psychicsoftware
November 9, 2015
Goblins & Grottos, Guest Posts
Leave a comment

Goblins & Grottos Audio Development

November 9, 2015
Goblins & Grottos, Guest Posts
Leave a comment


A guest post by Ian Munt, game DJ, noise noodler and voice maker on Goblins & Grottos.

 My Backgound

I have worked as a musician and written and recorded music since I first learnt how to use a tape machine. I got involved with Goblins and Grottos earlier this year and since then I’ve created voices for various characters, made numerous sound effects and written a series of catchy goblin complimenting tunes.

Your browser does not support the audio element. Music: Goblin Dance

Silly Voices

Your browser does not support the audio element. Audio: Knight #1 chat

Each character in the game has a number of triggers and each trigger has to have a number of expressions to choose from to avoid repetition. So the number of sound files soon mount up. Each character needs to sound different to the next and this requires some fairly foolish behaviour on the microphone along with some pitch shifting effects. None of the characters say actual words as these are shown in speech bubbles above their heads so this means that I can’t use actual words. Instead I have to express the feelings they would have in a given situation – EG: finding the Goblin, killing the Goblin as well coming to a sticky end. (Literally! They can fall onto pointy sticks and die).

Your browser does not support the audio element. Audio: Wizard sees the goblin

Noise Noodling

This is my first time working on a computer game. For the sound effects I’ve had to learn quickly. Sounds were needed for the various game elements; a creaking plank, a marching knight, a fireball etc. This has introduced me into the fascinating world of Foley (sound effects). I looked for some sounds online (freesounds.org), but found that these rarely worked on their own. They might be the wrong length, have too much ambient noise or could just be missing a certain something. However, I’ve found they are a good starting point and sometimes work when slowed down, speeded up, cut before the ambient part is heard or mixed with other sounds.

Your browser does not support the audio element. Audio: Paladin uses his ‘holy smite’ spell

Most satisfying of all are the sounds that are completely homemade and these can come from an unlikely source.   For example, I was looking for a sound for the checkpoint statue which, when the Goblin reaches it, ignites 3 flames. I recorded some actual flames igniting and looked online but they all had too much of a thump and not enough whump. So what sounds whumpy? A sheet being shaken open? How about a blanket? Perfect! It’s not a flame but it does sound like one when timed nicely with an animation.

Your browser does not support the audio element. Audio: Checkpoint activated

Thinking this way has led me to listen to everything with new ears – hmm that automatic handbrake on the car sounds interesting and could be useful someday. So more and more I find myself leaving the house with my trusty Zoom portable recorder just in case I stumble upon something that may not work on it’s own but combined with something else might just be what I’m looking for.


goblinsandgrottos.com
G&G on Facebook
G&G on Twitter

September 1, 2015
sam
Goblins & Grottos
Leave a comment

Goblins & Grottos – Cutscene System

September 1, 2015
sam
Goblins & Grottos
Leave a comment

A lot has happened in Goblins & Grottos since my last blog post. In July we went onto Steam Greenlight and were greenlit in just 4 days, with hundreds of positive comments from Steam users. Of course this is hugely encouraging and gave us a nice motivational boost as we started moving past our one-level demo and planning the game proper. We also entered a small competition (Indie Revolution Expo) and won the ‘best design’ award.

What I will focus on here though is our cutscene system, which has been becoming more detailed over the past few weeks. We’re putting a lot of work generally in making the map editor as user-friendly and fun to use as we can, and to encourage players to build stories into their maps. Cutscenes will be an important part of this.

Cutscenes are triggered when the goblin moves into the invisible trigger identified during map-editing by the clapperboard icon. You identify which ‘actors’ will be part of the cutscene, and these characters have their normal game behaviour over-ridden with the rules specified in the cutscene. Actors can include enemy heroes, friendly creatures (other goblins, imps, etc.) and also the goblin himself. If the goblin is included as an actor, then the screen zooms in and normal game controls are frozen for the duration of the cutscene. If the goblin is not included as an actor in the cutscene, then the cutscene plays out while you are playing as normal – this allows us to make little stories and interactions occur which you can choose to eavesdrop on or simply ignore. It’s a simple but pretty cool idea and we can already see how it brings the maps to life and gives a feeling that the world around the goblin is alive.

So far, our cutscenes let you define where actors move to (identified by invisible flags that you place in the map) and what they say. You can also open/close doors, have heroes kill creatures, and have heroes ‘log out’ (the joke is that they’re playing an online game and – in an act of ultimate insult – they log out straight after killing the goblin’s family, leaving him the quest to track them down and seek revenge). You also define the amount of time that elapses between each step, and centre the camera on different spots on the map – so you can accurately control how the cutscene action plays out.

July 8, 2015
sam
Goblins & Grottos
Leave a comment

Goblins & Grottos first playable prototype

July 8, 2015
sam
Goblins & Grottos
Leave a comment

We have reached an important milestone with Goblins & Grottos: our first public release prototype! You can download this for Windows and OSX over at GoblinsAndGrottos.com. The prototype has one game map built in, and the map editor component has been removed for the moment. The plan is to work on getting the map editor up to the standard needed for public release within the next month or so, and look towards another prototype at that stage.

We also put the game up onto Steam Greenlight and would appreciate it if you could vote for us there!

The reception so far has been really positive, and the quality of the trailer video (above) has certainly helped this! I’m delighted with the video editing skills of Jonas and the fantastic original music of Ian, and the way they synced these together in the trailer gives a very professional look.

And of course our main artist Björn has been busy too, working up some new ideas for enemies!


Including this Druid character who launches a pet owl as a scout. And changes into a bearded reindeer ;-)


And remember folks…


May 12, 2015
sam
Goblins & Grottos, Techie
Leave a comment

Introducing Goblins & Grottos

May 12, 2015
sam
Goblins & Grottos, Techie
Leave a comment

Goblins & Grottos is a new collaboration between Psychic Software (from Ireland) and Goblin Portal (from Sweden). We’re calling Goblins & Grottos an “inverted RPG”. You play as the goblin, trying to escape a series of dungeon levels while a team of callous adventurers lays waste to everything around them. The idea is to turn normal RPGs on their heads, and see everything from the eyes of the poor helpless cannonfodder for once.

Goblin Portal have created a clean pixel style for the game, and I’m the programmer (of course). It’s working out well under control of a 2D physics engine: we have spent a lot of time getting the core animations and interactions with the environment as good as possible; the goblin runs, jumps and climbs walls, swings from chains as he attempts to escape the numbskull adventurers .. who in turn have no respect for the goblin, seeing him only as a quick kill for 10xp which brings them along the road to their next level and unlocking their next skill.

I’m using the same core set of technologies as I have for several recent projects: it’s written using HTML5/Javascript packaged into a desktop executable using nodewebkit and with pixijs for pretty efficient WebGL rendering. Nodewebkit gives access to things such as local file reading/writing, which isn’t normally possible from a browser. I’m using the matterjs javascript physics engine to move stuff around, but other than that there’s no actual game engine to be seen. I have found this suits me well for the 2D games I have been making lately – I can construct my own architecture rather than having to learn someone else’s; and the lightweight nature of Javascript suits me.

The near-term plan for Goblins & Grottos is to make a playable one-level demo, and to engage with players while expanding this into a complete multi-level adventure, starting with the goblin’s parents being hacked down by a merciless bunch of greedy adventurers, and ending with an unexpected and heart-wrenching moral dilemma. Or something.

We’re also planning on releasing the map editor as a core part of the game, and on making an on-line repository for player-made levels. There’s plenty of creative freedom in the map editor I have been creating, including customising the skills and chat text of the adventurers.

You can sign up as a tester over at goblinsandgrottos.com, or follow us on Facebook. A playable demo should be available within the next few weeks.

Previous Page
Next Page

Newsletter

Join Email Newsletter

 
We take your privacy seriously and will never give your details to anyone else.

Presskit

Press Kit here

Games in Development

  • The Necromancer's Tale
  • Newby Chinese

Games Released

  • Darkwind: War on Wheels
  • Let's Break Stuff!
  • Musclecar Online
  • Goblins & Gottos
  • Orbs.it
  • Mars Defender
  • Demon Pit
  • Afterburn 2150
  • Block Rockin'
  • More on Gooogle Play
  • More on iOS Appstore

Unfinished Projects “On Hiatus”

  • Zed's Dead
  • Ping Pong Planets
  • Godkin

Archives

  • January 2026
  • October 2025
  • March 2025
  • August 2024
  • December 2023
  • June 2022
  • April 2022
  • May 2021
  • December 2020
  • November 2020
  • October 2020
  • August 2020
  • May 2020
  • March 2020
  • October 2019
  • October 2018
  • August 2018
  • July 2018
  • January 2018
  • September 2017
  • August 2017
  • May 2017
  • July 2016
  • May 2016
  • April 2016
  • December 2015
  • November 2015
  • September 2015
  • July 2015
  • May 2015
  • April 2015
  • February 2015
  • January 2015
  • December 2014
  • October 2014
  • August 2014
  • January 2014
  • December 2013
  • September 2013
  • July 2013
  • May 2013
  • April 2013
  • March 2013
  • December 2012
  • October 2012
  • August 2012
  • June 2012
  • May 2012
  • April 2012
  • March 2012
  • February 2012
  • January 2012
  • November 2011
  • October 2011
  • September 2011
  • August 2011
  • July 2011
  • June 2011
  • May 2011
  • April 2011
  • March 2011
  • February 2011
  • January 2011
  • March 2006
  • February 2006
  • January 2006
  • November 2005
  • October 2005
  • September 2005
  • August 2005
  • July 2005
  • December 1995

Categories

  • Afterburn 2150
  • Block Rockin'
  • Conferences & Events
  • Darkwind
  • Dead By Dawn
  • Demon Pit
  • Game Musings
  • Goblins & Grottos
  • Godkin
  • Guest Posts
  • Let's Break Stuff!
  • Mars Defender
  • Monster Melee
  • Musclecar Online
  • Newby Chinese
  • Orbs.it
  • PC Gamer
  • Rock Paper Shotgun
  • Techie
  • The Necromancer
  • Uncategorized
  • Zed's Dead

CyberChimps WordPress Themes

PSYCHICSOFTWARE | Psychic Games Ltd.
Sam Redfern indie games developer and university academic