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…
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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…
GameDev Blog: Goblin Rules Football #12: New UI and Custom Game Settings
In my previous post, I said that one of my next tasks was to create a new UI for the title screen. Here’s what I made! If you’re looking at that and thinking “wow, looks like a free flash game UI,” well, that’s probably because all I did was reuse a bunch of free assets…
GameDev Blog: Goblin Rules Football #11: Pause Game and Timeouts
In my last post, I mentioned wanting to add a way to pause the game and to make certain phases “timeout” if the player doesn’t take an action without a set time. And, well, I did that! First, I had to make an “escape menu” that is brought up whenever the player presses the Esc…
GameDev Blog: Goblin Rules Football #10: New Blue Shell and Other Stuff
In my previous post I mentioned doing more work on the single player AI and maybe difficulty settings. I did none of that this week. Instead, I did a few other things. First, I created a new blue shell power up to be used in the game: Rocket propelled, homing bottles. See them in action…
GameDev Blog: Goblin Rules Football #9: AI Tweaks and Bug Fixes
There isn’t really a big “update” or change to the game to talk about in this post, but I feel like I am committed to making a weekly post for GRF now. In my last post, I mentioned that the AI needed a lot of tweaks and that I was “beating them pretty badly.” So,…