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…
All posts in Game Development
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…
GameDev Blog: Goblin Rules Football #18: Control Re-Mapping/Binding
I’ve mentioned before that I want to give players the ability to re-map/bind the controls for GRF. I created a control scheme that I think works for the game, but surely many other players will disagree! Assuming any other players ever play GRF, that is. So, I went about trying to figure out how to…
GameDev Blog: Goblin Rules Football #17: Using Shader Graph to Create Dynamic Outlines
In my last post, I mentioned wanting to add some more visual indicators for the ball carrier by creating an outline around the goblin with the ball. I didn’t want to have to add an outline to each sprite frame in every ball carrying animation, and switch between them and so on, so I decided…
GameDev Blog: Goblin Rules Football #16: Creating a Tutorial
It’s been something like three weeks since my last blog post, and I have spent the entirety of that time working on a tutorial for players to play in order to “learn by doing.” The tutorial goes through the basics of how to play GRF, walking the player through step-by-step on how to move, switch…
GameDev Blog: Goblin Rules Football #15: UI Updates and More Visual Indicators
Now that Goblin Rules Football has a steam page up, I’m starting to “fine tune” what is in the game currently instead of just adding random content. The first thing I wanted to do was to make it so all of my UI is navigable with a game pad. The in-game UI worked well with…
GameDev Blog: Goblin Rules Football #14: Trailer and Sprinting Indicators
Last post, I mentioned that I was going to make a trailer for my game. I did! It only took a few hours and I did it all using free tools and free (Create Commons) music. Can you tell this is the first time I’ve ever edited video of any kind??? Wow, isn’t it amazing?…
GameDev Blog: Goblin Rules Football #13: Fixed Running Animations, New Visual Indicators, and a Steam Store Page!
I mentioned before that I wanted to start working on adding Goblin Rules Football to Steam, and I did! You can find the steam store page here. Doesn’t it just look amazing!? I know, I know, surely a true pro created that page and not just a game dev hobbyist with a spare $100. Would…