Ludum Dare #15compo
GoblinHome
EDIT - Updated link to version that fixes the crash bug and a large memory leak.
GoblinHome is about a goblin clan who set out to make a new home in a cave. They need to clear the cave of the existing denizens. Unfortunately the only denizens I had time to create are trolls. The original plan had intermittent adventurer attacks and things to build but that didn't happen in time either. The game is however, completable, for broad definitions of completable. Just kill all the trolls.
There are still a bunch of bugs and possibly memory leaks I didn't have time to fix, but nothing major.
Controls are in the readme and pop up in a window when you start the game.
Language:
C++
Libraries:
Ogre3D (Graphics)
OIS (Input)
CEGUI (GUI)
Tools:
Photoshop CS3
Blender
Visual C++ 2008 Express
GoblinHome is about a goblin clan who set out to make a new home in a cave. They need to clear the cave of the existing denizens. Unfortunately the only denizens I had time to create are trolls. The original plan had intermittent adventurer attacks and things to build but that didn't happen in time either. The game is however, completable, for broad definitions of completable. Just kill all the trolls.
There are still a bunch of bugs and possibly memory leaks I didn't have time to fix, but nothing major.
Controls are in the readme and pop up in a window when you start the game.
Language:
C++
Libraries:
Ogre3D (Graphics)
OIS (Input)
CEGUI (GUI)
Tools:
Photoshop CS3
Blender
Visual C++ 2008 Express
Tools: Blender





Comments17
The animations for the models were very nice, I will say.
I voted just for your community since I'm sure that's not the intended behaviour.
Maybe it has something to do with your GL drawing order? Shrug.
The cave generation and path finding seemed well done, though the caves were a bit too large for the movement speed.
I kept running into a bug where if one of my goblins came to rest on a dead enemy, I couldn't select him again.
Gameplay was a bit slow and free from choice/strategy, but you've got a nice baseline here.
In the end it's quite tedious to click all the single goblins and have them move on. Letting keys 1 to 4 choose the goblins would help quite a bit.
It looks like there's a bit of gameplay missing, a shame really.
That's what I was doing when the game suddenly had a massive slowdown for no apparent reason, my view scrolled off the map into blackness, and the game crashed. Don't see anything enlightening in the log, sorry. This was on Windows 7, with the OpenGL renderer.
Really nice 3D.
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