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  1. Well, this is not my intention. I do not want to own the music, I only want the rights to use them in a commercial game.
  2. Thanks a lot @Goldwell ! I will try to contact some of them. I already tried to contact Schatten directly by MP when I saw a post saying he did a lot of ambient sound, but no answers yet. He seems not active here and there are no coordinates. Thanks again, I will continue my search with those authors
  3. I am particularly fan of the ambient musics that you have composed for the game. They are dark, mysterious, stressful. I particularly like gregorian,s s_catacombs, ss_derelic, underground_darkness_loop, basement01_loop, church, but most of them are awesome. I am actually looking for good ambient musics for my game, and I was hoping that maybe the authors of the respective musics would be interested to sell me the rights to use it in my upcoming dungeon crawler title ? I would be really interested to get in touch with them. Also, your sound FX are very good. Is there any way to purchase all or some of them? Maybe it is more complicated due to their various origins and licenses.
  4. Hello, Here are some news about my game The Goblin's Week. The game is still in development, but at a slow speed. Indeed, because I had difficulties finishing it and was almost out of time, I had to take a decision. So I decided to cut the remaining work but working on a smaller and doable game. Since december 2018 I am working on a trapped dungeon exploration game. The goblin's game remain untouched and will be released later, when its done. Thanks to that decision I can focus on the dungeon and trap gameplay, this will help me release the Goblin's Week as I want it to be. Everything is detailed on my january devlog https://www.wildmagegames.com/blog/2019/02/02/devlog-january-2019/ In the new game, you play an adventurer exploring trapped dungeons to get the treasures. You will find more infos on the game on the last blog entries https://www.wildmagegames.com/blog/ I will tell you more about it when its time. Thanks again for your support, and I hope you will like my new project
  5. Yup, Just a short update to tell that things are still going well. I am starting working on the unfinished levels and hope to have a satisfiying complete gameplay and level build at the end of the month There are still a huge amount of things to do but I am still aiming for the end of 2018. Here are three very recent videos: The "Life of a dungeon janitor" were you can see some dungeon cleaning in action [video=youtube;3thcl1GKmho] The "Life of a (disobedient) dungeon janitor" were you can see some stealth in action. Since we are in the Dark Mod Forums, I really hope you will like it, so please tell me what you think of it (I will have more to show about the AI, the shadows & noises, but I need some time to have something a bit more showable) [video=youtube;ix-eyffGXNg] A technical demo of the physically based interactions and traps [video=youtube;W9JzdlZ6Fpk] Also, I updated the presentation page wildmagegames.com/goblin with new screenshots and texts, do not hesitate to tell me what you think of it. Here a a few new screenshots too:
  6. 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.
  7. 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.
  8. 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: [video=youtube;Q0LHWJwaq5U] 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. 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 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 Diaspora* Twitter Facebook 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
  9. Thanks. Also, do not hesitate to give me some feedback on what you did not licked at first.
  10. That's amazing! Would definitively try it ... if I had a VR headset :/ What are you planning to do with the player moves? Keeping them as they are, or adapting them to something like "small teleportations", to prevent illness?
  11. 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. 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 Facebook
  12. 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 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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