suppose that the foregone man has lived in vain — that the foregone time is but the rudiment of the future — that the myriads who have perished have not been upon equal footing with ourselves — nor are we with our posterity. I cannot agree to lose sight of man the individual, in man the mass."...

 

 

- 2 July 1844 letter to James Russell Lowell from Edgar Allan Poe.

 


#14 wildmage

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Posted 06 February 2017 - 08:09 AM

Thank you all :)

 

(and TDM on Steam would be amazing ! )


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#15 wildmage

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Posted 22 July 2017 - 10:29 AM

Hello everyone,

Sorry to have taken so much time since the last post, but I wanted to tell you that yes, the project is still alive, it is even going well. I begin to see the end of the development, even if it is still far away and that there are still many dangers to come.


Dev progress

Here is a quick review of the current game state.

  • I have almost finished to code all game features.
  • The art style has been improved in a large part of the dungeon.
  • The game has been optimized a lot, even if I want to do more.
  • I improved the level design, even if there is still a lot to do.
  • Regarding the game content, I have split the game in four parts to focus on finalizing them one by one. The fist quarter is almost finished, and it will be the occasion to shoot more images and videos.

Here are some images on the game progress. You are more than welcome to tell me what you think of it.

2017-06-29_14h20_17-1024x576.png
2017-06-29_14h14_45-1024x576.png
2017-06-29_14h11_41-1024x576.png
2017-06-29_14h19_39-1024x576.png


Demo in a few months

Also, I will try to make a short demo from it in the upcoming months, so you can all see by yourselves if the game is really worth it.


Help me spread the word

My biggest concern is be to get out of the complete anonymity. So, if you like what you see and want to help me, do not hesitate to share.


Stay up to date

I post regular updates, devlogs, and other content on the blog, but also on several social platforms. The best way to follow the project is to subscribe to one of those:

Website-Newsletter
Diaspora*
Twitter
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Edited by wildmage, 22 July 2017 - 10:53 AM.

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#16 NeonsStyle

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Posted 27 July 2017 - 12:55 PM

haha, at first I was warming up for some not so nice feedback lol, but then it got interesting. Good work, keep going,

I like where it's going.


I have a small YouTube channel making videos on a variety of games. Come and have look here:
 
https://www.youtube.com/c/NeonsStyleHD

 

Briarwood Manor - available here or in game

http://forums.thedar...2017-update-16/

 

 

 


#17 wildmage

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Posted 28 July 2017 - 01:45 AM

haha, at first I was warming up for some not so nice feedback lol, but then it got interesting. Good work, keep going,

I like where it's going.

 

Thanks. Also, do not hesitate to give me some feedback on what you did not licked at first.



#18 wildmage

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Posted 05 January 2018 - 05:09 AM

Hello everyone, here’s news from the front.

First of all, happy new year to all! I wish you good health, and success for your projects. As for me, I hope that this year will be productive, with the release of The Goblin’s Week :)

It’s been a year since the publication and acceptance of my game concept on Steam Greenlight, and the first video trailer. I announced that the game would be released in 2017, and that was not the case. The game should be released in 2018. It’s time to take a look at what has been done this year, and to present what remains to be done.

Review of the year 2017

This year, I was tired of adding more and more content, accumulating bugs, temporary 3D models, unfinished features, and so on. So, I focused on the first part of the dungeon, so that the content of that part is clean and polished.

So I redesigned and modeled the 3D characters, they are now all ready. I reviewed the 3D models used for this part, I reviewed the meshes, optimized the physical colliders, and improved the scripts. I got down to the hard task of optimizing performance, including setting up a progressive dungeon loading system. I did a thorough overhaul of a lot of the code to clean, optimize and solidify its basis. I notably reviewed the dialogue system, localization system, save system, inventory system, game management system, footsteps and collisions system, and weapons equipment system.

Refactoring these systems allowed me to do new things, for example here is a very recent video of a crossbow test:


The first level is almost complete. All game features are implemented, although I still have to improve some stuff. For the other levels, some are already in an advanced state, others just in prototyping phase.

2018-01-04_17h40_37-1024x576.png
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2018-01-04_17h39_26-1024x576.png
2018-01-04_17h45_40-1024x576.png

Having realized that the game development would take longer than expected, I tried to find an alternative funding source by selling assets for Unity. To date I have published three assets, sales are starting to take off a little but I have finally not gained more development time, compared to the time spent producing them. I would like to publish other assets, including the dialogue system, but given the required work I prefer to focus on the game.

To conclude, even if the remaining content of the game is still substantial, the state of the game itself has progressed enormously. I now have a solid basis, and everything is ready to create the rest as efficiently as possible.

Roadmap for the year 2018

This year, once the last elements of my version 0.1 are done, I will finally be able to work on the level design and game design, so that the gaming experience is the best possible and the closest to my goals.

I have already started to review all levels of the dungeon either on paper or in the editor, to rework the overall game experience. I want to have a first version of all areas to get the game as a whole. I will also have a better estimate of the remaining work, and I will be able to focus my efforts, and remove areas if necessary. I will then rework the levels gradually and iteratively, and I will create the necessary content and scripts as I go along. I will of course continue the playtests, although at the beginning I will continue to favor the observation tests, at home.

There are still some tasks for which I have trouble anticipating the difficulty, for instance the music composition, replacing all temporary sounds, and translating the game in several languages.

I talked about publishing a playable demo, it will not be for now. I’ll let you know if such a demo is finally released.


More screenshots

2017-11-15_12h00_59-1024x576.png
2017-11-15_12h00_10-1024x576.png
2017-11-15_11h57_32-1024x576.png
2017-11-09_11h51_28-1024x576.png
2017-11-15_18h08_06-Copie-1024x576.png

 

Stay up to date

To stay informed, I invite you to follow the progress of the game on my site, by subscribing to the newsletter, or via the various social networks:
Newsletter
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Twitter
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I hope you are as eager as me to see the game out. As always, do not hesitate to give me some feedback,
See you soon,

Arnaud


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#19 CarltonTroisi

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Posted 05 January 2018 - 02:35 PM

Looking better than ever!  Keep up the good work.



#20 Kurshok

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Posted 06 January 2018 - 12:31 AM

Looks good.

#21 wildmage

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Posted 06 January 2018 - 04:29 AM

Thanks :)



#22 Xarg

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Posted 06 January 2018 - 06:33 AM

It kinda reminds me of Necropolis, which isn't a bad thing.


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#23 wildmage

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Posted 06 January 2018 - 06:55 AM

It kinda reminds me of Necropolis, which isn't a bad thing.

 

Necropolis art style looks pretty nice.

From a gameplay point of view, my game is really different, more focused on adventure-investigation with trap-based dungeon exploration, a bit of stealth, and almost no combats.



#24 HMart

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Posted 06 January 2018 - 10:10 AM

Nice! Looks like my cup of tea and i also love the art style. :) 

 

Btw i'm right to say that, Overlord, viscera clean up detail, Legend of Grimrock, Amnesia (for the door opening mecaniques) were inspirations for this game?  



#25 wildmage

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Posted 07 January 2018 - 04:58 AM

Thanks :)

 

Viscera clean up detail was not part of the original inspiration. I discovered it the first time someone told me my game looked like a clone of it. But since then I played and analyzed it, so it is now one of my inspirations.

 

But to be clear, cleaning the dungeon is only a sub-part of the game.

There are others tasks to do for the master, like cooking or getting the mails, but the real game is actually investigating into forbidden areas.

My game is an adventure-investigation game. What originally interested me was "what if instead of being a hero you were a simple minion working in the dungeon of an evil master".

The cleaning part is more a fun way to roleplay being a minion, and is part of the game story.

I know my video and presentation page must be improved to better explain what kind of game it is.

 

Legend of Grimrock is an inspiration only for some parts of the dungeon, like the maze, but in my game there are almost no combats. I focus on searching for traps and avoiding or breaking them.

 

Amnesia is certainly a huge inspiration for the game mechanics, like doors interactions, but also for physics-based and narrative puzzles.

 

Recently I played a lot to Thief 1 & 2 and Deus Ex for their level design, multiple solutions, stealth mechanics, and emergent gameplay.

 

Adventure games like Monkey Island are also an inspiration for the humor and comedy-based puzzles.

My goal is to combine the fun and humor of classic adventure games with the reactive gameplay of simulation-based mechanics.


Edited by wildmage, 07 January 2018 - 05:00 AM.

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