It has been a while since my last update on Goblins & Grottos. In the last 2 months we have taken on a new team member, Logan – who will be taking over the bulk of our marketing and promotion activities. It’s critical that each role in the development and release of the game is headed up by a ‘champion’ who has commitment and ownership for it. Marketing was an area that we needed someone extra in, to fill that role. Logan has fitted into the team really well and I’m sure he’ll add great value to our publicity!
There have been lots of cool things added since my last post here. The four ‘regions’ are now complete (dungeon, forest, village, mountain/castle) along with appropriate decorations, interactive items, environmental effects and traps. The main bulk of the game’s development is now complete. We have held back some new features to announce on full release, including a fully configurable boss battle editor for final showdowns with the Paladin, as well as a neat minecart system for Indiana-Jones type shenanigans. Apart from this, I have been doing lots of tweaking and clearing up of bugs, and polishing of the user interface and map-making tools… all the glamorous stuff us programmers get up to, y’know. The game’s Official campaign is nearly complete.. kudos to the fantastic creativity of Jonas and Bjorn, who take the map elements I provide and twist and combine them in all sorts of fun ways.
Ian, Bjorn and Jonas have also been making a really slick cinematic trailer which will be unveiled on full release day.. I’m really excited about that!