In my previous blog post, I created an Active Directory (AD) lab environment in AWS that I wanted to use to test/practice various redteam concepts and tools. One of the tools I was interested in testing is the new version of Covenant C2. Covenant is a command-and-control (C2) framework. What this means is if you…
GameDev Blog: Goblin Rules Football #28: Creating My First Golf Hole
I did it. I followed through on what I said I’d do. I said I’d try and make it so you can play one hole in golf (which was misspelled in my post as “whole” until just a minute ago), and I did it! I drew out the entire thing in tiles! Created a gameplay…
GameDev Blog: Goblin Rules Football #27: Slope Direction Tiles and Making Them Do Stuff
In my previous post I mentioned wanting to include slope information on my tiles, possibly doing it through scriptable objects. Scriptable objects seem like that would be a powerful tool to use in Unity, but unfortunately I didn’t actually do any of the tutorials and went a different route for “storing” “data” on the tiles,…
GameDev Blog: Goblin Rules Football #26: Swing Animation and Ground Tiles!
I decided to ignore all of my “Next Steps” from my previous post, and decided instead to work on completely different things, first things first I made a swing animation. Look at it! Wow! Whoa! Great swing, great follow through. You love to see it. Also, it looks like a few pixels are missing in…
GameDev Blog: Goblin Rules Football #25: Rain, traps, wedges, and more!
In my previous post, I said I wanted to add more weather effects, like rain, so that’s one of the things I did! First I added the visual rain effect, since I figured if I couldn’t get something to look the way I liked I just wouldn’t include it in the game. So, using particle…
GameDev Blog: Goblin Rules Football #24: Wind and Club Sprites
Hello! And welcome to my humble blog about making a golf mode for my already published game, Goblin Rules Football. In my previous post, I mentioned adding a “target” at the end of the trajectory that the camera would focus on as the player aims their hit. Well, I did it! Here’s a screenshot from…
GameDev Blog: Goblin Rules Football #23: More Golf Stuff. Collision Detections and Spin???
In my previous post, I talked about adding a golf mode to Goblin Rules Football, and since then I have been adding to the top down/Golf Story-style prototype for the golfing. The first thing I added was “spin” in the game for both top and back spin, as well as side spin. I had already…
GameDev Blog: Goblin Rules Football #22: Golf Mode Prototypes
The release of Goblin Rules Football has gone well! I’ve played 3v3 a few times with my friends and it’s been great! There are even positive reviews! Only for of them…but still, all positive! And none are from friends I begged to review to juice my numbers! Just random people who though my stupid little…
GameDev Blog: Goblin Rules Football #21: Released on Steam
Goblin Rules Football has been released on Steam! Wow! Please go out and play it…it’s free… I don’t have anything else to add. Spent a year on this little game. I hope other people like it! There are 2 dlcs which are just donations to me if anyone feels so inclined. Otherwise enjoy the game…
GameDev Blog: Goblin Rules Football #20: CRT Screen Effect with Shader Graph
While I wait for Goblin Rules Football to release on October 20 (add to your steam wish list now!) I was thinking of things to maybe add to the game that wouldn’t impact gameplay much. Too soon to the release to start adding new game mechanics! A month or so ago I discovered Acerola‘s videos…
GameDev Blog: Goblin Rules Football #19: Achievements and a Release Date
First off, my game has a release date now: October 20, 2022! Wow! The game will be free. If anyone ever reads this post, please add it to your wishlist on Steam! You can find the Steam page here. In other Steam related news, I added a bunch of achievements to GRF! So far, there…